
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 →
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The United States storefront in every case, so this compares stores and not countries.
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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.
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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
At first I was so excited to play this game, it has such a great plot and I love games with FMC’s. Unfortunately, because of how delayed and ♥♥♥♥♥♥ the combat is, I have no motive to play it. Esp since after you die, it plays the cut scene again. I also very much hate that the auto save seems to be at checkpoints so it forces you to keep playing until you catch the auto save icon. This was really disappointing considering its price
Like many others here, I really wanted to like this game and I enjoyed the small taste of it by trying the prologue giving a look at story and characters. However now I have come to EA I am disappointed, mostly because of the combat system as it feels so janky, has awful controls, and lock on, and I disliked how enemies came into fight. I could not continue playing it, as the combat really put me off and I can't see that being changed.
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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 545 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Just finished the game and those 2 chapters and wooow. I'm sad because I have to wait for the rest of the story, but I'm also happy I got to play it. I'm kinda curious about what comes next, I love the lore and the unique design. The spellcasting is beautiful, and I can't wait to see more of it. I hope the designs for the bosses become more varied as well. They cast different spells and attack in unique ways, but their designs are still pretty much the same. The game is in a very early phase, so sometimes I get stuck on objects or furniture. Some chests are on top of each other and I can't open them. In 20 hours, the game crashed 3 times, sadly, but thanks to the autosave, only one crash got me a little upset because I lost some progress. Maybe adding a manual save system could help with this. At least I really really love that, sometimes I lost in 1666 Amsterdam while looking for more loot, potion part and ingredients, so I can craft them, having small talks with some npcs, or just looking around the town or the 1999 hotel. The map is small, but you can still get lost in it and completely lose track of time while exploring. Zaindaris people are waiting for you too 🌙✨
[h2]1666: Amsterdam : une proposition intrigante, mais encore loin d’avoir fait ses preuves[/h2] 1666: Amsterdam est un jeu d’action-aventure narratif teinté de fantastique développé par Panache Digital Games et dirigé par Patrice Désilets, l’un des créateurs d’Assassin’s Creed. Le jeu nous entraîne entre plusieurs époques, principalement le monde contemporain et l’Amsterdam du XVIIe siècle, sur fond d’enquête, de sorcellerie et de mythologie ancienne. Il faut tout d'abord rappeler que le projet n’est pas né hier. Ses origines remontent au début des années 2010 chez THQ Montréal, avec une équipe de 50 personnes ; donc un projet bien enquillé, au point qu'une démo sera faite. Après le rachat du studio par Ubisoft, le jeu est mis au frigo en 2013. Désilets récupère finalement les droits en 2016, puis le projet revient chez Panache à partir de 2020, et aurait été financée 3 ou 4 ans par Microsoft avant que celui-ci ne se retire, Panache assurant désormais lui-même l’édition avec une équipe de 70 personnes. Autrement dit, même si le jeu actuel a évidemment dû être largement reconstruit et modernisé, 1666 bénéficie d’une gestation particulièrement longue et d’un important travail préalable. À ce stade, on peut donc raisonnablement attendre que sa direction générale soit déjà bien définie. [h2]Ce qui fonctionne[/h2] La première réussite est incontestablement l’ambiance. Le prologue fait très forte impression et certaines séquences sont réellement magnifiques. Amsterdam