
Every 333 years, something stirs. 1666: Amsterdam is a 3rd person Dark, Story-Led, Action-Adventure where Noa, the Collector, wields witchcraft to uncover demonic entities hiding behind human faces. Investigate by day. Face your demons at night.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Latest in each market: best RU #30, worst UA #96 · 11 markets collected
US · last 30 days
About
Entities known as The Originals have lived for centuries, granted time, granted power, and the freedom to abuse both. That power is now owed.
Noa Brooklyn was born The Collector, raised by the Zaindaris for a purpose she did not choose: taking that power back.
Explore a handcrafted Amsterdam by day. At night, uncover what lies beneath its surface. Every facade carries a gablestone. Not all of them tell the truth.
The Originals walk among Amsterdam’s citizens, hidden behind human faces. Identify them. Mark them. When the Esbat comes, confront them in their true form under the moon. Collect what is owed.
Noa commands witchcraft and spellcasting passed down through generations of Zaindaris. Each target can be approached in multiple ways. Strategy, timing, and choice define the outcome. Every Esbat is a reckoning.
Noa is not alone. Aaron, summoned from 1999, now sees the world through the eyes of a cat. Together, they are one: Switch between Noa and Aaron across two radically different playstyles. One wields witchcraft. The other has four paws and flair.
Panache Digital Games is an independent studio founded by Patrice Désilets, creative director of Prince of Persia: The Sands of Time and Assassin’s Creed.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 947reviews | 64% | — | $592.2K |
| $29.99 | — | — | #13 | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 536 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I've put a little over [b]3 hours into the game so far[/b], making it through the first Coffer, and wanted to leave some feedback based on my experience. There is a lot that I really like about Amsterdam 1666, especially the story, but there are also some things that have unfortunately stopped me from being able to continue. [h1]The Performance[/h1] [h2]Great at the start, but terrible once you get into Amsterdam[/h2] The performance was great going into the game and running through the prologue, and I had a similar experience when I played the demo. However, the moment you're put into Amsterdam and get introduced to the living world, the performance takes a pretty big hit. I was running at a comfortable 60+ FPS during the beginning of the game, but once I got into Amsterdam and started dealing with the first Coffer, I was down around 30 FPS or lower, even with an RTX 5070. I wasn't too surprised by this at first, since there are a lot of NPCs walking around and the city is clearly doing a lot more than the earlier areas. Still, the drop was pretty noticeable, and I think the larger populated areas could definitely use some optimization. [h1]The Story[/h1] [h2]Honestly one of my favorite parts of the game so far[/h2] I absolutely love the storytelling, the drama, and all of the little bits of lore that get shared throughout the game. It honestly takes me back to the peak of Assassin's Creed storytelling, where the setting and history are a huge part of what makes the game interesting. Learning about the Zandaris tribe and their customs, Aaron and Noa, the witch trials, and the history of Amsterdam kept me really invested. This is probably the biggest selling point of the game for me because I actually want to know what happens next and learn more about the world. The problem is that I feel like some of that immersion starts to disappear once combat becomes the main focus. [h1]The Combat[/h1] Going through the prologue, I was starting to get into the rhythm of the combat. It seemed pretty simple: dodge until the enemy gives you an opening, then attack. That worked between all of the enemies I fought, including the first bookmaker boss. I could learn their attacks, dodge them, and then take advantage of the opening they gave me. Because of that, I assumed the first Coffer boss would continue using that same system. Unfortunately, this is where things started falling apart for me. When I got to the Fox Coffer and confronted him, I was able to cast the spell directly in front of the entire court and seemingly faced no consequences for doing it. That immediately broke some of the connection I had with the idea of being a hunted sorceress who needed to conceal her abilities. Then, later that night, I ended up fighting him in the middle of a crowd of people who just stood around us like we were in a fighting arena. I kept thinking there had to be some explanation coming for why this was happening or that there would be consequences for openly using magic in front of everyone, but that never really came across. Maybe this is something that gets explained later, but at the point where I got to it, it just felt really strange. It made me question why I was being so careful about hiding my abilities earlier in the game when I could apparently just use them openly in front of a crowd. [h2]The Fox Coffer Boss[/h2] The boss fight itself is where I think the biggest issue with the game currently is. The previous combat encounters had taught me that I should dodge until the enemy gave me an opportunity to attack. The Fox Coffer, however, seemed to attack almost constantly without giving me much of an opportunity to actually do anything. For what I assume is supposed to be an early introductory Coffer boss, having [b]three health bars while constantly attacking[/b] felt extremely punishing. I died on my first attempt, which honestly wasn't a big deal. I expected to die a few times while learning the fight. What I didn't expect was to then find out that dying means losing the upgrade I had and getting a random selection of new ones. [h1]The Roguelike System[/h1] I don't necessarily think the roguelike system is a bad idea. I actually think it could work really well with this game. The problem I ran into is that the upgrades are random, and some of them seem to be focused more on free-roaming and exploration than combat. The first couple of times I died, I was given upgrades that improved the free-roam experience but didn't really help me with the boss. That's great when I'm exploring Amsterdam, but when the thing preventing me from progressing is a boss that keeps killing me, it doesn't really help. Eventually I got an upgrade that gave me [b]two additional health bars[/b], and I thought that would give