
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 | 951reviews | 64% | — | $592.2K |
| $29.99 | — | — | #12 | 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 545 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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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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 545 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]1666: Amsterdam[/h1] hab ich vor ungefähr 2 Wochen ca. 3,5 Stunden gespielt. Als ich heute weiterzocken wollte, hab ich leider nicht mehr ins Spiel gefunden. Ich sollte eine Kiste bei einer Cornelia abholen. Bloß weiß ich nicht wo sie sich befindet. Auf der Karte ist ihr Aufenthaltsort leider nicht verzeichnet. Deswegen hab ich beschlossen das Game zu Pausieren und nach dem Early Access neu zu starten. Mein Ersteindruck ist ok, mehr aber auch nicht. Grafik, Sound/track und Steuerung finde ich ok. Obwohl die Steuerung etwas feinschliff vertragen könnte. Dass man mit der Katze nur an bestimmte Stellen (die angezeigt werden) springen kann, stört mich nicht. Die Story ist etwas durchwachsen, wobei ich nicht einschätzen kann wie sie sich im fertigen Spiel weiterentwickelt. Ich kann aber schon mal verraten, dass die Story in verschiedenen Zeitlinien erzählt wird. Ansonsten würde ich mir wünschen, dass die deutschen Untertitel richtig funktionieren. Es wäre auch schön, wenn Errungenschaften dazukämen. Ich weiß, das Game befindet sich noch im Early Access. Aber wenn ich den momentanen Zustand bewerten würde, würde ich eine schwache 7/10 vergeben. Wenn 1666: Amsterdam fertig ist, werde ich meine Bewertung aktualisieren.
Note: now knowing this game has used AI, I will not reccomend this game to anybody. As much as I like this game, despite its infuriating gameplay mechanics, I will not support the use of AI. If I'd known it was used, I wouldn't have bought the game to begin with. Very frustrating that the devs brag about originally composed music, their original artists, and their small team's wonderful creativity, yet use very technology that takes advantage of those people. For being in early access, the game has a lot of potential. Firstly, the graphics are phenomenal, it's an entire new atmosphere combined with the original music. The plot premise is interesting and it doesn't hold your hand, you have to investigate and find the information yourself. The magic systems of both the NUX and LUX are intuitive and feel natural throughout the playthrough, which is something a lot of games struggle with so I was pleasantly surprised here. I haven't had any crashes, but I have had a few glitches here and there with mechanics like the Fyrian doors not working, the cat parkouring, and jumping from building to building as Noa. My issues with the game: the fighting mechanics, which are a large part of the overall game, are incredibly clunky, unintuitive, and makes it difficult to actually fight any battles. I gave myself time to adjust to the controls, but even after playing for 10 hours so far, the battles are so irritating because of these mechanics that I find myself not wanting to play. There is no shield-parry system, only dashing to dodge and hitting during an opening so it is bland and boring while being infuriating at the same time. It doesn't flow like other gaming fight mechanics and makes the boss battles borderline unpassable sometimes. Overall: if they can fix the clunkiness of the parkouring and fighting mechanics, this game would be a lot better. If you need mission markers and step by step for quests you won't enjoy this game, you have to find the information yourself with hints that provide no mission trackers, which is nice for unraveling the plot over time, but that's up to preference.
stop using ai and ill consider giving this another chance
The aesthetics and visual direction for the game are great. The fundamentals of the magic here are interesting to me, and I adore witchcraft themes. With that said, the story felt like a jumbled mess. Not a first for me, and generally that's totally fine. What I'm more bothered by, though, is the developers and their hypocrisy when it comes to their use of Generative AI and their refusal to acknowledge this.
