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Clair Obscur: Expedition 33 back in Top 10 for revenue a month after release | Newzoo charts
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Clair Obscur: Expedition 33 back in Top 10 for revenue a month after release | Newzoo charts

by admin June 25, 2025


Clair Obscur: Expedition 33 has moved back into the Top 10 of Newzoo’s overall revenue chart for May, having debuted at No.13 in April.

Newzoo noted that this movement was “unusual for a premium title” after its release month, adding that it is “a showcase of the strength of a high-quality game and continued word-of-mouth marketing”.

Fantasy Life i: The Girl Who Steals Time launched at No.20 on the revenue chart, having surpassed one million units sold across all platforms. It also sold 500,000 copies in three days. It debuted at No.3 on the individual revenue chart for Nintendo Switch.

Doom: The Dark Ages debuted at No.9 on the overall chart, which the data firm said was due to “a big portion of revenues being tied to Xbox Game Pass”. Over 95% of the game’s full sales originated from PlayStation and Steam.

In contrast, Xbox players accounted for 72% of monthly active users on Newzoo’s overall engagement chart for the latest Doom title.

Elsewhere, Grand Theft Auto 5 saw a significant jump in users following the premiere of GTA 6’s second trailer, which broke records with 475 million viewers over 24 hours.

A surprising addition to the engagement chart was Star Wars Battlefront 2. The 2017 title saw “a significant surge in player engagement” last month due to “an organic community rally,” according to Newzoo.

It was discounted as part of Star Wars Day, which drew in an influx of players. However, Newzoo noted that 86% of MAU were returning fans.

Here are the Top 20 games by revenue in the US, UK, Germany, France, Spain, and Italy for May 2025, across PC and consoles, according to Newzoo:

Rank
Last month Rank
Title

1
1
Fortnite

2
4
EA Sports

3
3
Call of Duty: Modern Warfare 2/3/Warzone/Black Ops 6

4
NEW
Elden Ring Neightrein

5
7
NBA 2K25

6
6
Counter-Strike 2 & Go

7
9
Forza Horizon 5

8
13
Clair Obscur: Expedition 33

9
NEW
Doom: The Dark Ages

10
8
Minecraft

11
41
Destiny 2

12
15
The Sims 4

13
14
Valorant

14
24
MLB The Show 25

15
12
Elder Scrolls 4: Oblivion Remastered

16
16
Grand Theft Auto 5

17
18
Roblox

18
11
Marvel Rivals

19
17
League of Legends

20
NEW
Fantasy Life i: The Girl Who Steals Time

And here are the Top 20 games by monthly active users across US, UK, Germany, France, Spain, and Italy for May 2025, across PC and consoles, according to Newzoo:

Rank
Last month Rank
Title

1
1
Fortnite

2
2
Call of Duty: Modern Warfare 2, 3, and Warzone 2.0

3
3
Minecraft

4
5
Grand Theft Auto 5

5
4
Roblox

6
6
Rocket League

7
8
EA Sports FC 25

8
7
Marvel Rivals

9
10
Counter-Strike 2 & Go

10
9
Tom Clancy’s Rainbow Six: Siege

11
12
NBA 2K25

12
15
Apex Legends.

13
11
The Elder Scrolls 4: Oblivion Remastered

14
32
Helldivers 2

15
105
Star Wars Battlefront 2 (2017)

16
NEW
Doom: The Dark Ages

17
31
Forza Horizon 5

18
16
EA Sports College Football 25

19
19
Overwatch 1 & 2

20
21
The Sims 4



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June 25, 2025 0 comments
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Daredevil Actor Charlie Cox Thrilled By Expedition 33's Success
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Daredevil Actor Charlie Cox Thrilled By Expedition 33’s Success

by admin June 24, 2025



Screenshot: Sandfall Interactive / Kotaku

Clair Obscur: Expedition 33 has an incredibly stacked voice cast. Final Fantasy XVI lead Ben Starr and Baldur’s Gate 3 star Jennifer English head the pack of expeditioners as Verso and Maelle, but perhaps the most recognizable voice among them all is Daredevil actor Charlie Cox. He plays Gustave, the swordsman and gunslinger, the first playable character you inhabit in the RPG. Notably, Cox hasn’t been that present in promoting the game, with Starr, English, and others in the cast making more appearances in trailers and panels. This isn’t too surprising, as Cox has been a bit preoccupied with his role in Daredevil: Born Again, but as Clair Obscur has risen in popularity, it seems Cox has been caught off guard by all the hype.

