Assassin's Creed creator Patrice Désilets' long-gestating passion project, 1666: Amsterdam, is finally set to see the light of day. The witchcraft-focused action-adventure game, originally conceived over 15 years ago, has endured a tumultuous development history, including studio changes and a protracted legal battle over rights ownership between Ubisoft and Désilets. Panache Digital Games has announced that an Early Access version of the game will be available on August 25.

A recent hands-on preview provided an hour-long glimpse into the occult adventure, set against the atmospheric backdrop of Amsterdam. The demo follows the free prologue chapter released at Summer Game Fest, introducing players to Noa Brooklyn, a young witch initiated into the Zaindaris faction. Her role as a Collector involves identifying and eliminating "Originals," ancient beings imbued with Nux magic that have corrupted and now endanger humanity. The Zaindaris have a cyclical tradition of training Collectors to reclaim this power and restore balance, a task now falling to Noa.

The narrative weaves through multiple time periods. In a contemporary setting, a young man named Aaron visits Amsterdam in 1999 and is drawn into a ritual that transports his consciousness to 1666, where he awakens as a cat. Noa selects him as her familiar, initiating a partnership across eras. The game also features Clio, seemingly in the 2020s, investigating a letter from her father, Aaron. Clio's direct role remains unclear, but her connection to the game's initiating ritual suggests significance.

The preview offered a look at combat, where Noa utilizes a staff for basic melee combos and a dodge to evade enemies. While the in-development build's melee combat lacked substantial impact and featured dated enemy attack patterns reminiscent of early Assassin's Creed titles, magic attacks proved more satisfying. Players can use Nux energy to unleash abilities such as petrifying enemies or conjuring tendrils to ensnare them, with more powers expected to be revealed.

Traversal in 1666: Amsterdam involves gliding over water and warping across platforms to navigate a dense, explorable city. This design choice supports the game's emphasis on investigating Originals. Players gather clues through notes found in scavenged locations, environmental analysis, and conversations with citizens to ascertain an Original's appearance, seal, and true name. Investigations take place during the day, with confrontations occurring at night.

Missions incorporate a roguelike element, where players select from a randomized pool of powers, such as stat buffs or offensive abilities like Petrify, after accepting a contract. The game allows for discreet or chaotic investigation methods, with the full scope of these mechanics still being refined.

Players can seamlessly switch between Noa's witch and civilian appearances. The civilian form attracts less attention from the city's militia, whose aggression escalates if an attention meter fills due to suspicious actions. Players can flee to safehouses to craft potions or evade pursuit. If Noa is defeated, she is sent to prison, though the penalties for repeated incarcerations are still under development.

Control can also be switched to Aaron the cat at any time. His feline form allows access to areas Noa cannot reach, enabling him to bypass locked doors and open them for her. Platforming as Aaron, while described as rough in the current build, offers a traversal experience reminiscent of Stray. Aaron can also distract guards or possess frightened individuals through a timed mini-game, granting access to restricted areas for Noa and allowing Aaron to transmute Lux into Nux energy.

The game's rendition of Amsterdam draws inspiration from 17th-century Dutch painter Johannes Vermeer, aiming for a painterly visual style that enhances the 3D models. The Early Access release will include the game's initial chapters, representing a substantial portion of content. Panache Digital Games plans for the game to remain in Early Access for at least one year, actively seeking community feedback during its development. The studio has also confirmed that any previously reported placeholder AI assets have been removed.

While the hands-on preview revealed a build that was rough around the edges, the underlying gameplay and narrative concepts show promise. Désilets' adaptation of familiar concepts within a fresh witchcraft premise offers an intriguing alternative to his previous work. After years of uncertainty, the impending Early Access launch of 1666: Amsterdam marks a significant step towards realizing the project's potential.