This game feels like it was assembled by an AI that was told to “make a video game” and then nobody bothered to check the result. The design is painfully generic, the mechanics feel half-baked, and almost every aspect screams minimum effort. There’s a distinct lack of polish, personality, and most importantly actual human judgment. If AI was used in its creation, it certainly wasn’t used as a tool to enhance the experience; it feels like it was used as a substitute for having good ideas in the first place. Everything about this game feels soulless and unfinished. The kind of experience where you can practically see the shortcuts the developers took. It’s not innovative, it’s not compelling, and it’s certainly not polished enough to justify the time or money. AI generated mediocrity with a game attached to it. Hard pass.
Bueno es lo esperado esta muy verde. Solo espero que con lo recaudado con este acceso anticipado puedan mejorar y arreglar muchas cosas. A MEJORAR Quiero ser positivo ante este juego porque me gusto mucho la historia para mi suerte se ingles algo y podia entender algunas cosas el otro problema EL IDIOMA a veces pasa de ESPAÑOL a INGLES lo cual para muchos quizas se pierdan en la historia y quizas perdiendo el total interés en el juego dejando de lado ese error visualmente se ve bien aunque en graficos bajos que lo probe se nota como si fueran de plastilina los NPC a cierta distancia. Ahora en el apartado mecánica tambien como se esperaba tiene potencial pero se queda muy corto pues solo tenemos ataques y un poco de conjuros. lo que no entiendo muy bien es el apartado donde aparecen muchas imagenes muy rápidas( solo hicieron que me diera dolor de ojo y un poco de susto eso si no me disgusto). En cuanto al tema del GUARDADO que la verdad quisiera que este como boton para poder guardar donde quieras y lo ultimo a veces la camara se mueve de maneras muy extrañas y eso que use mando. RECOMENDACIONES: La verdad por ahora no les recomendaría 1666 Amsterdam porque como muchos ya lo tenian previsto esta muy verde. si quieren apoyar al estudio de Panache cómprenlo, para que puedan arreglar o quiero pensar que lo van arreglar y mejorar como ellos dicen. Ahora para los demas solo toca esperar a las duras criticas constructivas y que les sirva para mejorar. yo aun le tengo fe a este juego (prenderé mi velita) y ire actualizando esta reseña en base a sus actualizaciónes.
Review by [url=https://store.steampowered.com/curator/34633003-Gaming-Masterpieces/lists/] [u] Gaming Masterpieces [/u] [/url] - The greatest games of all time on Steam. Is this game a masterpiece? No. Not really. In 1666: Amsterdam, you play as a witch hunting creatures corrupted by a supernatural force known as the Nux. The game features all the essentials of witchcraft: a broomstick, a cat, and plenty of dark magic. Amsterdam, the capital of the Netherlands, was already a major city in 1666, though at the time it was also struggling with an outbreak of the bubonic plague that claimed roughly a tenth of the population. That turbulent period forms the backdrop of 1666: Amsterdam. At least there were no reckless cyclists back then. After a lengthy introduction in which you witness a witch ritual and choose your familiar, naturally a cat, the game begins in the present day. You play the intro as the young Clio, who arrives with a letter from her father, Aaron, seeking the help of Professor Lucas. Together, they delve into a vast library in search of long-buried family secrets. The first task is deciphering the magically encrypted letter and searching the library for clues. Right from the start, it becomes clear that 1666: Amsterdam does not aim for strict historical realism. This is a version of history where witches and magic are real, though carefully hidden from the general population. Ordinary people occasionally burn suspected witches at the stake, but they remain largely unaware of the true scale of activity involving the Primordials and the Zaindaris. The Zaindaris are a coven of witches who have been battling the Primordials for generations. The Primordials disguise themselves as ordinary citizens while carrying out their schemes throughout the city. You play as Noa Brooklyn, a special member of the Zaindari order. Exploring Amsterdam from a third-person