possède également de très beaux environnements, avec des intérieurs particulièrement réussis qui parviennent parfois à donner au XVIIe siècle une véritable présence. La direction artistique fonctionne bien avec le caractère crépusculaire et surnaturel du récit. Le mélange entre Histoire, sorcellerie et plusieurs temporalités possède du potentiel et la musique accompagne efficacement cette ambiance. L’idée même du jeu reste également intrigante. On alterne entre enquête, infiltration, combat et pouvoirs surnaturels, avec deux états du personnage : une forme humaine permettant davantage de discrétion et une forme surnaturelle beaucoup plus puissante, mais également immédiatement identifiable et susceptible d’attirer les ennemis. Le chat qui accompagne le personnage intervient lui aussi dans plusieurs mécaniques : infiltration, parcours et transmutation des deux types de magie, Lux et Nux. Pris séparément, plusieurs de ces éléments sont intéressants et le jeu possède suffisamment de personnalité narrative pour donner envie de comprendre où Patrice Désilets veut finalement emmener son projet. Enfin, son prix d’environ 30 € joue clairement en sa faveur. Pour un accès anticipé de cette ambition, le positionnement reste raisonnable et permet d’être plus indulgent que je ne le serais avec une production vendue deux fois plus cher. [h2]Le revers de la médaille[/h2] Le principal problème est que la qualité est extrêmement inégale. Certains intérieurs sont superbes, alors que les extérieurs peuvent être sensiblement moins impressionnants. Le contraste devient encore plus flagrant avec les PNJ, dont la qualité est parfois franchement inférieure à celle des environnements. On peut se retrouver dans une pièce magnifique face à un personnage dont le modèle, le visage ou les animations semblent appartenir à une génération technique différente. Cette absence d’homogénéité visuelle nuit beaucoup à l’immersion. Le gameplay me laisse également circonspect. 1666 propose quantité de mécaniques : infiltration, déguisement, magie, transmutation, chat, objets, parcours, combat, artisanat. Mais leur accumulation ne suffit pas encore à donner au jeu une identité ludique évidente. J’ai davantage l’impression d’une succession de systèmes de qualité variable que d’un ensemble parfaitement cohérent. ...et n’est d’ailleurs pas toujours particulièrement intuitif. Le chat en est un bon exemple : son utilisation peut être intéressante, mais certaines situations semblent construites avant tout pour obliger le joueur à s’en servir. Cela donne parfois davantage l’impression d’une mécanique que le jeu veut absolument montrer que d’un outil dont l’utilisation découle naturellement de la situation. Le parcours est parfois limité. Les séquences sur les toits sont balisées, avec des pétales indiquant le chemin et l’apparition du bouton A aux endroits précis où un saut est possible. La liberté de choisir son itinéraire est faible : on suit essentiellement un parcours décidé à l’avance. L’exploration d’Amsterdam est pour l’instant elle aussi relativement réduite. Les zones que j’ai parcourues sont petites et assez fortement encadrées. Le jeu peut être beau, mais il ne donne pas vraiment le sentiment de pouvoir se perdre librement dans sa ville. Les combats, enfin, sont assez rudimentaires dans les premières heures : attaques, esquives, objets et pouvoirs. Là encore, ce n’est pas mauvais, mais rien de particulièrement remarquable ne se dégage pour le moment. Plus gênant, l’esquive ne répond pas toujours avec la précision attendue, ce qui peut conduire à recevoir des coups assez frustrants. [h2]Localisation, bugs et optimisation[/h2] La localisation française est probablement l’un des points qui m’a le plus déçu. Steam annonce bien une interface et des sous-titres français, mais dans les faits, de nombreux dialogues apparaissent encore en anglais. Il ne s’agit pas de quelques chaînes oubliées ici ou là : le phénomène est suffisamment fréquent pour devenir vraiment gênant. L’absence de doublage intégral en français est également assez étonnante venant d’un studio québécois, le projet