Disney+ Pulls The Abyss Over Controversial Rat Scene — Again

This weekend, Cox was a guest at the Washington State Summer Con in Puyallup, where he took part in a Daredevil panel alongside co-stars Elden Henson, Vincent D’Onofrio, and Wilson Bethel. While the group primarily talked about their time in the Marvel Cinematic Universe, Cox was asked about his work on Clair Obscur.t The actor admitted he hasn’t actually played the game himself, and seemed a bit frazzled talking about the game, given his knowledge of it is limited to the four hours he spent in the booth recording Gustave’s dialogue.

“I don’t mean to minimize it in any way, and it’s so cool [that] apparently the game’s awesome,” Cox said to the audience. “I’m not a gamer. I have no idea. I haven’t played it. My agent asked me if I wanted to go and do a voiceover. I was in the studio for four hours, maybe? People keep saying how amazing it is and ‘congratulations,’ and I feel like a total fraud. But I’m so thrilled for the company, and I’m so thrilled it did really well. That was it. Just FYI. Ask someone else a question, I feel uncomfortable.”

It was an endearing moment. Sometimes, a voice acting role is just something you hop into a booth for one day, and it doesn’t become a months-long gig. Given how quickly Cox was in and out, it’s amazing his performance is as good as it is. Gustave is one of the most endearing characters in Clair Obscur, with a ton of emotional range. Cox may be surprised that Sandfall Interactive’s RPG has blown up the way it has, but I hope he also realizes how much his character played a part in its success.

 



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June 24, 2025 0 comments
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Expedition 33 Actor Felt Like A "Total Fraud" After The Game Became A Massive Success
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Expedition 33 Actor Felt Like A “Total Fraud” After The Game Became A Massive Success

by admin June 23, 2025



One of the big draws for Clair Obscur: Expedition 33 was its cast of voice actors, as the turn-based RPG featured the talents of Charlie Cox, Ben Starr, Jennifer English, and Andy Serkis. For Cox, the critical success of the game has not gone unnoticed by him, as he remarked that he’d only heard good things about it. Jokingly, the Daredevil actor said that he felt like a “total fraud” for having only been in a studio for several hours to record his lines as Gustave, who quickly became a fan-favorite character with players.

“I don’t mean to minimize it in any way, and apparently, the game is awesome. I’m not a gamer, I haven’t played it,” Cox said at Washington State Summer Con (via Culture Crave). “My agent asked me if I wanted to go and do a voiceover–I was in the studio for 4 hours. People keep saying ‘congratulations’ and I feel like a total fraud. But I’m so thrilled for the company, I’m so thrilled it did really well.”

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Now Playing: Clair Obscur: Expedition 33 GameSpot Video Review

While Cox’s work for Expedition 33 was done in a day, his character still had a massive impact on the game, especially in its early hours and at the end of its first act. The performances of Cox and the rest of the cast have been widely hailed for their nuanced and emotional performances, which helped make Expedition 33 the best-reviewed game for several months.

Developer Sandfall Interactive has also been talking about what’s next for Expedition 33. The studio is looking at adding “a wide range of future improvements” including expanded localization and accessibility features. Sandfall is also preparing to start working on its next game, and while it is ready to say what exactly its next title might be, the studio did mention that it has some “great ideas” to work with on it.



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June 23, 2025 0 comments
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Kojima on stage at Sydney Film Festival 2025
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Hideo Kojima calls Clair Obscur: Expedition 33 “ideal” for one key reason

by admin June 16, 2025



Gaming auteur Hideo Kojima heaped praise on 2025 smash hit Clair Obscur: Expedition 33, calling the game “ideal” for how efficiently it was made with such a small team behind it.

Expedition 33, the debut project from French studio Sanfall Interactive, launched in April of this year not to a whisper, but to thunderous applause. Both critically and commercially, it became one of the most high-profile releases of the year, with many considering it a shoo-in for Game of the Year.

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Of course, we’ve seen countless praise the game for its innovative turn-based combat and its grim yet utterly engrossing narrative. But Metal Gear creator Hideo Kojima has put the title on a pedestal for a different reason.

When speaking at a group interview Dexerto attended in Sydney, Australia ahead of the release of Death Stranding 2, Kojima mentioned how his own studio in Japan has ballooned in size over the years. With the demands of the industry only rising, it requires more hands to get the job done. At least, that’s been the theory until games like Expedition 33 came along.

