1666: Amsterdam – My Thoughts on the Prologue

A spoiler warning graphic

Spoiler Warning: Beware of spoilers for the prologue to 1666: Amsterdam.

Isn’t it great that free demos are coming back in such a big way? Demo versions of games used to be ubiquitous; you’d even get free demo discs with certain gaming magazines back in the 1990s and 2000s! Having recently tried the demo version of Star Trek: Outposts Unknown, I’ve just finished playing my way through the “prologue” to the upcoming horror-fantasy game 1666: Amsterdam.

And you know what? I had fun.

Horror isn’t usually “my thing,” which is something I’ve said many times here on the website! But horror and horror-adjacent titles can still be enjoyable for me if they’re done well (and they aren’t overly reliant on cheap jumpscares or excessive gore). Despite mages and wizards being stock fantasy characters – especially in the realm of video games – witches haven’t been quite so common, if you stop to think about it. So a game that dips its toes in the world of European witchcraft seemed… interesting.

Screenshot from the demo version of 1666: Amsterdam showing the player arriving at a coven
Arriving at a witches’ coven.

I’m always going to have my curiosity piqued by titles that look to offer some kind of different experience; something I haven’t necessarily played before. And while, in strict gameplay terms, 1666: Amsterdam didn’t feel all that special, its narrative – and its time-bending story involving a secret witchy cult – definitely fits the bill!

Obviously, gameplay matters in a video game. And we’ll get into a couple of specific gameplay gripes in a moment – because 1666: Amsterdam’s prologue has definitely highlighted a couple of areas where improvement is needed! But, broadly speaking, I come to a title like this to be engaged by a strong narrative, and the fact that, even after barely half an hour of gameplay, I feel compelled to return to this world and uncover the next chapters of the story? That’s a good sign!

Screenshot from the demo version of 1666: Amsterdam showing Clio and the professor
Cilo and the professor.

Let’s get the negatives out of the way first.

There were a couple of moments in the prologue where I felt some refinement to the controls was needed. On a couple of occasions, you’re steering two people at once – one supposedly following another, and then later, a couple holding hands. Although an interesting riff on the “follow the NPC” idea *in theory*, I just wasn’t wild about how this worked in practice. Having to steer two characters through some occasionally narrow doorways or staircases using just one control stick just… I dunno. If it’s a small part of the game, I guess I could overlook it. But it felt clumsy, and I wasn’t sold on this method of circumventing the old “follow this important character” cliché.

Secondly, there were two moments where button-prompts either didn’t appear at all or didn’t appear in time. The first “puzzle” – if we can call it that – in the prologue involved finding a specific book on a specific shelf, but even after locating the correct shelf, the prompt to search for the book didn’t appear at first, leaving me wandering aimlessly around the library wondering what I’d done wrong. Secondly, in the section where you play as a cat, my cat-character got stuck on a log, unable to jump down for a minute, because the button prompted me to jump onto a log… but the prompt to jump down again didn’t appear.

Screenshot from the demo version of 1666: Amsterdam showing a button prompt
One of the places where a button prompt went missing.

As I said in my last look at a demo version, this is a game’s chance to make a *good* first impression! Bugs are to be expected in a game which is still being developed, and I understand that game development isn’t easy. Feedback from players can also be important. But a demo version should be polished… and the level of polish, at a couple of points, was imperfect.

That being said, nothing I encountered prevented me from progressing to the end of the prologue, for which I’m glad!

There was no combat in the demo, so I can’t say whether 1666: Amsterdam’s combat encounters will be fun, but from what I’ve managed to glean from the short teaser at the end of the prologue, it looks comparable to something like last year’s South of Midnight – third-person combat with some magical witchy powers in the mix. Combat may not be the biggest part of the game, with puzzles, exploration, and advancing the story clearly having big roles to play, too, but as long as combat is competent, I’ll be satisfied.

Four stills from the 1666: Amsterdam trailer showing combat
Combat, as glimpsed in the trailer.

