
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
[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]
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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 was waiting for this game so bad ! So lets talk about good points : -> Finaly an "historical game where you play a female dress like the erea ! (I thinks its really the first gamnot just givve pants to protagonist) -> He is goodlooking, and its good to jump in time. -> The lore is good, the story we want to know more ! -> To do the mission, you really have the choice in proceding. and you have multiple solucions to a problem But there is some thing to iimprove : -> Sometime the GP is not as smooth as we hope. Or we d'ont know how to "do that thing" cause it doesn't show the button. -> Sometime you feel "lost" but even that, you feel like you don't play (for now) an open word. its go there, go there, and you don't really feel free. Or have activities and events arounnps making the traveling nicer ! For now I'm really happy with this game cause I lovve historical, and witchy lore.
It's a good story! I'm not too impressed with the combat, and I feel that they should add a better map to the game that's already labeled with the destinations instead of having to use the focus to find out what they are. Also doesn't really give you much direction, which leaves you with a bunch of your own exploring to do.
Gioco dalle alte potenzialità, ma che non riesce a spiccare. Storia davvero intrigante ed originale: passare dal presente (anno 2026 circa) al passato (1999 e 1666) per intrecciare le storie e riunire tutti i tasselli del puzzle. Ti coinvolge e ti trattiene nel giocarlo per capire e scoprirne di più. Ottima idea di alcune meccaniche di gameplay, come ad esempio volare sull'acqua o accendere i fuori con la magia. Lato combattimento invece è molto ripetitivo, senza una vera e propria variazione tra uno scontro ed un altro. Sia con i nemici standard che contro i boss. Quest'ultimi hanno solo due varianti di abilità, ma sono identici tra loro. Si può combattere solo con il bastone e senza, o quasi, possibilità di lanciare magie contro i nemici. Un altro lato negativo e meno coinvolgente è l'investigazione, unico metodo per portare avanti la storia: individuare i demoni. Questa funzione si svolge sempre nello stesso modo: 1. individuare il soggetto che solitamente lo si trova nel proprio posto di lavoro (esempio Medico, lo si trova presso l'Accademia di Medicina; oppure la domestica, la si trova nel palazzo di corte, ecc); 2. Trovare il sigillo che unisce questo soggetto al demone (anche questo si trova sempre nel posto di lavoro); 3. Trovare il nome reale del soggetto presso la casa privata dello stesso; 4. maledire il soggetto; 5. attendere la notte per lo scontro e uccidere il soggetto che si trasformerà in demone (Boss). 6. Si ritorna al presente per capire subito che manca un altro pezzo del puzzle (pagina di libro) per ritornare nel 1999 per trovare la pagina. 7. Una volta ottenuta, si ritorna nel 1666 e si ricomincia con l'investigazione (punto 1). Non è un Open World. Il tutto si svolge in un piccolo quartiere separato da un fiume con nessuna attività secondaria e la possibilità limitata di esplorazione (appartamenti privati). Passiamo al caloroso compagno, il gatto. Utilizzato per aprire porte bloccate e maledire i soggetti. Non lo trovo davvero interessante. L'intelligenza dei nemici o delle persone che ci circondano è davvero molto bassa: esempio se ci dovessimo trasformare in strega davanti alla folla, si attiva nell'HUB un rettangolo di allerta che inizia a caricarsi. Finchè non si carica, nessuno fa nulla, ti osservano e basta. Appena finisce di caricarsi ecco che diventa color rosso ed arrivano le guardie. Per caricarsi impiega circa 15/20 secondi, e se dovessimo ritrasformarci in persone normali (sempre di fronte alla folla), come per magia tutto torna normale come se nulla fosse. Le idee ci sono ma ancora il gioco è molto acerbo. Speravo in un Open World dai combattimenti mozzafiato ed intriganti con uso di magie con un meccanismo variato per andare avanti con la storia. Sicuramente ci saranno miglioramenti all'uscita del gioco, ma dopo circa 7 ore di gioco, non credo che stravolgeranno il tutto.
should allow remapping to mouses that have side button so easier then f4 etc overall love the game but its just the remapping i have issues with not sure if there is soultions or not to it cause i really dont wanna play controller
a ideia é interessante, mas senti que foi feito as pressas. apresentou 2 crashes na primeira hora de jogo, problema de tradução em que partes do texto estavam em português e partes em inglês. npc's sem colisão passava pelos npc's no mapa e eles ficavam invisiveis, até a personagem do jogo ficou invisivel, no inicio achei que seria alguma habilidade mas foi bug mesmo
It is an excellent game. The story and characters are fresh and compelling. The game pacing is a bit slower and atmospheric. The local witchcraft topic runs through all of the game and is not just a backdrop. I have a lot of fun with the game, some things require a short moment to get used to but work well once you are familiar with it. I especially like the individual game composition and setting that give this game a uniqueness which is quite interesting. It just started into early access, so be aware it is not well optimized and you might need to lower the settings for it to run smooth. It will be much better polished once it gets more graphic options to better adjust it to individual rigs and allows you to disable effect like film grain. The janky combat needs to get refined too and be more responsive to allow you better control over the fight. Enemies need to drift more towards open spaces and it needs to get more natural to switch target lock by moving the focus with the mouse. It is not a soulslike or action game it has much more to offer than just combat. Minor things could also get improved until full release. Some dialog especially from the main cast could be slowed down a fraction, sometimes it feels unnaturally fast spoken like it was sped up. Some more animations or movement options that fit the overall feel of the game to replace some remaining basic stuff (you fly like a pro then you climb a ladder like a beginner). Once it gets improved and polished it will be an incredible game.
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.
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.
O jogo é MUITO promissor porém atualmente o jogo tem certos problemas chatos, minha analise negativa é devido as legendas estarem bugadas alternando entre português e ingles o tempo todo, o combate esta meio estranho em fluidez e a câmera muito perto do personagem
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