Patrice Désilets, the visionary game designer best known as the creative architect behind the Assassin’s Creed franchise, has officially confirmed his intent to return to one of his most experimental projects: Ancestors: The Humankind Odyssey. Despite a complex web of corporate ownership and the ongoing, demanding development of his current early-access title, 1666: Amsterdam, Désilets remains steadfast in his commitment to expanding the prehistoric survival series. In a recent candid exchange, Désilets revealed that the original 2019 title was merely the first "volume" of a larger, grander design. His declaration—"I will. I will."—serves as a firm promise to fans who have spent years speculating about the future of the franchise. Yet, the road to a sequel is paved with the same intense creative drive that has defined his career, characterized by both groundbreaking ambition and a stubborn refusal to abandon projects, no matter how much time they require. The Genesis of a Prehistoric Odyssey Ancestors: The Humankind Odyssey was, by all accounts, a unique entry in the AAA space. Released in 2019, it tasked players with guiding a lineage of hominids through millions of years of evolution. Rather than providing a linear narrative, the game focused on the mechanical struggle of survival: learning to stand, crafting tools, and navigating a treacherous, untamed African landscape. The game was polarizing. Critics praised its intellectual depth and the sheer boldness of its concept—a simulation that asked players to experience the literal dawn of human consciousness. However, it was equally criticized for being obtuse, clunky, and at times, frustratingly repetitive. Despite these hurdles, the title found a robust audience, proving that there is a significant market for high-concept, simulation-heavy survival experiences. By April 2024, Panache Digital Games reported that the title had moved over two million copies, a testament to the enduring appeal of Désilets’ vision. The Complex Web of IP Ownership One of the most persistent questions regarding an Ancestors sequel has been the status of the Intellectual Property. Following the closure of Take-Two Interactive’s publishing label, Private Division, many in the industry assumed the franchise had been caught in the crossfire of corporate restructuring. Désilets, however, clarifies that the reality is significantly more nuanced. When asked about the rights to the franchise, he noted, "I own the IP. But it’s complex." This complexity is typical of the high-stakes world of independent game development, where creators often navigate labyrinthine legal agreements to maintain control over their life’s work. His confidence in being able to produce a sequel suggests that, while the legal paperwork may be convoluted, the path to development is open. 1666: Amsterdam and the "Poutine" Phase While Ancestors represents his past and future, the present for Désilets is consumed by 1666: Amsterdam. The game, which has been in the public consciousness for over a decade in various forms, is a dark, atmospheric open-world adventure set in 17th-century Europe. The project has been a long-gestating obsession for the designer. After a total redesign during the COVID-19 pandemic, the game entered active production. Currently in early access, it is far from a finished product. Désilets characterizes the current development stage as "the poutine"—a reference to assembling the various ingredients into a cohesive whole. "The toughest part is done," he explains. "Now it’s all about production and making." The development philosophy for 1666: Amsterdam is methodical. Désilets insists that despite the current "mixed" reception on Steam—with approximately 720 reviews currently logged—the team has a concrete roadmap. The goal is to evolve the early access build into a polished 1.0 version, though he acknowledges the difficulty of pinning down a definitive timeline. "We have a plan," he says. "There’s space for comeback from the community in the plan, but it could go on forever at the same time. That’s not the main plan; you’ll have a 1.0 version." Chronology of a Visionary’s Career To understand the significance of a potential Ancestors sequel, one must look at the arc of Désilets’ career: 2007–2010 (The Ubisoft Years): Désilets becomes a household name by creating the Assassin’s Creed series, defining the open-world parkour genre. 2010–2013 (The Departure): A high-profile departure from Ubisoft leads to a legal battle over his new project, 1666: Amsterdam. 2014–2019 (The Panache Era): Désilets founds Panache Digital Games. Ancestors: The Humankind Odyssey is conceived, developed, and released. 2020–2024 (The Pivot): Following the release of Ancestors, the studio pivots back to the dark, occult-themed 1666: Amsterdam. 2024 and Beyond: With 1666 in early access, the promise of an Ancestors sequel emerges as the next logical step in his design philosophy. Supporting Data: Reception and Market Impact The path forward for Ancestors 2 is inextricably linked to the success of 1666: Amsterdam. The current market data for 1666 suggests that the studio is at a crossroads. A "mixed" reception is common for early-access titles, but it places pressure on the team to iterate quickly based on player feedback. For the Ancestors sequel to materialize, the studio must demonstrate both financial stability and the ability to execute on complex game systems. The two-million-unit sales figure for the first Ancestors proves that the audience is there, but the "clunky" reputation of the first game means the sequel will likely face higher scrutiny from critics and players alike. The Philosophy of "Finishing What You Start" Perhaps the most telling aspect of Désilets’ recent comments is his personal commitment to his work. When he says, "I’m ready to wait 16 fucking years to finish what I started," he is referencing the long road to bringing 1666: Amsterdam to the public. This tenacity is a double-edged sword. It has led to some of the most innovative gameplay loops in the industry, but it has also led to long development cycles that test the patience of investors and fans. For the Ancestors sequel, this implies that we should not expect a quick turnaround. Désilets is not a designer interested in "churning out" sequels; he is interested in completing a cycle of design that he feels is unfinished. Implications for the Future What does a confirmed Ancestors sequel mean for the industry? Iterative Design: It suggests that Désilets is interested in refining the survival-evolution genre. If the first game was the "concept," the second will likely be the "mastery" of those mechanics. Creative Independence: By maintaining control over his IP, Désilets is setting a precedent for other veteran developers to seek autonomy, even if it comes with the "complex" legal burdens he describes. The Risks of Early Access: The performance of 1666: Amsterdam in early access will be a litmus test for the studio. If they can turn a "mixed" reception into a critical success, the path for Ancestors 2 will be much smoother. In conclusion, Patrice Désilets is a designer who works on his own timeline. While he has confirmed his intent to return to the world of hominids and evolution, the immediate future belongs to the streets of 17th-century Amsterdam. Fans of his work should view this as a long-term commitment—a promise that the "volume two" of human evolution is coming, provided the creator can navigate the complex, often messy, reality of modern game production. His legacy is one of ambition, and if history is any indication, he will indeed finish what he started. Post navigation The Future of Nintendo: New Rumors Point Toward a Massive Shift for the Switch Successor Steam’s 2026 Revenue Surge: A Deep Dive into the PC Gaming Market’s Record-Breaking Year