me a better chance. Then I noticed that the boss seemed to change his attacks and movement after each death. I understand the idea behind making a roguelike boss change things up, but it also made it harder to actually learn the fight when things I had already learned could change on the next attempt. There was also one attempt where I skipped the cutscene to get back into the fight and the boss seemed to be able to attack almost immediately while I was still loading in. The worst example was an attack where he rapidly swiped around five times in a row. On that attempt, he basically took all five of my health bars before I had a meaningful chance to react. Then I died, and the next upgrades I received were once again mostly focused on free-roaming. At that point, I felt like I had hit a wall and simply couldn't continue. [h1]Why This Is A Problem For Me[/h1] I don't mind difficult games. I also don't expect to beat a boss on my first try. What I do want is to feel like I'm actually getting better at the fight. I want to be able to think, [i]"Okay, I died because I did this wrong. Now I know what to do differently next time."[/i] Instead, my experience with this boss started feeling more like, [i]"I died, hopefully I get an upgrade that helps me fight him, and hopefully his attacks don't change in a way that catches me off guard."[/i] That's the part of the roguelike system that really frustrated me. If I keep dying, I don't necessarily get stronger against the thing I'm dying to. I can get upgrades that help with exploration while the boss remains the exact wall preventing me from seeing the rest of the story. I think there needs to be a little more player control over the upgrades, especially when repeatedly failing against a boss. Maybe give the player a choice between a combat upgrade and an exploration upgrade, or have some kind of guaranteed combat upgrade after dying to the same boss several times. It doesn't necessarily need to make the game easier. I just think the player should have some way of improving their chances instead of having to rely so heavily on getting useful upgrades randomly. [h1]Overall[/h1] The frustrating part about all of this is that [b]I really want to keep playing.[/b] The story is probably the part of the game I'm enjoying the most, and I really want to find out where everything with the Zandaris, the Coffers, Aaron, Noa, and Amsterdam goes. But right now, the Fox Coffer is where my playthrough ends. I don't think the boss needs to be made easy, and I don't necessarily think the boss itself needs to be completely redesigned. I just think there needs to be a better balance between how aggressive the boss is, how often the player gets an opportunity to attack, and what kind of upgrades the player receives after dying. Right now, it feels like I can die, get upgrades that don't help me with the boss, go back in and deal with a boss that may attack differently than the previous attempt, and potentially lose most or all of my health before I even have a chance to react. The frustrating part is that I [b]genuinely want to continue playing[/b].
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Languages: English*, French, Italian, German, Spanish - Spain, Dutch, Simplified Chinese, Japanese, Korean, Portuguese - Brazil, Russian*languages with full audio support
Hours played at review time, across 536 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Horrible. Don't get me wrong - the idea is great. But releasing a game in this state? Nope, that was a terrible decision. It feels like it should have been in development until at least Q3 2027. Maybe even 2028. This isn't early access, it's a pre-alpha release. You get stuck in textures, and so many things bug out that you constantly have to restart the game. Even the DualSense mapping is broken. The button displayed on the UI icon does absolutely nothing, while the actual function is bound to a completely different button. It feels incredibly rushed. And I really don't appreciate CEOs saying "hey, everyone uses AI, it's fine". No, it's not. Not in a creative industry. This is what happens when you replace QAs with AI agents "covering everything with tests". Nope, not gonna work. I'm not going to bother waiting to see if this game turns into something better. This studio has already made a terrible first impression.
Wasn't a fan -Controllers were super janky (had to move my joy stick around in certain angles in order to be able to have the cat jump to the desired point" -Story-line was a bit confusing and hard to grasp -Not a fan of games that use AI
It's a bit of a clunkfest here.... and I'd expect better from the group that used A.I on every part of development- wait, no I wouldn't? First off, yes it's cheap-about the price of a meal. However, you should watch gameplay before paying for a meal you might not eat. This game DRONES on and on, and normally I love story but everything seems drawn out as if to take a lot of time to walk from here to there and I'm just not down for that. I totally get there's pacing in storytelling however the first gameplay experience going from a very railroaded walking simulator of being a witch going into a walking simulator for a librarian isn't the hook needed to get people enthralled into the game right away and I think most people would have been able to tell you that. Graphics are, well, they're rough. I can tell bits and pieces want to stand out to be pretty but then some other part of the scene just looks like trash and I'm wondering "When will it buffer or do what it needs to actually look like a game from 2026...or even 2020?" The A.I usage really killed interest at first, then I realized I needed inspiration for a period piece I'm working on and this seemed perfect for it....however it didn't feel like the story was taking place anywhere other than a generic "Place". I'm really disappointed and I'd want to play more than the 40 min I've got here (Which I've accomplished nothing it feels like during) but it takes SO LONG to do NOTHING. I don't want to wait past the time where I can't get the refund just to run into a bunch of bugs for an incomplete title. Things to improve: *Business Practice involving A.I *Public facing communication *Concept of a Story Hook and pacing for today's players *Better expectations set for the state of game. *Fire whoever said it was okay to have these long pieces of walking simulator where you cannot walk from the path just to hear story I'm forced to press forward until I can't then press the one button that will work to experience the game.