I love games where you get to play as a cute kitty cat – two of my favourite titles of the last few years have been Stray and Little Kitty, Big City! And black cats are absolutely adorable; my own cat has black fur. Despite what people say about bad luck or evil spirits or whatever nonsense… black cats are cute! So any game that gives me a black cat – either as a companion or, as in this case, as a playable secondary character – I’m gonna be happy.

Choosing which “personality” the cat will have was also an interesting element to the game, and while it didn’t mean much in terms of the demo, I expect it’ll matter a lot more in the full version of 1666: Amsterdam. There seemed to be half a dozen or so cats to choose from, and the little descriptions they were given hinted at different abilities. There might be some different lines of dialogue, or even completely different side-missions, as a result of these choices.

Four screenshots from the 1666: Amsterdam demo showing cat choices
Choose your furry feline friend!

I don’t know, at this stage, whether a game like 1666: Amsterdam will have a lot of replayability. Some games offer branching narratives, or gamplay that’s so varied that coming back to it can feel like a completely new experience. Others are much more linear. If I had to guess, I’d say 1666: Amsterdam will probably have quite a linear narrative, but that there may be ways to shake up the combat or puzzle-solving, depending on certain choices. I don’t object to that at all – I love a good linear title. Indika, which doesn’t feel a million miles away from 1666: Amsterdam, as they’re both third-person, horror-adjacent historical titles with female protagonists, is one of my favourite games of 2024, for instance.

Time travel can be difficult to get right in any work of fiction, and having two (or perhaps three) time periods on the go simultaneously can feel confusing. For my money, though, the prologue to 1666: Amsterdam seems to have done this side of its story quite well. It was actually quite nostalgic to step back to Millennium Eve and see all the decorations; I’m not sure if that moment has ever been recreated in a video game like this. Certainly not one I’ve ever played! But it did make me feel oh so old to see one of the game’s playable characters – a woman in her mid-twenties – who was presumably born *after* the turn of the millennium!

It was weirdly nostalgic to go back to Millennium Eve…

The story of a “Collector” intrigues me. And I think it’s a testament to the strong storytelling present in the prologue that I really want to learn more about this world and unfold this story. That’s what a demo version for a game like this is supposed to do, I suppose! But it definitely roped me in, and I can feel my interest for the game starting to build. When it releases in full – potentially sometime next year – I’ll definitely be checking it out.

The studio behind 1666: Amsterdam is Panache Digital Games, who you might be familiar with from 2020’s Ancestors: The Humankind Odyssey. I didn’t play that game, which received mixed reviews upon release, but it was another game with a unique concept, I guess. Patrice Désilets, who was the creative director behind Prince of Persia: The Sands of Time and the first two games in the Assassin’s Creed series, is the head of Panache Digital Games. With Assassin’s Creed supposedly also working on a witch-themed title (Hexe), comparisons may be inevitable when the two games launch!

Promo screenshot for 1666: Amsterdam
Aaron, the kitty cat.

1666: Amsterdam seems to be getting an “early access” launch later this year. But that’s not something that I usually dabble with, so I expect I’ll be waiting for the game’s full release before I jump in. Still, the prologue was interesting – and from the point of view of getting me hyped up for the title, a definite success!

I hope this has been interesting.

I like to check out demo versions when they become available, and a title like 1666: Amsterdam definitely feels like something a bit different right now. There are a couple of places where some additional polish is needed, but the game’s story feels genuinely compelling, and I really can’t wait to see it unfold. When 1666: Amsterdam gets a full release – which may be next year – I hope you’ll join me for a review.


1666: Amsterdam will launch in early access on PC in late 2026. A full release date and console launches have not yet been announced. A demo version, titled 1666: Amsterdam (Prologue) is available now on PC. 1666: Amsterdam is the copyright of Panache Digital Games. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Indika: Video Game Review

A spoiler warning graphic.

