
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 | 962reviews | 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 556 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ich habe mit 1666: Amsterdam bisher eine ziemlich interessante Zeit gehabt. Vor allem das Setting hat es mir angetan: Ein düsteres Amsterdam im 17. Jahrhundert sieht man schließlich nicht alle Tage, und genau das macht für mich einen großen Teil des Reizes aus. Trotzdem merkt man dem Spiel aktuell noch deutlich den Early-Access-Status an. Technisch und auch spielerisch gibt es noch einiges zu tun. Meine Bewertung fällt trotzdem positiv aus, weil ich in 1666 Amsterdam definitiv Potenzial sehe und die aktuellen Probleme für mich in einem Early-Access-Spiel noch in Ordnung gehen. Beim Full Release sollte das Spiel allerdings deutlich runder laufen. Wenn sich bis dahin an den aktuellen Problemen nicht genug ändert, würde ich meine Bewertung auch entsprechend anpassen. Was mir gefällt: - Atmosphäre & Welt: Das Amsterdam des 17. Jahrhunderts ist ein wirklich cooles und unverbrauchtes Setting. Die Stadt wirkt düster und stimmungsvoll und hat für mich definitiv ihren eigenen Charme. - Story & Lore: Auch die Ausgangslage und die Geschichte haben mich direkt neugierig gemacht. Man möchte tatsächlich wissen, wie es weitergeht. Was aktuell noch nicht so gut funktioniert: - Fehlende Grafikeinstellungen: Im Menü gibt es momentan kaum detaillierte Optionen, sondern im Grunde nur die Haupt-Voreinstellung. Einzelne Stellschrauben wie Schatten, Reflexionen oder Sichtweite lassen sich ingame gar nicht separat anpassen, was die Optimierung extrem erschwert. - Performance: Hier liegt für mich momentan das größte Problem. Selbst mit meiner RX 7900 GRE bekomme ich in 1440p in den Außenbereichen der Stadt keine wirklich stabilen 60 FPS hin und das teilweise sogar auf sehr niedrigen Einstellungen. Gerade für eine Open World ist hier meiner Meinung nach noch einiges an Optimierung nötig. - Kampfsystem: Das Ausweichen fühlt sich momentan einfach etwas zu träge an. Besonders ärgerlich ist, dass Angriffe teilweise nicht sauber unterbrochen werden können. Dadurch hängt man noch in der Animation fest, obwohl man eigentlich schon ausweichen möchte. Das führt nicht selten dazu, dass man unnötig getroffen wird. - Bugs: Ein paar typische Early-Access-Bugs und kleinere Glitches sind ebenfalls noch vorhanden. Mein Fazit: Ich sehe in 1666 Amsterdam definitiv Potenzial und finde vor allem das Setting richtig spannend. Wer Lust darauf hat, das Projekt schon jetzt zu unterstützen und über ein paar technische und spielerische Macken hinwegsehen kann, macht meiner Meinung nach nichts falsch. Wer dagegen ein möglichst rundes und flüssiges Spielerlebnis erwartet, dem würde ich momentan eher empfehlen, das Spiel auf die Wunschliste zu setzen und noch etwas abzuwarten. Ich persönlich werde erstmal eine Pause einlegen und schauen, was die nächsten größeren Updates bringen. Das Grundgerüst gefällt mir, jetzt muss nur noch ordentlich daran gefeilt werden.
