I’ve seen much more of 1666: Amsterdam, and the witchy game by the creator of Assassin’s Creed has some surprising features
eurogamer.net Aug 10, 2026

I’ve seen much more of 1666: Amsterdam, and the witchy game by the creator of Assassin’s Creed has some surprising features

AI-summarised brief · reviewed before publication

After 15 years of development, Patrice Désilets’ studio Panache Digital finally released the prologue of 1666: Amsterdam, a historically rooted action‑adventure that intertwines three eras—1666, 1999 and the present. The game places players in the shoes of Noa, a witch‑like protagonist who combats foes with a wooden broom and limited spells, then explores a meticulously reconstructed Amsterdam via constrained broom‑flight paths and a cat familiar that links the timelines. Combat is wave‑based and cinematic, featuring intimidation mechanics and a single‑note attack/defence system that feels “scruffy” to some reviewers. Exploration is paced, with specific flight zones and a night‑time cityscape that reveals the narrative premise: Noa acts as a devil’s debt collector, hunting “Originals” who bargained with the devil centuries ago.

💡 Why It Matters

  • · By marrying a richly detailed 17th‑century setting with supernatural mechanics, the title tests whether narrative ambition can outweigh rough gameplay, offering a fresh lens on historical sandbox design.