Spoiler Warning: Beware minor spoilers for Indika’s story – and major spoilers for the game’s world and mechanics.

I love seeking out games that feel unique – and if there’s one word I’d use to describe Indika, that would be it. This game is a mix of third-person puzzling, some platforming elements, a “walking simulator,” and some fun 2D platforming levels inspired by titles from years gone by. It’s a short but eclectic experience; a memorable game that I thoroughly enjoyed.

I beat Indika in a single play session – something I don’t think I’ve done with a game for quite a long time! So this is not an epic experience that’s going to last dozens upon dozens of hours… and that’s something to be aware of heading into it. However, unlike some recent titles, Indika is priced fairly. At £20 here in the UK (though I got it at a slight discount via the Epic Games Store) its price feels more than fair for the runtime it provides, and I will always credit publishers for recognising this!

Screenshot of Indika (2024) showing Indika.
The title character.

During my playthrough I did encounter a bug – just one, though. At one point, Indika got stuck in the environment partway through climbing onto a platform, and the only way around it was to restart the level. This highlighted something I don’t really appreciate: the lack of a free save system. Indika is generous with its checkpoints, sure, and the only other time I died I didn’t have to go all the way back to the beginning or anything. But… being able to freely save is a pretty basic feature, and even in a game as short as Indika there’s really no reason not to incorporate it.

But that’s basically all of the negatives out of the way!

Indika is a narrative experience as much as a “game” – there are entire sections where the only thing you’re required to do is walk from point to point. There are side-rooms to explore and a few collectables to pick up – which are worth finding, if for no other reason than to appreciate the design work that went into making them – but much of the game unfolds like this. I can see some people finding that “boring,” and while such things are subjective, for me I enjoyed this slower pace.

Promotional screenshot of Indika (2024) showing Indika walking on a snowy path.
There’s quite a bit of walking in this game.

Despite the way the game seems to present itself at first, this isn’t a “horror” title – not by my definition, at any rate. There are some creepy and unsettling elements for sure; a game where the player character speaks to a demonic entity is gonna have that! But in terms of frightening moments or jump-scares… there really weren’t any. And that’s coming from a total scaredy-cat who’s easily frightened!

What you get with Indika’s narrative is a lot of philosophy – the age-old debate about God’s existence. And maybe you’ll say I’m projecting my own biases here, but I felt Indika came down firmly on the side of atheism. Despite being a nun, the protagonist is clearly struggling with questions of faith, and her mental illness – which is how I’d interpret her hallucinations – is preventing her from fitting in with her fellow nuns at the convent. Having encountered a runaway convict, Indika bounces her ideas about God and the problems of omnipotence and evil off of him. These conversations were genuinely interesting.

Promotional screenshot of Indika (2024) showing Ilya and Indika.
Ilya and Indika had some interesting philosophical conversations.

Both of the main characters – and Indika’s companion, too – felt fleshed-out, and they seemed to fit the world they inhabited. We got to see really interesting glimpses of pre-First World War Russia, a country struggling with industrialisation and the challenges that it brought. Indika’s convent felt like a place unchanged by the passage of time, but the world she stepped into was one of steam trains, factories, and industrial danger. The world could feel bleak – its wintery setting definitely adding to that tone – but never empty. I loved crunching through the snow during the outdoor sections!

There’s something about snow in video games that I just really enjoy. Seeing Indika and Ilya leave footprints was a nice touch, too. While the snow isn’t at the same level as a title like Red Dead Redemption II, it isn’t a million miles away. And considering this game was made by a much smaller team with a lower budget… I think it’s pretty fantastic the way it’s turned out. In the west, we tend to associate Russia with freezing winter conditions – even though, of course, the country has three other seasons – so in that sense, the snow also felt on theme!

Screenshot of Indika (2024) showing the title character.
Indika outside of the convent.