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Hideo Kojima praises Clair Obscur: Expedition 33 for its team size

“When I first started, it was like a team of six,” Kojima said with a laugh. “You could do everything yourself. Now, it’s expanded. You can’t really control each employee, so you delegate. But sometimes, the idea doesn’t really work out because it’s a bigger team.”

Disney+Kojima went on to claim many modern action games “should be done in smaller teams.”

Highlighting the recent blockbuster of Expedition 33 as a standout success, Kojima labelled it as his “ideal” game development experience. “They only have like 33 team members and a dog. That’s my ideal when I create something with a team.

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“Creation has now become much bigger. It’s kind of a war between how efficient you could [be] with the small team, but you have to make it so grand.”

Continuing his explanation, Kojima even argued that much of modern game development is akin to “factory” work. “Big companies, like 600, 1,000 people, they’re full of totally different teams,” he stressed. “Everyone’s concentrating on their work and then combining together.”

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Kojima couldn’t let George Miller down

Amusingly, when Kojima last met with Mad Max creator George Miller prior to their 2025 conversation at the Sydney Film Festival, they spoke on this very subject.

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“I’m trying to keep Kojima Productions under 150 people,” he told his ‘God’ back in the studio’s early days.

“It’s the same as the nomads,” Miller told Kojima. “They can’t go over 150, that’s the biggest group.”

DexertoKojima gifted the Mad Max creator with a signed Death Stranding 2 poster.

When the pair met up again, Miller recalled the conversation and asked if Kojima had kept true to his desire. “You still have your team under 150?” he questioned.

“During the pandemic… It was over 200 people,” Kojima told us, but he simply “couldn’t tell that to George.”

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June 16, 2025 0 comments
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Clair Obscur: Expedition 33 Restocked At Amazon, Lumiere Edition Reprint Up For Preorder
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Clair Obscur: Expedition 33 Restocked At Amazon, Lumiere Edition Reprint Up For Preorder

by admin June 10, 2025



Clair Obscur: Expedition 33 turned out to be a much bigger hit than most people were probably expecting. In fact, it currently holds a 93 on Metacritic, which includes GameSpot’s 9/10 review, making it the best-reviewed video game of 2025 so far. It was immediately clear that publisher Kepler Interactive hadn’t anticipated the level of demand for the debut title from Sandfall Interactive. Physical editions of the budget-priced $50 release have essentially been sold out since the game’s April 24 launch. But fast forward to June, and we’re finally starting to see retailers replenish their stock.

Amazon restocked the PS5 physical edition on June 9. Meanwhile, GameStop is taking preorders on a reprint of its exclusive $70 Lumiere Edition. The upcoming reprint may not arrive for a few months, but at least fans can secure some exclusive merch, including an exclusive steelbook and Expeditioner’s Journal art book, without overpaying on the reseller market.

$50

Clair Obscur: Expedition 33’s physical edition sold out for PS5 and Xbox Series X shortly after the game launched on April 24. Restocks have been infrequent for both platforms, though Amazon restocked the PS5 physical edition on June 9. At the time of writing, Amazon’s store page was shifting back and forth between available and sold out.

We’d recommend checking the links below, because other retailers might follow Amazon’s restock with one of their own.

Check stock at:

$70 | Reprint Preorder | Releases October 31

The GameStop-exclusive Lumiere Edition is only available for PS5 in the US. The upcoming reprint, at least at the moment, is listed for an October 31 release. We’ll update with a new date if that changes, since Halloween might be a placeholder date.

Here’s a look at everything included in the Lumiere Edition:

  • Clair Obscur: Expedition 33 physical edition
  • Collectible Steelbook Case featuring Maelle, Gustave, and the Paintress
  • The Expeditioner’s Journal – 48-page hardcover art book
  • Digital Deluxe Upgrade Pack (in-game DLC)
    • The Flowers Collection – Six Flowers of Lumiere outfits and hairstyles / Six Gommage outfit variations
    • Custom “Clair” outfit for Maelle
    • Custom “Obscur” outfit for Gustave

$150 | Sold Out

SOLD OUT

Unlike the Limited Edition, the Collector’s Edition doesn’t appear to be getting a reprint. The Collector’s Edition was also exclusive to PS5 and only at GameStop. Along with all of the bonus DLC from the Lumiere and Digital Deluxe Editions, here’s what’s included in the box:

  • Clair Obscur: Expedition 33 base game
  • An 8-inch hand-painted Monolith music box
  • A collectible Steelbook case featuring unique cover art
  • The Expeditioner’s Journal 48-page hardcover artbook
  • The “Flowers” Collection DLC with unique cosmetic items
  • A “Clair” custom outfit for Maelle
  • An “Obscur” custom outfit for Gustave

Clair Obscur: Expedition 33 PC Game Deals

If you’re simply interested in checking out the game, Steam keys are available for 10% off at GameSpot sister site Fanatical.