perspective, you sneak through the city and send your cat into places that Noa cannot reach. The cat is no ordinary pet either. It possesses a human consciousness, allowing you to converse with it. You can even take direct control of the cat, though its movement controls can be a little awkward at times. Noa can attack, dash, dodge, mark enemies, run, and even glide through the air. However, she is far from invincible. A handful of hits is enough to bring her down. Fortunately, the game is forgiving, usually restarting you at the last combat encounter so you can immediately try again. Both Noa and the cat can absorb energy from dead creatures. Noa drains power from fallen enemies, while the cat can replenish itself by feeding on the energy of dead rats. Gameplay is split between combat and exploration. The combat includes several challenging encounters and some extremely demanding boss fights. Between battles, you'll wander through Amsterdam searching for your next objective. You'll investigate beautifully rendered multi-story houses, rummage through rooms looking for useful items, read books, and solve environmental puzzles. One common mechanic involves opening windows so your cat can slip outside and unlock doors from the opposite side. You can switch between Noa and the cat at the press of a button. A map helps with navigation, and as Noa you can either move around as an ordinary citizen or reveal your true identity as a witch and float above the streets. Unsurprisingly, the townsfolk are not particularly enthusiastic about seeing a witch flying around their city. [u][b] Conclusion:[/b][/u] It's immediately apparent that 1666: Amsterdam is neither a AAA production nor a finished product. The game is still evolving, and it shows. The story is intriguing, and the setting feels refreshingly original. On the other hand, the gameplay can occasionally feel a little sluggish. There are glitches, clipping issues, relatively small environments, and NPCs that often feel somewhat static. Yet the game also offers impressive magical abilities, engaging combat once you've mastered the controls, and some brutally difficult boss encounters. If you've ever wanted to play as a witch and glide across the enchanted waters of Amsterdam's canals while uncovering supernatural conspiracies, then 1666: Amsterdam might be worth giving a chance despite its rough edges.
To sum it up, Story so far doesn’t make sense and the combat isn’t good. The cut scenes are very nice but actual game play has very mid visuals. The game doesn’t like to load until the 3rd or 4th try. Also i don’t support the usage of ai.. they said it was removed but it never should have been used in the first place… not for me sorry
Avis négatif, mais avec de vraies qualités Après plusieurs heures sur 1666: Amsterdam, je vais malheureusement mettre un avis négatif. Et pourtant, ce n’est pas parce que je pense que le jeu est mauvais ou qu’il n’a aucun potentiel. Au contraire, il y a de très bonnes idées ici, mais dans son état actuel, je trouve qu’il reste encore trop de problèmes pour que je puisse le recommander au prix demandé. Gameplay Le premier problème pour moi vient des déplacements. On retrouve une certaine lourdeur qui rappelle Altaïr dans le premier Assassin’s Creed, mais avec encore moins de liberté de mouvement, notamment pendant les fuites et les poursuites. Et c’est là que cela devient frustrant. Dans ce genre de jeu, j’attends de pouvoir improviser : grimper, sauter, prendre un raccourci, utiliser l’environnement et réellement choisir mon chemin pour semer les poursuivants. Ici, on a parfois davantage l’impression de devoir composer avec les limitations du personnage qu’avec le level design. Le chat et les collisions Les problèmes de collision avec le décor sont également assez nombreux, et ils sont particulièrement visibles lorsqu’on incarne le chat. On accroche régulièrement des éléments du décor, certains mouvements deviennent étranges et il arrive de se retrouver bloqué. C’est dommage parce que les phases avec le chat sont une bonne idée et pourraient apporter une véritable variété au gameplay. Mais les problèmes de collision viennent régulièrement casser l’expérience. IA L’IA des PNJ manque également de cohérence. Il arrive que certains gardes semblent ne pas nous voir alors qu’on