One of the projects I chose when I was studying history at university was the history of colour photography. Among the earliest surviving colour photographs were taken in the late 1900s and 1910s by Sergey Prokudin-Gorskii – a Russian photographer who was commissioned by the Tsar to take colour photographs across Russia. I immersed myself in Prokudin-Gorskii’s photographs while working on my project, and I was fascinated by this glimpse into pre-Communist Russia. I know folks say black-and-white photographs feel atmospheric, but there’s something about colour that’s just so much more real!

I bring this up because I felt echoes of Prokudin-Gorskii’s photographs in Indika. The convent, some of the wooden houses and buildings, the dirt roads… I remember seeing all of those things in those photographs. The juxtaposition between massive imposing religious buildings made of stone and adorned with gold and bright colours with small, wooden houses in which everyone else lived… it’s striking. And you can see why, in years gone by, people would be drawn to churches and cathedrals. For my money, developers Odd-Meter did a great job recreating this bygone era in video game form, and it brought back memories for me of working on that university project and exploring the forgotten world depicted in those photographs.

Collage of ten Prokudin-Gorskii colour photographs, depicting a variety of scenes in Russia in the 1910s.
A selection of Prokudin-Gorskii’s photographs of Russia, circa 1909-1915.

For a game that was – mostly – an intense, philosophical narrative experience set in a realistic historical setting… Indika blended in some very “video-gamey” elements! Its pixel art font – used in menus and the levelling screen – was a real throwback, as were the way points were collected in-game. Points appear in front of Indika when collecting items in the game world or lighting candles – but they appear as big, glowing, pixellated blocks. They reminded me of something out of the 8-bit era, and that was clearly a deliberate choice. It added to the surreal nature of the game, and I think it worked exceptionally well.

Then there’s the game’s soundtrack and… well, sound-scape might be a better term. There were some beautiful and haunting melodies created for Indika, but there were also some retro throwbacks that felt like something you’d have heard on an arcade machine in the ’80s! Again, it’s the surreal blending of the game’s detailed world with these modern/retro game elements that just… worked. It shouldn’t, and I think in a worse game it wouldn’t have worked. But here, the total clash between the world around Indika and these retro gaming visuals and sounds actually felt great. If the story is partially about Indika’s mental health, I kind of read the gaming elements as part of that. Part of her hallucinations – both visual and auditory.

Screenshot of Indika (2024) showing Indika recieving points.
Receiving points.

These tied in with some wonderful 2D platforming sections. Indika presented its flashback sequences in this retro pixel art style, which is something I found incredibly creative. It felt kind of like if a film or TV show depicted its flashbacks in black-and-white or sepia. It’s the game saying “these events happened in the past.” And what better way for a video game to depict the past than with older visual and gameplay styles?

These sections also provided a clear boundary between the present and the flashbacks, making them feel completely distinct. Although I described them as “2D platformers,” there was more to it than that. We got a Pac-Man-inspired section, running around a maze-like level, a multi-lap bike race, and two very different platforming sections. These all felt unique, with no single play style being repeated throughout the flashbacks. They were also some of the most technically challenging parts of the game – or perhaps my 2D gaming skills are just rusty! My arthritic hands don’t help, either, with sections requiring near-perfect timing of jumps! But I struggled through and got there in the end.

Screenshot of Indika (2024) showing the flashback bike race.
One of Indika’s 2D levels.

Depicting such intense sequences in this way was kind of an odd choice. Indika’s flashbacks tell a tale of the protagonist’s first romantic encounter – with a boy from a different culture, and it doesn’t end well. There were some light-hearted moments in these 2D levels, particularly near the beginning, but the story took a dark turn later on. And the pixel art, upbeat 8-bit music, and fun retro level design… it clashed with that. But as above, I think the clash is the point.

The 2D levels weren’t the only creative ones, though. Indika did some clever things with some of its 3D environments, too – including a series of rooms which rotated, having you walking on walls and having to move objects ways that don’t conform to the laws of physics! Some games have tried to show mental illness and fractured minds before, but there’s something so unsettling about walking into a room with absolutely no explanation, and no expectation that it’s going to be something different… only to realise it’s upside down, walking on walls… and with some kind of strange multi-limbed demon just out of sight.