étant né dans une industrie largement soutenue depuis des années par les pouvoirs publics. Pour un studio se targuant de son identité spécifique, c'est difficile à ignorer. Quelques détails historiques interrogent également. J’ai notamment relevé le nom de « Brooklyn » là où Breukelen aurait été bienvenu. Pour un jeu qui fait la part belle à l'Histoire, c'est fâcheux. D'ailleurs, une version audio néerlandaise aurait parfaitement collé au jeu, les Pays-Bas étant malheureusement si peu représentés. Côté bugs, j’ai rencontré plusieurs problèmes de collision, dont un suffisamment gênant pour me contraindre à recharger une sauvegarde. Rien d’exceptionnel, mais cela participe là encore à cette impression d’une version encore très précoce. L’optimisation demande elle aussi clairement du travail. Avec une 5080, le frame generation apporte une différence considérable et m'a paru indispensable pour obtenir une expérience réellement confortable avec les réglages élevés. J’ai également constaté de très fortes charges CPU et GPU lorsque le jeu passe en arrière-plan, les signaux pointant davantage vers un problème d’optimisation ou de gestion du moteur que vers une limite matérielle de la configuration. [h2]Conclusion[/h2] C’est finalement là que se situe mon principal problème avec ce titre : malgré plusieurs heures de jeu, je ne parviens pas à m’y immerger, et après un développement aussi long, certaines faiblesses surprennent davantage que sur un projet réellement commencé il y a deux ou trois ans. Je vais malgré tout lui laisser une recommandation positive, essentiellement par curiosité. À 30 €, le prix reste raisonnable, l’univers possède de vraies qualités et je suis sincèrement curieux de voir ce que Patrice Désilets veut faire de ce projet. 1666 : Amsterdam possède du potentiel. Maintenant, j’attends encore qu’il fasse ses preuves. [table equalcells=1] [tr] [td] Si cette évaluation vous a plu, vous pouvez rejoindre ou suivre mes groupes Steam : [url=https://steamcommunity.com/groups/jeuxjoue]Jeux Joue[/url] — Groupe généraliste consacré aux jeux vidéo. [url=https://steamcommunity.com/groups/AccessibleGamesFR]Accessible Games FR[/url] — Groupe consacré à l’accessibilité des jeux.
AS A DUTCH PERSON it hurts to give this a thumbs down, but I just can't recommend it right now. The potential is obvious, but the game fails its core pitch: playing a witch in 17th-century Amsterdam doing cool witch ♥♥♥♥. In my five hours with it, I felt a lot of things (mostly frustration), but "witchy" wasn't one of them. What I got instead was an Assassin’s Creed entry half-remembered by someone coming down off bad truffles in a hostel. You have the modern/historical split, paper-thin villains you scope out and murder (with zero payoff, no badass witch version of REQUIESCAT IN PACE), and the absurdity of blending into a crowd while carrying an obvious demon cat on your shoulder. Speaking of the cat: it handles worse than 1996 Resident Evil tank controls. Even early AC parkour felt readable. This game? I’d switch to the cat and immediately get stuck on a windowsill. What sucks is that the investigation loop is actually fun. Hunting leads, identifying targets, and plotting your infiltration is genuinely engaging, even if it's currently bare-bones. When the game slows down and lets you play witch detective, it works. Tacking on action combat kind of felt like a mistake and it’s the worst part by far. The breaking point for me was a boss during the second esbat (witch-speak for "business meeting"). Now maybe I just suck at games (I don't ok I swear I beat the Four Kings at SL1 and also pre nerf Radahn) but it was pure misery with unreadable movesets and random instakills. After the third wipe and another tedious walk of shame back to the boss, I just uninstalled instead of punishing myself with a fourth attempt. Also the story is mid at best and characters have the emotional realism of a daytime soap opera. tldr: there is a satisfying, slower-paced witch detective/Hitman puzzle game buried under here if the devs double down on that and iron out the jank. It’s just not ready yet.