Clair Obscur is also available on Xbox and PC Game Pass. It’s an Xbox Play Anywhere title, so Game Pass Ultimate subscribers can carry their saves from PC to Xbox and vice-versa.

Disclosure: GameSpot and Fanatical are both owned by Fandom.



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June 10, 2025 0 comments
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Here's 10 minutes from Clair Obscur: Expedition 33's documentary courtesy of IGN Live 2025
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Here’s 10 minutes from Clair Obscur: Expedition 33’s documentary courtesy of IGN Live 2025

by admin June 8, 2025


As part of IGN Live, Sandfall Interactive has unveiled the opening 10 minutes of an all-new documentary following the team as it developed and released Clair Obscur: 33 Expedition.

The exclusive clip shows the documentary starts at the end, with Sandfall developers counting down the seconds to the moment its inaugural game went live. It then rewinds to the beginning, introducing us to the development team, the motion capture actors, and the story behind the game.

Clair Obscur: Expedition 33 – Exclusive First Look at The Making of Documentary | IGN Live 2025.Watch on YouTube

There is no release date as yet for the documentary, as it’s currently a work-in-progress. However, the ten-minute taster offers a great insight into what to expect, including the revelation that that delightful moment between Monoco and Verso was entirely improvised.

Jennifer English (Maelle), Ben Starr (Verso), Shala Nyx (Sciel), Kirsty Rider (Lune), Rich Keeble (Monoco), and Maxence Cazorla (Esquie) also joined the IGN Live stage to talk about their work on Clair Obscur: Expedition 33.

“We were all really excited,” English said. “We weren’t as stressed as the developers were, but I was dead nervous about it because we put all our love and heart into it and hope it pays off – and thankfully it did.”

“You can do whatever you do in the studio, but then it stops being yours. You don’t know what it’s going to become,” Ben Starr added. “There are so many circumstances that go into the release of a game, and I felt, personally, there was a huge amount of pressure. It’s a game I wanted to be good for the team because they had put so much work into it, and because we didn’t just come into it, we were an additional part of it.”

Sciel actor Shala Nyx also explained how their character has resonated so deeply with players.

“It’s so cinematic. It’s just so wonderful to be the voice and body of a character that is so rich and has so much emotional depth,” Nyx said.

“I’ve had so many people reach out to me about how my character has helped them with their depression and helped them with their mental health. It’s so ephemeral and every moment is so rich, and that’s a testament to the writing.”

“Outstanding artwork and glorious combat bring Clair Obscur: Expedition 33’s bold, painterly world to life,” reads Eurogamer’s Clair Obscur review.

On its first day, Clair Obscur: Expedition 33 sold 500,000 copies. Within three days, the game had hit a million copies sold. Then, 33 days after its release on 28th May, the game has reached 3.3 million sales across PC and console. “We couldn’t make that up,” said a social post sharing the news.



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June 8, 2025 0 comments
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Sophie and Gustave in matching berets
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Clair Obscur: Expedition 33 didn’t invent Final Frenchtasy or the J’RPG: the newly dubbed subgenre has a long and complicated history

by admin May 30, 2025



Sometimes all it takes to make a new subgenre is an apostrophe. With just one hardworking punctuation mark, the newly christened J’RPG describes a refreshingly French spin on Japanese turn-based roleplaying games, and players can’t get enough of its irresistible je ne sais quoi.

J’RPG is a particularly brilliant fit for Clair Obscur: Expedition 33. Sandfall Interactive’s tale of saving dark-fantasy Paris from a series of increasingly unhappy birthdays boasts whimsical mimes, gilded Belle Epoque architecture, and an English voice cast able to drop merde and putain like they’re in a Marseille rap battle. But Sandfall’s debut—undeniably, spectacularly, proudly French—is just the latest title to deserve the name J’RPG.

(Image credit: Sabotage)

Last year’s Sea of Stars, which just released its free DLC Throes of the Watchmaker, was made by French-Canadian Sabotage Studios in Quebec. While you won’t spot Québécois famous landmarks like the Château Frontenac hotel recreated in pixel art to answer Clair Obscur’s crumpled Eiffel Tower, you will find Gaëtan Piment, a character who speaks entirely in the regional French dialect (there’s even a French Canadian language option), phoenix down replaced by poutine as must-have revives, and groan-worthy French puns whenever you discover a new enemy.


