Gaming

Patrice Désilets returns with 1666: Amsterdam — the obsession Ubisoft couldn’t kill

After a decade of legal battles and silence, Panache Digital Games unveils its dark, multi-timeline action-adventure with a free 30-minute prologue playable now
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There is a particular weight to a creative obsession that someone tried to take from you. Patrice Désilets — the director who designed Assassin’s Creed and whose work on Prince of Persia: The Sands of Time helped shape a generation of action-adventure thinking — has been carrying one for the better part of his career. The game is called 1666: Amsterdam. A legal dispute with Ubisoft threatened to erase it entirely. At Summer Game Fest, after years of public silence, Désilets finally let the world inside.

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The game’s structural premise earns its atmosphere. Three timelines — 1666, 1999, and the present — converge around a single mystery, each era contributing what the others cannot explain alone. At the centre is Noa Brooklyn, born into a calling she did not choose: the Collector, an enforcer of debts owed to entities known as the Originals, who have lived among Amsterdam’s citizens for centuries, granted time and power, and — by the game’s own accounting — the freedom to abuse both. Noa’s Commencement, the act of assuming that role, is where the prologue begins.

1666: Amsterdam gameplay screenshot — the Originals, supernatural entities in 1666 Amsterdam
Image: Panache Digital Games

Where most announcements arrive as footage and promises, Panache has led with something playable. A free thirty-minute prologue is available now on Steam and the Epic Games Store, introducing the world, the characters, and the mystery at the game’s core. Désilets was unambiguous about the reasoning: in the announcement, the studio put it plainly — “No fake footage, no vertical slices — just a playable experience players can try today.” A team of nearly seventy developers in Montréal spent six years building toward that standard before surfacing.

1666: Amsterdam gameplay screenshot — 17th century Amsterdam streets
Image: Panache Digital Games

The companion system offers a second perspective on the world. Aaron — a character drawn into the story from 1999 — experiences Amsterdam through a cat’s senses. The choice of who walks beside Noa is made early and holds; it is less a gameplay variable than a narrative lens through which the mystery changes shape. Désilets has long treated structural choices as arguments in themselves — in Assassin’s Creed, free-running was not a feature bolted onto a genre but a logic that made the world legible from inside. 1666: Amsterdam appears to reason about its timelines and its characters the same way.

The full game is targeting Early Access on PC in 2026; console versions are planned for a later date. The free prologue and the full game’s store pages are live now on Steam and Epic Games Store. Panache Digital Games is based in Montréal with a team of around seventy.

The studio spent fourteen years keeping this project alive. The prologue is its answer to what that time made possible.

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