Do not recommend as of yet. Very janky and immediately feels slightly derivative of Assassin's Creed. It's kind of hard to believe this has technically been a-brewing in people's minds since 2010. Even for Early Access, I expected slightly more. Also, please, please, please get a good writer and a checker. It's 'couldn't get past the first sentence', not passed. Not refunding right now even though I need my money, but it looks like you guys need it more.
Got nothing good to say about the game as of now. Combat is awful, performance isn't stable and the animations and player models look like potatoes. I feel like the subtitles are done by AI because in the first hour of the game there are already weird things about the subtitles like using the wrong words that have been said or just the way things are said in general. voice actors may also be AI or underpaid workers who were FORCED to do the voices. No emotions and no interpretation at all. I don't even know if this game will ever leave EA and if it does it will need to have a TON of patches and updates before it will be playable.
I have never written a review on steam before but this game was so bad i felt compelled to write this. combat is awful, movement is janky, the pacing is deplorable and the controls are the worst. words cannot properly describe my disappointment I really wanted to like this game it looked like it would be good but boy was i wrong. I cant believe I'm saying this but i wish ubisoft won the lawsuit because they would have done a million times better than whatever this is which is saying something
Ya, it is what it is. And that's bad. Honestly, just keep your money, It's an interesting concept, but the implementation is poor, from the combat, to movements, to bugs, clippings, and others. Personally i don't have an issue with AI being used per say, i care about the end result, and this, so far, not good. It is early access, so maybe keep it in the wishlist, but don't buy it just yet. It needs fixing.
When I first started playing this game, I loved it. Then I found out about its use of ai and I haven't been able to play it since. I was totally fine with the game being imperfect until I found out that unfortunate fact.
Durante as horas que joguei, algumas coisas me incomodaram bastante. Primeiro, o lip sync poderia ser muito melhor, assim como as expressões faciais dos personagens. Em alguns momentos, as falas simplesmente não parecem acompanhar direito os movimentos da boca, e isso acaba tirando um pouco da imersão. Outra coisa que me chamou bastante atenção foi a proporção dos objetos e do cenário, principalmente das escadas. Elas são extremamente curtas e pequenas, a ponto de o mundo passar uma vibe de A Toca do Harry Potter: é tudo tão pequenininho, torto e magicamente desproporcional. Ao passar por elas, não sinto que o personagem está pisando efetivamente nos degraus. A jogabilidade com o gato é ok, mas também poderia ser melhor. O parkour, principalmente, é um pouco confuso. Nem sempre o gato vai exatamente para onde você quer, o que pode deixar alguns momentos frustrantes, especialmente quando você está tentando alcançar determinado ponto do cenário. Também senti falta de um local na tela que mostrasse de forma clara os objetivos atuais. Em um jogo focado em história e exploração, acho importante ter algum tipo de indicação para lembrar o jogador do que precisa fazer ou para onde deve ir. Além disso, jogando no controle de Xbox, não encontrei nenhum botão para abrir o mapa, então em alguns momentos fiquei meio perdida sobre qual deveria ser meu próximo passo. E, por último, as legendas. Para quem não entende inglês, isso pode ser bastante confuso. Mesmo com o jogo configurado em português, a tradução não parece muito bem trabalhada e, em alguns momentos, dá realmente a impressão de ter passado pelo Google Tradutor. Para piorar, durante alguns diálogos, as legendas simplesmente mudam automaticamente para o inglês. Isso quebra bastante a experiência para quem depende da tradução. Eu entendo que o jogo está em Early Access, então é natural que existam problemas de acabamento e coisas que ainda precisam ser ajustadas. Mas, sinceramente, considerando que se trata de um jogo focado em história, acho estranho ele ter sido lançado em um estado tão cru. Talvez tivesse sido melhor esperar um pouco mais e lançar uma versão mais polida. Caso o dinheiro tenha apertado, nos avise que mandamos uma cesta básica. 🥺 No mais, a premissa é boa e a história tem potencial. Quanto aos problemas, veremos nos próximos updates se melhoram. Por enquanto, acho que vale a pena adiar a compra deste jogo, pois ele claramente precisa de mais tempo de produção.
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