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These J’RPGs may share Francophone origins, but they’re two sides of the same coin. Clair Obscur’s influences are 3D JRPGs: its combat systems, environment design and kaleidoscopic UI effects infused with the DNA of Final Fantasy 7–10, Lost Odyssey, and Persona’s PlayStation 2 and later entries. Sea of Stars looks further back to the 16-bit era, evoking the lush pixel art of Chrono Trigger and timed attacks of Super Mario RPG, with thoughtful modernisations to take the sting from bugbears like MP management and level grinding.

There’s a simple reason for that crucial difference: The Great JRPG Divide. Sabotage Studios’ Canadians grew up immersed in the SNES JRPG golden age. Due to the cost of translating text-heavy scripts to multiple languages, Sandfall Interactive didn’t. Europe, and other PAL regions like Australia, existed in a parallel timeline.

If you didn’t have a chipped console and an import-savvy retailer you were out of luck. We didn’t play Chrono Trigger and Earthbound on the SNES, we got them a decade later on the DS and Wii U. Our first Final Fantasy was number 7. Our first Dragon Quest was the cel-shaded eighth instalment on the PS2. Thanks to magazines, enthusiasts knew about these fabled videogames, but broader awareness was non-existent. Culturally we were cut adrift—like Clair Obscur’s city of Lumiere, tragically separated from the mainland.

(Image credit: Kepler)

Of course this meant when a wave of indie developers made nostalgic 16-bit JRPG homages, they came from North Americans inspired by the SNES JRPG canon we Europeans mostly missed. Californian Zeboyd Games made some pretty excellent retro JRPGs like Lovecraft parody Cthulhu Saves the World and space opera Cosmic Star Heroine in the 2010s. Shadows of Adam in 2016 played Conan-esque fantasy reasonably straight, but some like Omocat’s 2020 hikikomori horror RPG Omori pushed the genre towards its conceptual limits. With Threads of Time in the works from a Toronto-based team, the North American 2D JRPG homages are far from over.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

French-speaking Europeans still left a mark on the 2D RPG scene, though. Thanks to its impressively easy-to-use nature, the 2D game engine RPG Maker had a strong Francophone community across both Canada and Europe in the mid 2000s. It’s just that without the formative impact of 16-bit classics Chrono Trigger, Earthbound, Dragon Quest, and Final Fantasy 1–6, European 2D games followed a different evolutionary path.

OFF, from the French-speaking Belgian team Unproductive Fun Time, became one of the French RPG Maker scene’s biggest successes in 2008, even admired by Undertale’s Toby Fox. This fever dream of an RPG has an unusual cooldown-driven combat system, plus an eclectic set of influences including Killer 7’s lurid fluorescent colour palette and Silent Hill 2’s disturbing monster designs. With a remaster due later in 2025, it’s another J’RPG to watch out for this year.

(Image credit: Armor Games)

A more recent RPG Maker example came out in 2023. Black-and-white timeloop RPG In Stars and Time was made by creator Adrienne Bazir, whose French upbringing shows. Chrono Trigger would usually be the obvious reference point for a 2D timeloop RPG, but Bazir’s influences are instead Gamecube classic Tales of Symphonia, Undertale, and a game Nintendo denied both PAL and NTSC regions: Mother 3. The result, like OFF, is a true original, a moving and inventive experience, remixing the age-old ATB combat system devised by Mr Final Fantasy Hironobu Sakaguchi with an equipment system using memories from past runs.

Clair Obscur’s AA western take on the 3D JRPG stands out because it looks expensive in comparison. Recording every one of Gustave’s gallic shrugs in motion capture doesn’t come cheap, and presumably neither does his voice actor Charlie Cox. Perhaps another factor in its rarity is how Northern American developers gave the western JRPG a mixed reputation, with Ion Storm’s enjoyably barmy 2001 effort Anachronox and BioWare’s biggest non-live service regret Sonic Chronicles: The Dark Brotherhood both considered failures. For me, it’s a point of pride that Europeans, locked out from much of JRPG history, were the ones to finally do the 3D era justice.

(Image credit: Kepler)

Back in the ’90s, it sucked being an JRPG fan in PAL regions. It felt like watching North America enjoy a party we weren’t invited to. Decades later, those quirks of regional distribution are producing wonderfully distinctive takes on a classic genre. The Great JRPG Divide may be over, but its influence is still with us—even if we’re still waiting for Xenogears to get that unbelievably overdue official release.



