
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 | 957reviews | 64% | — | $601.6K |
| $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 555 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
enjoying the game so far
Do these guys think that this game is actually fun? Just traveling is a pain in the ass. I'm stuck in the canals and cant seem to get how to proceed. Definitely do not recommend this game
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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 555 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I adore this game and I understand that this is early access and actively being developed through input from the players. I can't wait for it to be on console because I appreciate story driven games, although right now performance is janky in some cases but that will get better with each update. That said I do have some suggestions from what I have experienced thus far. I would love to see more combos that take advantage of the lux magic like hitting triangle at the end of a combo to do a staff slam or aim your staff to shoot a beam of energy at bounces between targets or even an energy ball. Finishers like draining the energy from a living target in combat could be a nasty way to regain magic mid combat especially when attackers are low on health with the L2 button. Some ranged attacked to add more flow to using magic mid combat would be a big help. I have worked with smaller dev teams for years and I really love this and would love to see a VR mod for this game. Devs if you read this give me a "Wave" because this game has so much potential and I appreciate you.
Let the seed sprout before you step into the dark. If you aren’t itching to walk through the pestilence right this second, hold off on buying 1666: Amsterdam just yet. The roots of something magnificent are here, but it needs time to grow and flourish. The potential is undeniable—the visual world is grim and captivating, the score builds a haunting tension, and the subtle audio design pulls you straight into its atmosphere. But right now, it still needs time in the shadows to mature, fix its rough edges, and unlock its true form. Throw it on your wishlist, give the developers time to let it cook, and hold off for now. See you until the next Esbat, fellow Zaindaris.
[h3]游戏界最强罐头创始人,在离开罐头厂后能带来什么新风味[/h3] 育碧这家众所周知的游戏厂商因为不同系列IP比如《刺客信条》、《看门狗》、《孤岛惊魂》等作品的玩法模板比较固定,每一个系列内的游戏结构都高度相似,虽然产能稳定又有质量保障,但缺乏惊喜感。就好像这些作品都是用公式化的流水线开发出来的一样,所以被玩家们成为“罐头厂”。 很多人不知道的是,初代《刺客信条》的创意总监“Patrice Désilets”曾在十几年前于蒙特利尔工作室着手开发一个项目。但不巧的是由于THQ破产,游戏版权又被育碧收购了,直至数年后他才重新拿回控制权,并成立了工作室对于这款作品展开开发,它的名字就是《1666:阿姆斯特丹》。 从游戏名看过去,故事的时间线和发生地点都一目了然——17世纪荷兰的阿姆斯特丹。在这一阶段的荷兰恰好处于野蛮生长的黄金时期,我们将通过取者“诺娅”的视角来领略当时荷兰的风情。但游戏的故事不仅仅是这一时期,而是从现代到1999年再到1666年层层递进,三个时代的秘密在着一座城市中完成了交汇。 可以说因为开发者的名头,本作在正式发售前就备受期待。但是拥有过辉煌历史的制作人在离开原本公司后带来的新作品,真正能够完美承载玩家期待的也终究是少数,反而翻车的情况更为普遍。在实际体验过后,《1666:阿姆斯特丹》的质量可以说是卡在中间有点不上不下的,考虑到还在EA阶段可以给到一个略高于及格线的分数,但如果你想要把它视为《刺客信条》的精神续作不太行得通的。 首先,游戏内最为关键的时间线当然是1666年,在这一部分玩家需要扮演诺娅和通体漆黑的灵契猫一起想办法找到隐藏在人类面孔背后的原初者,并在黑夜里收回他们的力量。由此引入了经典的昼夜循环机制,玩家需要在白天进行探索和调查,才能在夜晚和恶魔展开战斗。 但要承认的是,游戏的战斗方面体验并不出色,不仅体验在打击感不足以及敌人同质化严重,更是因为目前游戏的优化水平十分一般,会间歇性的遭遇卡顿的情况,而且角色的攻击手段也非常少。