I absolutely love the core concept of *Amsterdam 1666*, and I believe the game has an incredible amount of potential. Unfortunately, the current execution does not convince me at all. I have given the game several chances and genuinely tried to enjoy it, but in its current state, I find it almost unplayable. I will probably wait until the Early Access period is over and the biggest issues have been addressed. One of my main criticisms is the extremely high number of NPCs in the streets. Instead of making Amsterdam feel alive, it makes the city feel overcrowded, chaotic, and difficult to navigate. At times, there are so many characters on the screen that I can barely see the environment, streets, or even the buildings. This not only makes orientation unnecessarily difficult, but also takes away from the atmosphere of what could otherwise be a fascinating game world. Rather than exploring the city, I often find myself helplessly running through enormous crowds while trying to locate a specific building. I have spent far too much time searching for mission locations simply because they were hidden behind countless NPCs. The NPC density urgently needs to be reduced. Alternatively, there could be a setting that allows players to adjust the number of NPCs. This would keep the city lively without sacrificing visibility, performance, or playability. The NPC designs also feel far too repetitive. This is especially noticeable with the soldiers, who often look almost completely identical. As a result, the population does not feel like a believable society, but rather like the same few character models being repeated everywhere. More variety in faces, body types, clothing, colours, and equipment would make the world feel much more authentic and interesting. The combat system is another major disappointment for me. When I play as a witch, I expect magical abilities, ranged attacks, and a variety of spells. Instead, I mostly find myself hitting people with a wooden stick in close combat. This does not fit the role of the character or the fantasy that the game seems to promise. I would like to see a proper magic system with different spells, ranges, effects, and progression options. The abilities should feel powerful, unique, and satisfying. At the moment, the combat does not make me feel like I am playing a witch at all. The missions also urgently need to be improved. Objectives are often poorly explained, and there are not enough clear instructions regarding where to go or what exactly needs to be done. Combined with the overcrowded streets, this makes navigation even more frustrating. Clearer mission descriptions, visible waypoints, and a more useful map would make a huge difference. Players should not have to spend hours searching for a specific house simply because both the environment and the mission objectives are unclear. Noa also feels rather bland as a main character so far. Her backstory has not been presented in an engaging or emotional way, which makes it difficult for me to connect with her. I would like to learn more about her past, her motivations, her fears, and her connection to magic. A game with such an unusual and interesting setting needs a protagonist whose story makes the player curious and emotionally invested. Terms and elements of the game world such as “Nux” and “Lux” should also be introduced and explained more clearly. At the moment, the game sometimes seems to assume that players already understand what these terms mean and how they work. A proper tutorial, glossary, or short in-game explanations would make the world and its rules much easier to understand. To summarise, my biggest criticisms are: * The excessive NPC density, which makes it difficult to see and navigate the environment * The lack of variety among NPC models, especially the soldiers * A disappointing combat system that does not feel appropriate for playing as a witch * Unclear mission descriptions and poor navigation * A protagonist who currently feels underdeveloped * Important terms and gameplay mechanics that are not explained properly In my opinion, this game has enormous potential. The historical setting, the witch theme, and the overall concept could make it a truly unique experience. However, many of its promising ideas do not feel fully developed or properly implemented yet. I sincerely hope that the developers take the community’s Early Access feedback seriously and significantly improve the NPC density, combat system, mission design, navigation, and storytelling. I would genuinely like to give the game another chance in the future. In its current state, however, these issues affect my enjoyment too much, so I will wait and see how the game develops after Early Access.