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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 556 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ich warne aktuell vor diesen kauf!!! so viel geld für 15 h spielzeit und dann so eine halb fertige story ...... das grenzt schon fast an betrug
[h1] 先哈基米哈气,再一棒子敲晕 [/h1] [h2] 前言 [/h2] 说实话,我作为一名喜欢p社游戏以及欧洲中世纪历史的玩家,对于这个游戏里的背景设定和剧情方面都是感觉很不错的,但是手感方面和优化显得就有些拉了。 但如果你不会英语的话就会比较麻烦,因为游戏里的汉化基本只做了一半,游玩过程中还需要考验你的英语听力。 [h2] 游戏设定 [/h2] 游戏剧情是有多个时间线穿梭设计的,由1666年、1999年、现代三个时间段组成。 其中主要的部分是1666年的中世纪猎巫时期,主角是一位女巫诺娅,需要去追杀一群原初者恶魔。 女巫和一只黑猫有着契约,可以切换变身,这只黑猫实际上是来自1999年的亚伦。 现代的故事则是亚伦的女儿,去追查自己爸爸经历了什么,寻找线索作为引子。 [h2] 游玩感想[/h2] 先说缺点,游戏中的很多时候,在指引方面做得是比较差,下一步需要去干什么这些事基本纯粹靠摸索,虽然会有在对话中给出一些提示,但往往要注意对话内容并且猜测怎么做,并不会给出明确的指示。 对于中文玩家来说,最大的问题就是中文字幕很多时候会莫名其妙被替换成英文字幕,甚至有时候会出现上一句还是中文,下一句就变成英文了,或者是同一句话两次点击后的字幕语言不一样。 接着就是操作手感问题了,女巫走路并不是走路,而是直接漂浮前进的,这就给人一种战斗时的不真实感,打架时候大棒子敲人也是有点绷不住。 打击感也是非常一般,打的时候基本有用的只有平a,还有翻滚,没有其他技巧,容易进入重复操作。 至于施放法术的时候,这个操作感觉略显繁琐了,尤其是需要各种键配合放大使用什么的,使用起来也太不方便了。 当然游戏好的地方也是有的,猫形态切换让人眼前一亮,有当初玩迷失的时候赛博猫猫的感觉了,操作猫猫飞檐走壁各种探索的过程很到位,场景建模这方面做得也不错,我看到有消息说是刺客信条制作人员参与的,那这个建模的质量就可以理解了。 战斗时候比起正面刚,我感觉游戏更鼓励我们去潜行干掉敌人(该说果不其然和刺客信条有关系吗),总的玩下来也是感觉比起战斗来说,更重要的部分应该是潜行+解谜。当然这也和战斗优化太差有一定关系,导致会选择直接刚的人也会偏少。 [h2] 总结[/h2] 作为仍处于EA阶段的游戏,里面对于历史氛围和世界观的构建方面做的挺不错,叙事方面采用了三条时间线穿插的手法,将1666年的中世纪和1999年以及现代,三条时间线通过不同却又息息相关的人物串联到了一起,主要扮演的是1666年的女巫诺娅,可以变身切换成一只黑猫,需要通过潜行解谜战斗等手段去接近并消灭恶魔。目前存在汉化字幕缺失、打击手感一般等问题,还有较多进步空间。 [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
[h1] 《1666:阿姆斯特丹》简评[/h1] [h2] 女巫与猫的潜行除魔 [/h2] 《1666:阿姆斯特丹》是一款第三人称的角色扮演动作游戏。我们将作为女巫“诺娅”,在1666年的时间中,与来自1999的亚伦变化而成的契约猫缔结契约,在人形态以及猫形态之间进行切换,白昼进行秘密的调查,夜晚进行猎杀恶魔的行动。游戏在大体的方向把握感上做得不错,在世界观、背景设定、玩法上都有一定的亮点,体验下来还是有一定的可取之处。 [h2] 核心玩法及亮点 [/h2] 游戏的核心玩法其实倒也没有什么特别枯燥难懂的方面,大体上可以说就是白天调查,夜晚打怪,带有一点潜行元素,玩起来其实也是极具趣味性的,而且本作有着《刺客信条》的初代创意总监的加持,在游玩的时候,确实还是具备那个味道的。人形态的普通和战斗形态以及猫形态的切换,也还挺有趣的。 在战斗的时候,我们可以选择使用法术来一波干掉敌人,也可以选择直接与各种守卫接战。当然我个人不推荐直接与守卫迎战,因为一旦开启正面攻击,如果我们没有积累到足够丰富的威慑条,会导致威胁等级不断提高,最后引来更多更强大的守卫,主要是收益方面有点得不偿失,游戏应该是鼓励潜行的,不太鼓励正面迎战,经常打到高威胁之后我就去河里蹲着… 双形态的切换和剧情的推进结合还是挺有趣的,通过形态之间的切换来到达原本不可能到达的地界,同时也能绕开部分难缠的守卫,颇有种和敌人对招的那种见招拆招的感觉。游戏也主要是往这方面来引导我们,解谜潜行基本是大于战斗的要素的。 游戏的设定上,包括世界观背景等,都是十分吸引人的,这也是最初让我接触这款游戏的契机。女巫、恶魔,中世纪,修女,以及耄耋(hhh)这几个设定都还挺不错的,同时多个时代之间的故事交织,剧情上也还行。从主控的1666到亚伦的1999,再到亚伦女儿存在的现世,三条时间线交汇,构成了游戏的主线脉络。 [h2] 短板与可优化部分 [/h2] 配置要求较高,优化一般 打击感一般,对战斗系统的打磨不够,经常陷入“复读”局面 翻译方面问题较严重,有很多地方没有汉化,汉英混杂影响观感 [h2] 总结 [/h2] 总的来说,这是一款仍需打磨但底子十分雄厚的中世纪题材第三人称角色扮演动作游戏。游戏在世界观上和背景上施加的设定很不错,使得整体的剧情三线交织很有趣。但是也不可忽视游戏目前存在的问题,尤其是本地化和战斗方面的打磨,整体上还是未来可期的。 [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
as of right now, this game still needs alot of work. while yes it is not finished, it definitely wasn't what i was hoping it would be. combat isnt as satisfying as id like, the game doesn't look the greatest at times, and overall the bugs existing made it hard to play. i'd definitely wait for this game to get polished before playing.