潜行系统也缺乏深度,甚至于有时候你直直的走在敌人身后他们都不一定会发现你。可一旦在街头被发现就会被不断生成的守卫们所围攻,只能逃到水面消耗时间来等候警报解除。 灵契猫是比较有意思的元素,除了操作诺娅之外,你也可以切换到猫猫形态,利用它灵活的动作和小巧的体型来完成许多的解谜,从而获取重要物品或者引开守卫的注意。尤其是吸引守卫注意力的能力其实十分关键,虽然这样做操作会稍微有些繁琐,但是能够避免潜行和被发现后需要等候警报解除所花费的大量时间。尤其是耄耋哈气也很有趣,能够缓解无聊的情绪。 虽说游戏的剧情以三条时间线汇聚而成,但目前版本中已经实装的内容并不多,难以从中完全领会作者想要叙述的意思。而且中文本地化还不完全,玩着玩着就会跳出一段英文字幕,比较影响体验。 总体而言,《1666:阿姆斯特丹》由初代《刺客信条》的创意总监精心打造,对于荷兰各时期的历史氛围把控不错,玩法创意也足够优秀。但失去了大厂技术力的支持之后,在实际游玩中有许多需要优化的地方。首当其冲的就是战斗系统的改革,尽管游戏在战斗与潜行的抉择中明显更偏向于潜行,但角色的战斗手段实在过于稀缺,能获得的正反馈也严重不足,在潜行系统没有达到十分令人满意的情况下,这是绝对无法忽视的一点。 其次就是每当潜行失败被敌人发现时,你都得逃到水上区域来花费大量时间等待警报解除,十分影响玩家本身的节奏。游戏本身的硬件优化和本地化也需要更进一步的重视,希望这些问题在正式版到来之前可以陆续的得到解决。 [table][td]闲暇时光,不妨试试游戏 欢迎关注[url=https://store.steampowered.com/curator/45653622] 闲暇時光鉴赏组 [/url][/td][/table]
Das spiel kann gefallen aber bin extremst enttäuscht der Trailer ist klasse die vorab Demo war auch gut aber das spiel An sich ist relativ langweilig du weist meist nicht wirklich wohin und die kämpfe bestehen hauptsächlich aus eisweichen und einfach zuschlagen also nicht wirklich toll nur nervig und stressig und es ist nur zum teil übersetzt also ist das spiel halb englisch.
Has potential. Will be amazing when it fully releases!
Has potential, but definitely needs a ton of work especially the combat and movement/traversal and over UI of the game
es verspricht mehr als es will., es ist recht start verwirrend, und man kommt auf viele sachen nicht, weil sie zu und offensichlicht sind. Das Kampfsystem ist üebraus müll. es ist mir recht oft passiert, dass ich ein Boss ksill abbekommen habe der mich 3x trifft, und man instant stirbt. Der weg zum Ersten Boss ist recht lange und bei jedem Fail (der sehr oft kommt) muss man diese ganze Kaugummi gezogene Story wieder machen, sprich sich in die "welt" einwählen und auch dann wieder zum Boss fight hinlaufen. Es gibt kein Knochback effekt sogar in Elden Ring gibt es dass das ein Boss Kombo dich nicht killen kann, bzw man kann darauf hinfarmen, ist hier aber nicht der fall du hast 3 Hits wenn ein Skill dich 3x hintereinander trifft weil du unglücklich stehst _ wars das und viel spaß nochmal 10min allein nur zur Boss herausforderung zu kommen. einfach die warben mit nem geilem Kampfsystem aber 80% vom game ist suchen testsen und alles genau bobachten und wer kann ahnene das man im nen saal gegen Hexenjagt direkt sich verwandlen muss. entweder hatten die keine Ahnung was sie wollten mit dem Game oder die haben 0 Finesse für Entwicklung. ICh warte weiterhin ab aber achtung: GAME IST KEINE 20€ Wert. und der Trailer ist ne LÜGE- und die Performance ist mega sick. und ich sage mal: 1/4 der Bewohner die dumm herumrennen reichen aus. vor allem wenn sich 30 NPCs einfahc an einer Ecke sammeln. und halt nur Copy Paste Modelle sind. hauptsache viel... und ade framerate.
several CTDs and the save on checkpoinmt situation made it that i lost progress a lot i have to many hours for refund, because all the CTDs and now i have a game thats buggy as f*ck that i'll probably won't play till they fixed all the bugs so i do not recommend buying it now till its out of early acces
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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