Screenshot of Indika (2024) showing a 3D level.
This level felt especially creative.

Other 3D puzzles were more basic, akin to something you’d see in games like Uncharted. “Basic” is not a synonym for “bad,” and these puzzles – involving things like moving objects on a crane or using a ladder to bypass a locked door – were entertaining enough. None of them were especially difficult to solve, though I would point out that the game doesn’t hold your hand and just kind of drops you in the puzzles, leaving you to figure it out. As another hallmark of what we might call “old-school” game design – in a modern gaming landscape dominated by in-depth tutorials and the dreaded quest marker – I think I like this even more!

Then there were sections of levels that used different or interesting mechanics. Repeatedly rotating the control stick to wind a winch was interesting – and reminded me of some Nintendo 64 titles from back when the analogue stick was a brand-new invention! Then there was a moment where Indika had to balance on a narrow beam that gave me flashbacks to Shenmue II! If you remember that level… does it haunt you, too? Indika also gives you control over a couple of different vehicles, as well as some pieces of machinery, and there’s a couple of tense chase sequences, too. There’s a surprising diversity of gameplay styles on show given the game’s runtime.

Screenshot of Indika (2024) showing Indika balancing on a board.
Reminds me of Shenmue II

I’d also be remiss not to mention Indika’s incredibly creative use of the protagonist’s hallucinations. Without giving too much away, at a couple of points in the game, Indika experiences a vivid hallucination, but can keep it at bay through prayer. Alternating between the hallucination and the “real” state of the world changes the level, and opens up different pathways to get from one end to the other. It’s a really creative mechanic that wasn’t over-used, and it worked exceptionally well.

So Indika was not the kind of game I would’ve ordinarily chosen. It’s a short experience (my playthrough clocked in at just under four-and-a-half hours, including the credits, a couple of deaths, and one 2D level that took a few attempts). But it was really interesting – a philosophical video game with a message about faith, God, and the way the world works. It was wrapped up in an interesting narrative about a renegade nun with a mental illness, and touched on how mentally ill folks can be treated and shunned by society. As someone with a mental health condition myself, I appreciated the message, the depiction, and how the game handled that side of things.

Screenshot of Indika (2024) showing one of Indika's hallucinations.
One of Indika’s hallucinations.

Russian developers Odd-Meter actually left the country during work on Indika due to the political situation there. But almost the whole team is Russian – there are Russian-language voice options available if you want to get more of an immersive experience.

I would absolutely recommend Indika. I had a blast with it, and I really can’t think of another game quite like it. As I said at the beginning, this was a completely unique experience, both narratively and mechanically. Maybe you think four-plus hours is “too short,” but again I would point to the game being – in my view, at least – fairly-priced for its runtime. We aren’t talking about a £75 title, here.

Promotional screenshot of Indika (2024) showing Indika in a factory.
Indika is a game I’ll happily recommend.

So I hope this has been interesting! I thought Indika had only just been released, but it actually came out over a year ago. I guess I’m a bit late to the party, but never mind! The game was on sale recently, at least on PC if you use the Epic Games Store. It could also be one to wishlist ahead of the big Christmas sales, because it might drop in price again.

This could’ve absolutely not been my cup of tea! The idea of a mentally ill protagonist with a horrifying demon whispering in their ear, a clash of visual and musical styles, the philosophical conversations, lack of combat, and short runtime… they could all be offputting, I guess. But I really liked this game. It’s the kind of title I think we can point to when highlighting the work of smaller, independent development teams, and it’s also a fine example of video games as a narrative art form.


Indika is out now for PC, PlayStation 5, and Xbox Series S/X. Indika is the copyright of Odd-Meter and/or 11 Bit Studios. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.