passe relativement près d’eux, tandis qu’une fois alertés, leur comportement peut devenir beaucoup plus agressif et parfois assez étrange. Le problème n’est pas forcément d’avoir une IA facile ou difficile : c’est surtout de comprendre sa logique. Dans un jeu qui repose sur l’infiltration, j’aimerais avoir des ennemis dont les réactions semblent naturelles et prévisibles dans le bon sens du terme. Exploration et investigation : une excellente idée Et pourtant, il y a des choses que j’ai vraiment adorées. J’ai notamment beaucoup aimé explorer les rues d’Amsterdam et observer les devantures des maisons pour déterminer quel établissement je devais cibler. C’est exactement le genre de mécanique que j’apprécie : le jeu ne vous prend pas constamment par la main. On observe, on cherche, on analyse et on fait soi-même le rapprochement. J’aime beaucoup plus ce type d’investigation que les jeux qui se résument à suivre un énorme marqueur jusqu’à l’objectif. C’est probablement l’un des aspects que j’aimerais voir davantage dans le jeu. L’histoire L’histoire est également un des points qui me donnent envie de continuer. Le fait de pouvoir voyager entre trois époques différentes apporte quelque chose d’intéressant et donne envie de découvrir comment tout cela va évoluer. Il y a clairement une bonne base narrative et un potentiel intéressant derrière. Amsterdam et l'ambiance La découverte de la ville fonctionne également plutôt bien. Se promener dans les rues, observer les bâtiments et essayer de comprendre son environnement participe beaucoup à l’immersion. C’est justement pour cela que je trouve certains problèmes de gameplay encore plus frustrants : le jeu possède une excellente base pour proposer une vraie expérience d’infiltration et d’investigation. Sous-titres et audio La localisation n’est malheureusement pas encore totalement au point. Les sous-titres passent parfois du français à l’anglais, ce qui casse l’immersion. J’ai également rencontré des passages où le texte défile à l’écran mais où aucun dialogue audio n’est joué. Je suppose que certains fichiers audio ne sont peut-être simplement pas encore implémentés dans cette version, mais dans tous les cas, cela donne l’impression que la localisation n’est pas encore finalisée. Performances Par contre, sur les performances, je n’ai absolument rien à reprocher au jeu. Chez moi, je tourne autour de 100 FPS en moyenne et je n’ai pas rencontré de problème majeur de fluidité. Je précise également que je ne suis pas un fervent défenseur du 4K ou des 144 FPS absolument stables. Tant que le jeu est fluide et agréable à jouer, cela me convient parfaitement. Donc sur ce point, je ne vais pas inventer un problème là où je n’en ai pas. Le prix Et c’est finalement là que le bât blesse. Pour moi, le prix actuel ne correspond pas encore à l’état du jeu. Je ne regrette pas d’avoir acheté ma version ailleurs, car je l’ai payée moins cher. Mais si j’avais payé le prix plein, mon avis aurait probablement été encore plus sévère. Il y a une bonne histoire, de bonnes idées, une ambiance intéressante et de vraies phases d’investigation que j’ai beaucoup appréciées. Mais entre la lourdeur des déplacements, le manque de liberté pendant les poursuites, les collisions, l’IA et les problèmes de localisation, je ne peux pas recommander le jeu au prix actuel. Verdict Pour moi, 1666: Amsterdam est typiquement le genre de jeu où je me dis : « Il y a quelque chose de vraiment intéressant ici, mais il faut encore travailler dessus. » Je ne déconseille pas de garder un œil dessus. Au contraire. Mais dans son état actuel et à son prix actuel, je préfère mettre un avis négatif et attendre de voir comment le jeu va évoluer. Si les développeurs améliorent les déplacements, les collisions, l’IA et finalisent la localisation, il pourrait clairement devenir une expérience beaucoup plus intéressante. Potentiel : oui. Idées intéressantes : oui. Jeu suffisamment abouti pour son prix actuel : pour moi, non. Bizarrement, quand je meurs je passe dans le chat et je peux juste me ballader en tant que chat je dois à chaque fois revenir à l 'écran titre et relancer ma game ... génial ... Edit: on en a pour 10 heures d'histoire actuellement bah ça fait une belle démo pour 30 balles les gars ;)
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