This game makes dustborn and concord look good.
[h1]Hayal Kırıklığı Yaşadığımdan İçim Sıkılarak Yazdığım Bir İnceleme[/h1] Oyunun demosunun incelemesinde, oyunun nerede nasıl geçtiğini anlatmıştım. O yüzden Burada uzun uzun yazmayacağım tekrar. Direkt oynanışa geçeceğim. Demo incelemesi: https://steamcommunity.com/id/requiemforgods/recommended/4519690/ [h3]Oyunla İlgili Spekülasyonlar[/h3] Oyunla ilgili ilk spekülasyonlardan biri, oyunda yer alan bazı konseptlerin ve görsel tasarımların bağımsız sanatçıların işlerine aşırı derecede benzemesi ve hatta izinsiz kullanıldığı iddiaları. Diğeri, 17. yüzyıl Amsterdam'ının o kasvetli, detaylı ve tarihi dokusunu sunması beklenen bir yapımda üretken yapay zeka (GenAI) varlıklarının kullanılması, oyunun el emeği sanatsal ruhuna gölge düşürüyor diye tonlarca eleştiri almış. Ortaya doğru düzgün bir iş çıkacaksa AI olayına pek karşı değilim ama geliştiricilerin bunu bir "gözden kaçırma" olarak açıklamış. Has.ktir derler adama. [h3]Eksi Yönler[/h3] Şimdi zevklerin ve beklentilerin farklı olduğunu hatırlatarak kendimce eksik yönlerinden bahsedeceğim. Beğenene de beğenmeyene de saygım sonsuz: -Oyunun vaat ettiği o karanlık ve tekinsiz atmosfer, yer yer detaylandırılmamış mekanlar ve ham duran çevre tasarımları nedeniyle derinliğini öyle bir kaybetmiş ki, demoda “umarım düzelir” diye ümit ettiğim şeyler olduğu gibi duruyor. Kendimi atmosferin içinde hissedemedim maalesef. -Erken erişim ve demo sürümlerinde sıkça karşılaşılan optimizasyon sıkıntıları, karakter animasyonlarındaki odunsu yapılar ve çevresel etkileşimlerdeki mekanik aksaklıklar akıcı bir oynanış hissinin ağğğğğzına s.çmış. [h3]Oynanış Mekanikleri[/h3] Ana oyuna başladığımda beni demoda kaldığım yere atması harikaydı. Hem zaman kazandırdı hem de gördüğüm yerleri tekrar oynamamış oldum. Oyunu kolla oynadığımdan ona göre yazacağım. Oyunda cadı formundayken dövüşmek için 2 tuşa basıyoruz: RT ve A. Klavyede büyük ihtimal M1 ve space tuşlarıdır. Yani bana başka bir şey ver artık. Meşale yakma, su üzerinde süzülme ve az buçuk havalanma, yapı yıkma falan iyi hoş. Ama uzun bir süre bir farklılık görmüyoruz. Vur kaç vur kaç vur kaç. Gizlilik desen var mı yok mu belli değil. Arada bir kedi oluyoruz falan, ben gibi kedi severler için çok hoş ama yok ya, oyun komple eksik hissettiriyor. [b]Dövüş sistemi[/b] yeterince hassas değil. Vuruş hissi zayıf ve blok-savuşturma zamanlamaları hantal duruyor. Stratejik derinlikten ziyade birbirini tekrar eden tuşa abanıp parmaklara kramp sokma garantili. Kullanılan [b]yapay zeka[/b] Kumru falan sanırım. Düşman yapay zekasının (NPC) görüş alanları ve fark etme süreleri tutarsız. Bazen imkansız mesafelerden sizi algılarken bazen tam gözlerinin önündeki hareketlere tepki vermiyorlar. Bu durum gizlilik odaklı ilerlemeyi yerle yeksan etmiş. [b]Parkur sistemi[/b] buglı. Çevreyle etkileşim ve tırmanma mekanikleri akıcı değil. Karakterin nesnelere takılması, yanlış yüzeylere tutunması veya dikey hareketlilik esnasında yaşanan animasyon kilitlenmeleri oyun zevkime s.çtı. Adeta bir AC Unity. [b]Görev tasarımları[/b] aynı. A noktasından B noktasına git, fark edilmeden bir nesne al veya bir hedefi etkisiz hale getir. Tabi efendim. Fena monotona bağladı daha 1-1,5 saat oynamışken. [b]Kamera hassasiyeti[/b] dar alanlarda çarşaf olmuş, yer bezi olmuş. Yazarken içim sıkıldı. [h3]Eee, Ne Yapalım?[/h3] Oyunu demosundan sonra “umarım hatalar düzeltilir” diye çok büyük bir merak içinde bekledim. Okült zamazingoları severim. Ama hayal kırıklığı oldu benim için. Akıcı bir oynanış, derin dövüş mekanikleri ve kusursuz gizlilik arıyorsanız hiiiiç almayın. Teknik hatalar, hantal kontroller ve yapay zeka sorunları giderilmeden, giderilmese dahi 6-7 dolara inmeden veya kapsamlı yamalar almadan bütçe ayırmaya değmez. 17.yüzyıl Amsterdam atmosferine, karanlık-gotik temalara özel bir ilginiz varsa ve mekaniksel eksiklikleri atmosfer hatırına göz ardı edebilen sabırlı bir insan tanesiyseniz ciddi bir indirim döneminde şans verilebilir.