Я НЕ МОГУ В ЭТО ПОВЕРИТЬ! игра про ведьму выискивающую и изгоняющую злых духов из смертных с нотками психоделического хоррора? это реальность? мне как фанату всего мрачного и фэнтезийного она очень понравилась! оптимизация в целом нормальная, качество тоже (писали про мыло, не было такого!) многие пишут про баги, но я не прям таки заметила иногда фризит, но не критично по игровому процессу — иногда не понятно, куда нужно идти что бы пройти дальше по сюжету и на это уходит много времени, но может это я глупышка просто стоимость полностью оправдана , я не жалею что купила :) было бы круто, если бы добавили достижения))
Amsterdam 1666 trifft bei mir genau einen Nerv. Ich liebe diese düstere Optik, die Atmosphäre und die Hexen‑Power. Das Setting ist außergewöhnlich und genau mein Geschmack. Schon der Einstieg hat mich sofort abgeholt – die Welt, die Stimmung, die Musik, das ganze Paket passt einfach. Leider wird mein Testen im Early Access etwas getrübt, weil ich das Spiel auf meinem System nicht wirklich spielen kann. Ich nutze einen Intel i5‑6600 und eine GTX 1060 Zotac AMP! (6 GB VRAM)und 16 GB RAM, und selbst auf Mittel mit FSR auf „Leistung“ ist das Spiel unter Linux praktisch nicht spielbar. Die Performance bricht ein, und nach dem Abschnitt Initionaritus wurde es so wild, dass mein System komplett überfordert war – besonders ab dem Moment, in dem man die Katze wählt. Mir ist klar, dass Spiele mit der Zeit gehen müssen und optisch besser aussehen sollen als die Konkurrenz. Aber ich muss ehrlich sagen: Cyberpunk 2077 läuft auf meiner Kiste auf „Hoch“ und sogar mit einigen Einstellungen auf „Psycho“ – und das ist schon eine Ansage. Das zeigt, dass gute Optimierung auch auf älteren Systemen möglich ist. Amsterdam 1666 hat ein großartiges Setting und viel Potenzial, und ich habe es gekauft, weil ich es wirklich mag. Es wäre nur schön, wenn die Entwickler die Performance noch verbessern würden – auch für etwas betagtere Systeme. Dann könnte ich viel mehr über das Spiel berichten und tiefer eintauchen, statt nach wenigen Minuten ausgebremst zu werden. Fazit: Tolles Setting, starke Atmosphäre, aber aktuell technisch zu anspruchsvoll für mein System. Ich hoffe sehr auf Optimierungen, denn das Spiel hat es verdient.
A DUTCH COLLECTATHON 1666: Amsterdam is set in the titular city during the titular time period, as it follows the character of Noa in her new role as a Collector for the Zaindaris coven. As a Collector, she needs to seek down a group of people known as The Originals, who were granted power in exchange for helping shape and grow the city. The problem is that the NUX power within them eventually corrupts, meaning that the Collector is eventually required to forcibly end their contracts by ripping it right out of them. It’s a great setup, and there’s clearly a lot of detail here to make the city feel authentic whilst also turning the horrific witch trial period into something that fits their supernatural story. They’ve added so much depth to the Zaindaris lore and how it fits into the towns history, that the line between what was part of the real witch trials and what is part of the narrative can be hard to separate at times. Noa is not alone though, as the start of her story sees her choose a familiar to work with – a black cat, who goes by the name of Aaron… and this is where things start to become a little complicated. And that’s because the game isn’t just set in 1666, it’s also set in 1999 as the real-life Aaron finds his way unexpectedly travelling into the consciousness of Noa’s familiar. But that’s not all! The game also warps to present day Clio, as she uncovers the mystery around her father and his antics in 1999 and 1666, whilst also finding out more about her own family history and her place within it. There’s a lot to unpack and it may seem overwhelming at first, but the game does a good job at blending the three together – and in a much better way than Désilets’ previous time travelling classic, Donald Duck: Goin’ Quackers. Wait, no, I mixed up my notes. I actually meant Assassin’s Creed. I’m sure that comparison will help you give a reasonable ideas as to how the narrative is presented. There is definitely a lot of Assassin’s Creed DNA within 1666: Amsterdam, but the two games couldn’t be further from each other in terms of how they play. Whilst the other series involves fast movement, action, and lots of parkour, Amsterdam is surprisingly rather sedate. Noa is a powerful sorceress that can cast spells and take down groups of strong guards, but that form will only serve to draw attention – and trouble. As such, during the day you’ll be relying on blending in as part of the community as you explore and find the information you need before nightfall. These daytime segments make up the bulk of the game, and are also by far the most compelling. You’ll start out knowing nothing about The Originals, and have to rely on obtaining clues to pin down their location, the artefact that gives them strength, and their true name – so you can cast the spell needed to draw out the NUX during the full moon that night. It sounds overwhelming as the game tries its best to be as hands-off as possible, whilst still trying to nudge you in the right direction by providing many clues along the way. Overheard conversations, wanted signs, diary entries, and the like can all help get you to where you need to be – although you will often need to sneak into private residences to get what you need. And that’s where Aaron comes in. His cat form allows him to sneak into places that Noa can not, and also traverse across the rooftops and into open windows to obtain important items (like keys) or unlatch doors. You can also take advantage of NPCs that are afraid of black cats, by hissing at them and ripping their face open to possess them – thus allowing you to perform certain actions, or escort Noa through areas she would otherwise be unable to pass through. Using Aaron’s cat form adds a great layer to the game, even if some of the platforming with him feels a little unpolished at time as you can often jump to areas you don’t intend to go to. What is definitely more unpolished is the game’s combat system, which is where the game feels the most like Assassin’s Creed – albeit somehow even more primitive. When the suspicion meter reaches its max, guards will descend upon Noa and attack her until she either loses their attention (which takes a long time) or takes out so many that they basically just give up (which takes longer, but is marginally less boring). With such a small health bar, fights are also incredibly difficult at first, as it’s quite easy to lose all three chunks of health very quickly if you’re just button mashing the attack button. You have to take care to dodge incoming enemy attacks, whilst getting in two or three hits of your own… and that’s pretty much all there ever is to it. New foes will appear as your threat level increases, but fights remain the same. Given her degree of magical prowess I had expected her to have a more magical moveset, but the magical abilities you acquire typically aid stealth more than combat. It’s a real missed opportunity, and I hope that it gets an overhaul before the final release. I say this because the game’s dreadful combat is all the more apparent at night-time when you have to take out the NUX spirit that escapes from its Original. These monsters largely look the same, but attack in slightly different ways; however, the lack of depth means that the most effective way to take one out is to be as aggressive as possible whilst consuming a large amount of health potions and trying to dodge any attack you can. It’s very underwhelming, and I wish that the creatures had more telegraphed attacks, less health, and perhaps a slower method that incentivises strategy over brute force. As they are though, you can’t really strategist when all you do is give them multiple thwacks with your broomstick. Adding more depth to the combat could also allow for some more interesting ways to handle the boss fights. My criticism about the combat is quite harsh, but honestly it only makes up for a small portion of the game (at least in theory, as sometimes the suspicion bar can max out in a second resulting in unexpected and unwanted fights). For the most part though, I found 1666: Amsterdam to be really compelling more often than not, especially with the magic system that is in place. Aside from the crafted potions that you can concoct in the privacy of your home, there are also spells and upgrade obtainable from contracts that help make you stronger. I hated the system at first as different options you are presented are hidden until you’ve used them, but given that death allows you to reselect before solidifying your choice at the end of the chapter, it ends up being a great way to promote experimentation. Some upgrades are clearly better than others though, as a boost to your health, attack power, and combat meter are all vastly more useful in the long run due to their utility during boss encounters, but there are still some fun ones that allow you to use your magic in different ways. Enchanting vines so that later you can potentially hide within them if you get into a scrape is very useful, as is being able to paralyse foes from behind to help you sneak through areas more easily. There are quite a lot available already, and I hope that more can be added in the future – with a NG+ mode at the end so you can go back and get everything! Overall, this is a strong start and the ten hours or so worth of game make the experience very promising. It definitely has some rough edges where it can be improved, such as the aforementioned combat and the surprisingly dreadful performance and overall optimisation (which even on the Steam Machine is subject to single frame-rate dives and hard crashes), but as the developers seem hard at work on improving the stability, at least that issue should only be temporary.
I was so thrilled to have a female protagonist game with dark age / witchery lore. But the game is so disappointing mechanics wise, so low effort and IA trash.
au bout de 4h de jeu , j'ai constaté quelques bug lors de phase de combat notamment le soucis de décor , l'histoire est répétitive , phase 1666 puis 1999 etc.... les combats avec les amalgames sont pour le moment repetitif , a voir quand on pourras utiliser des sorts contre eux les phases de recherches je les trouves un peu longue mais autant faire la durée que de la facilités , c'est un point positif pour moi j'espère que dans le plus tard du jeu nous pourrons utiliser des sorts sur les adversaire , boss y compris je suis mitigé pour l'avis... pour le moment cela reste un petit négatif
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