
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
Do I recommend this game? yes. But do I also recommend waiting? also yes. I enjoyed the start of this game, the concept and design is really cool. I didn't realise how many hours of gameplay there is though, so I was gutted when it ended, so maybe I would've waited, but I'm sure future me won't be mad about getting it at EA price lol. Its verrrrry buggy atm, I was just getting so much lag as I got into the busy town area, the sound was stuttering, combat was near impossible, Getting the cat to jump surfaces can be very frustrating, and just the little things like I kept ending up in never ending combat because the button to walk together would just disappear while I was trespassing, It needs a lot of work, I'm kind of shocked that they release it THIS early tbh, but it does have alot of potential and I will revisit it when its more fleshed out.
I am very conflicted about this review. I am going to give it a positive review because it's still in EA, but it desperately needs some optimization. I played the first 90 mins on LOW graphics settings (70-90 FPS), before eventually switching to EPIC graphics settings, just to see what would happen. I was hit with 15-20 FPS on the MAIN MENU. Atrocious. There's also a lot of mention of generative AI in other mixed reviews, and it should be noted now, that the developers have removed all generative AI from their game, their processes, and supporting documentation. Overall, I think this game has a lot of promise. I didn't encounter any bugs when I played the first bit, but I will say the combat is super clunky. Defeating the first original resulted in me using almost 8 potions simply because you can't block/dodge very well, despite that being a pretty core mechanic to the fight. It feels like the combat is trying to be an easy version of soulslike combat, but isn't done very well. Notably, there was no combat in the prologue, so you can't really uncover this until you pay for the game. The flashbacks between timelines is very interesting and a great way to tell the story, but I find the on-screen storytelling to be redundant (in that you can read the words on-screen, which then repeat verbally as you approach them), which really felt immersion-breaking. The tutorialization, however, is pretty fantastic. Being able to speak to your cat to get hints / reminders of what to do is also a great mechanic for people like myself who can get a little lost or forgetful. I do wish, however, there was a bit less handholding and I was allowed to truly explore the open world - there are several times where an area is intentionally blocked by NPCs, magic, props, etc. and that really takes away from the open-worldness of the game and really makes it a lot more linear. Overall, I don't plan on refunding the game and I intend on continuining to play it. I've seen walkthroughs where v0.2 was completed in as little as 5 hours, though I've also heard some people say it's taken them 15. I hopeful that by the time v0.3 rolls out, the developers will have addresses the performance issues and this game will easily be worth the $30 I paid for it.
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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
Loveee the game so farrrr, even if its in early stages its so amazing and the story is perfect
Another movie game. This one was worse than Resonance, I thought at least I would start playing as a witch and shoot people and stuff, but honestly; this whole 1 hour monologue to understand the main character its just boring and dull. Frames dropped too during gameplay, movement is weird to be honest.
Im Großen und Ganzen finde ich das Spiel wirklich richtig gut und hoffe, dass es in Zukunft noch ein bisschen überarbeitet und verbessert wird. Was mich momentan etwas stört, ist die teilweise fehlerhafte Übersetzung zwischen Deutsch und Englisch. Ein gut gemeinter Verbesserungsvorschlag wäre außerdem vielleicht ein kleiner Leitfaden oder Hinweise, wo es weitergeht. Ich finde es teilweise extrem mühsam, ständig herumlaufen und alles absuchen zu müssen, bis man endlich die richtige Stelle findet, an der es weitergeht. Dadurch verbringt man manchmal mehr Zeit mit Suchen als mit dem eigentlichen Spielen. Grafisch finde ich das Spiel ebenfalls sehr gelungen, auch wenn es hier und da noch ein paar kleinere Fehler gibt. Ich bin auf jeden Fall schon sehr gespannt auf die nächsten Updates und freue mich darauf zu sehen, wie sich das Spiel weiterentwickelt!
I have enjoyed this game immensely
boss chato pra caramba
The vibes are immaculate but genuinely this game is not really in a decently playable state. It feels like an early alpha because there's just too much that makes it annoying to play. Copy pasted environments. Sometimes the signposting is too easy "I need to go here", round a corner "hey you can go over there!", round another corner and you're already there. Other times the signposting is obtuse. Since every building looks identical it's hard to know where the important ones are. The looting is just really annoying, I found it easier to just go Witch mode and explode everything. The combat just outright sucks. Dodging is inconsistent. One time I started a boss battle and it instantly did a 3 tap combo killing me before I could even move my character. I had a tonne of potions but if you die you lose all the potions you consumed before your last encounter. Once you run out, your only option is to spend ages just looting to get ingredients to make more or try to essentially beat the boss with no hits. Spellcasting, one of the main draws of the game, is practically useless during combat. It has a long cast time meaning you get hit if you try to use it during combat. The combat arenas are too restrictive to make good use of spells. Bosses will often destroy objects you can use to attack them so your only option is to use rebuild and then destroy, using up two of your LUX charges. Even with a perfect spellcast it takes a good 5 seconds to absorb charges, again making you vulnerable to hits. So your only option for combat? Use just your staff. Hit dodge hit. Wait for the boss to stagger. Hit hit hit, dodge. Repeat. If you die you have a roguelike option to pick new abilities that are randomised, but some rolls are completely useless for certain scenarios. The bosses also pick a new moveset every time you try them again, some are too easy and some are incredibly annoying. For example one moveset is just the boss doing the same three attacks then getting tired while another is the boss sprinting around the arena and teleporting away when you get close.
I see what the game is trying to be, but it's hard to get the full picture when textures look wildly unfinished, you waste minutes at a time just walking ACHINGLY slowly, there is so little to do as Aaron that his character feels like the writers said "Fine! You want diversity? Take it!" And sloppily tossing a history fanboy (rather than a professor) that walks like he has a bad case of jock itch at you. Movement freedom in kitty mode is frustratingly limited. Stray came out how long ago? There are so many cat simulation games out now that making the experience so rough isn't easily forgivable now, especially when you've dedicated a third of playtime to being a cat... That mostly being because you have to spend forever getting the right camera angle to go up pipes or jump ledges. The three healthbars and unforgiving combat could be forgiving if losing didn't mean skipping two cutscenes and walking all the way back from the safe house. I mean, we already have to wait through so much. Could the cutscenes and walking be done with until official release, at least? Just drop us back to right before the battle starts for the ezbats so that the entirety of this pre-release isn't making my Refund Karen alter-ego itch. And morally... Really? THAT much AI? And where the heck is the CEO's PR team? Are they not getting paid enough to let the CEO know when to keep their mouth shut?
I was gonna open up with a joke for some likes; however, i honestly can't find a good one right now but since we are talking about jokes, let's talk about the game itself. Concept is nothing groundbreaking but ok, immersive thanks to great music and VA's. Combat is dogsh*t. Swing your staff once and you'll never wanna swing it ever again. Since AI's doing most of the work let it write the dialogues as well since its a pile of dogsh*t as well. It needs so much work to even be considered and early access game sadly.
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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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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