[h1] I'm only recommending it if they make DRASTIC changes.. [/h1] Played the demo, the concept very much peaked my interest along with many others. The demo itself wasn't much gameplay wise the lore of it is what brought me in. I decided to give EA a chance and here's my first immediate thoughts/notices - The cat animations going up and down stairs is terrible, the cat floats down the stairs where you can clearly see a visible gap between the cat and said steps - the cat animation and control overall just feels very stiff, if the want to follow a great example of cat animations the game "Stray" is where the devs should follow - the floating on the water what sequence just feels odd, naturally you wanna jump or move up to platform from the water but instead you have use the analog sticks to move said platform, it would feel more natural to use the (A) button instead, but they use (A) button to do a floating spin attack to smash crates for small loot, this would feel less sloppy if the did (A) once to get up the platform then double (AA) to do the spin move to smash the crates all in a more seamless matter. - The character Aaron when you're back in the hotel in your boxers for a short time all the hotel guests are copy and paste of the same people over and over again. Also when youre first back in the hotel as Aaron the player's natural thought would be "hey i need put on some clothes before looking for x item for Anges" but NOPE its long after the hotel sequence Aaron says "oh crap the hotel guests are looking at me weird for not wearing clothes" As the player it was mildly annoying how dumb this setup was - THERE ARE WAY TOO MANY "SPOOKY" SOUND EFFECTS to the point its getting old real fast. As the story continues the screen shades to red for split second, screeching, distortion sound effect. for which it seems EVERY 5 SECONDS. it spooky factor no longer exists, now it just annoyance. - when back in Amsterdam all the people are obviously cut and paste of the same man and woman over and over again. with small difference of may different hair colors - there are many side interactions that feel way too static when they occur, you cant see emotions being portrayed when having conversations with people of the world, most the time you just see the back of their head or maybe the side of it. There are few main cutscenes were it done a little better but still feel very static. A cinematographer is DESPARATELY needed for setting up these scene and camera angles to convey the story so much better. When a dialogue heavy story is occurring being able to properly convey that is critical! I'm quickly finding myself losing interest in game due how little was actually polished for EA, This game is missing so much with such a great concept. This was barely passable for EA because it is simply not ready, too static no life to it. In its current EA state this should have been $15 tops
I don't usually leave negative reviews, but I'll be honest, save your money. The gameplay loop is extremely repetitive and boring. Assassin's Creed 1 had the same issue with it's investigations, but at least the combat, cities, story and parkour made up for it. The combat is this game is just awful, especially when fighting the originals. I'm not sure who decided giving Noa only 3HP and each hit in a combo subtracting 1HP was a good idea, but let me assure you, it's not. While trying to learn attack patterns, boss fights typically turn into a repetitive dance of: Attack, lose 2 thirds of your HP because you failed to dodge every attack in a combo, drink a potion before the third hit kills you, repeat. If you run out of potions, good luck. Dodging feels inconsistent, and there have been plenty of times where I felt like I should've dodged an attack but still got hit. But let's just give the benefit of the doubt and call that a skill issue, that's fine. What's not fine is that you're playing as a witch and to start with her only method of attack is to hit enemies with a stick? And her only method of defense is to dodge? No magic? And even if you do find a magic combat ability (yes it's random), the moment you die you have to sit through a cutscene, lose all of the abilities you've found so far in that chapter and replace all of them with a randomised seletion of new abilities. And the kicker is: THE GAME DOESN'T TELL YOU WHAT EACH ABILITY DOES... Only after committing to a choice does it tell you what it does. And then it may not even have anything to do with combat, therefore it won't help you win the boss fight. And to add insult to injury, you still have to walk all the way back from your safehouse to the boss fight. If you die again, you have to repeat all of these steps each time. Charging this much money for what is essentially a demo is insane to me. I'm 9 hours in and almost done with Act 1, keeping in mind I've also been taking my time and not rushing through the game.
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| $928 | 3 | 100% | $14.99 | |
| — | 0 | — | — | |
| $48.6M | 71.7K | 85% | $39.99 | |
| $66.6M | 23.4K | 87% | $69.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $592.2K | 2.2K | 94% | $6.99 | |
| $592.4K | 1.4K | 65% | $14.99 | |
| $592.5K | 4.2K | 93% | $7.99 | |
| $591.9K | 1.4K | 89% | $7.99 | |
| $592.5K | 2.1K | 94% | $6.99 | |
| $591.7K | 1.2K | 66% | $19.99 |