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