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1666: Amsterdam interview – The beauty of early access and how randomness improves replayability

Destructoid ·

At Gamescom 2026, Assassin's Creed creator Patrice Desilets discussed his new roguelike title 1666: Amsterdam, explaining why randomness is central to its design and how early access is helping the team refine it. He said unpredictability is core to the game's identity, as it stems from the story itself: modern-day protagonist Cleo is deciphering an ancient book about Noah and only partly understands it, so her uncertain "guesses" shape how perks and abilities are randomised in gameplay. Desilets said this approach lets players experience the game differently each run while still allowing them to lock in favoured perks, and that early access provides the feedback and data needed to balance such a complex system.

He also detailed recent changes, including a softened death penalty where players immediately receive a new set of perks to choose from rather than losing everything outright, and a witchcraft and exploration system that lets players craft items to compensate for weak ability rolls. On stealth, Desilets said the game is not as focused on it as Assassin's Creed was, with detection systems inside buildings still being tuned, and stressed that while combat is viable, a reputation system makes repeated fighting progressively harder, with further expansion of that system planned.

  • Patrice Desilets discussed 1666: Amsterdam's randomness-driven roguelike design at Gamescom.
  • Early access is being used to balance and refine the randomisation system.
  • Death penalties softened; witchcraft/exploration and reputation systems still evolving.

New here? Start with this

1666: Amsterdam is a roguelike game, a type of game where players repeat runs and face changing challenges. It is being made by Patrice Desilets, who created Assassin’s Creed, but it puts less emphasis on stealth than that series.

The story follows Cleo, a modern-day character trying to understand an ancient book about Noah. Because she only partly understands it, the game connects her uncertain interpretations to random perks and abilities, so each run can play out differently.

The developers are using early access, which lets players try the game while it is still being developed, to gather feedback and data. This can help them adjust how its changing abilities and other systems work.

Both sides, in good faith

The strongest fair case each way — we don't pick a winner.

The case for

Randomness can make each run feel fresh and reinforce the story’s theme of an uncertain text being interpreted, while choices to lock in favoured perks and craft items give players some control. Early access lets the team use player feedback and data to tune the balance, including easing the cost of death as the system develops.

The case against

A complex system built around random perks may leave players feeling that success depends too much on luck, even if they can preserve favourites or craft alternatives. Early access can help identify balance problems, but players encounter the game while systems such as detection and reputation are still being refined, which may make the experience uneven.

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