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May 30, 2025 0 comments
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Clair Obscur Zombies
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Clair Obscur: Expedition 33 devs already have “great ideas” for next game

by admin May 28, 2025



Clair Obscur: Expedition 33 has been one of 2025’s biggest success stories, and now, developers are turning their attention to what comes next. They already have “great ideas” and plan to keep the team small to execute on them.

While there was minimal fanfare ahead of the game’s launch, Clair Obscur nonetheless erupted out of the gate. The turn-based RPG quickly became a smash hit both critically and commercially, making it one of the biggest games of the year.

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Going on to sell millions of copies in a matter of weeks, the more new details come to light, the more people are checking it out. For instance, learning it was all put together by a relatively small team of around 30 devs only won more favor across social media. Then you get to the fact some voice actors were debuting on the project and the composer was plucked from Soundcloud.

It’s been a gargantuan craze, but naturally, the studio behind it, Sandfall Interactive, is looking to the horizon. What comes next? Well, we don’t quite know for sure. But they already have some “great ideas” and plan to avoid over-expanding the team anytime soon.

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Sandfall InteractiveClair Obscur: Expedition 33 has become one of the year’s biggest hits.

Clair Obscur devs have next game planned & are avoiding huge blunder

On the back of a massive financial win like this, it’d be safe to expect a bit of growth from the French studio as they barrel towards their sophomore project. That won’t exactly be the case with Sandfall though, as the higher-ups are acutely aware of the pains that come with rapid expansion.

“For now, our vision would be to stick to a close team working in the same city with less than 50 people on board,” Sandfall’s COO François Meurisse told GamesIndustry.biz.

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“Focusing on one project after another, and keeping this agility, and this creative strength, and smartness of a small group of passionate people wanting to do something big.”

After all, smaller teams have created plenty of the industry’s best and biggest games, as Meurisse explained. “The team that made Ocarina of Time or Half-Life 2, I think those were max 60 or 70 people, and that kind of size allows for good decisions and great creativity.”

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To his point, when successful teams immediately look to expand, it can quickly backfire. “There are plenty of games made with very large teams and for huge amounts of money that don’t land, and there is a human cost to running things that way. People lose their jobs.”

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What’s next from Clair Obscur: Expedition 33 devs?

As for what comes next, Meurisse was tight-lipped on specifics, though he assured the team has plenty of “great ideas for the next game.” These ideas come from Studio Head Guillaume Broche, in particular.

Not only that, but the crew is eager to dive into its next project, taking all of their learnings from the first blockbuster. Devs across all disciplines, be it art, animation, or programming, have “acquired new skills” by working on Expedition 33. As such, Sandfall will be starting its next game “from a more efficient position.”

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“I can’t wait to dig more into the ideas we already have for the next game.”

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May 28, 2025 0 comments
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The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next
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The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what’s next

by admin May 27, 2025


The success of Clair Obscur: Expedition 33 – which sold 2 million copies within 12 days of launch – has meant all eyes are now on its developer, Sandfall Interactive.

As the games industry mulls how to move forward, faced with a saturated market, widespread layoffs and spiralling development costs, the fact that an original title made by a relatively small team could see such massive success gives hope to everyone.

It’s also an emphatic validation of the strategy of Clair Obscur’s publisher, Kepler Interactive, which since its formation in 2021 has focused on original titles with eye-catching art styles and mould-breaking gameplay, including Sifu, Tchia, Scorn, Pacific Drive, Ultros, Bionic Bay, and the upcoming Rematch.

“They respect creativity and innovation in games, they have a very high standard in choosing games to publish, and they are very fun people to work with,” enthuses Shuhei Yoshida, former president of Sony Interactive Entertainment Worldwide Studios, and now a freelance consultant for Kepler. Yoshida has been helping to evaluate game pitches for the publisher since he left Sony in January, as well as helping to promote Bionic Bay and Clair Obscur.

“They have a great balance in looking for innovation in games and investing in commercially viable projects,” he says. “I think the way Kepler chooses games and supports developers is a great example of sustainable indie publishing. I expect many companies in the industry will look for inspiration from what Kepler is doing.”

Coop mode

One thing that immediately marks out Kepler as different is its structure. “Kepler is co-owned by a group of studios, but they all operate autonomously,” explains portfolio director Matthew Handrahan, who joined Kepler from PlayStation in 2022 (before that, he was editor-in-chief of this very site).

“They make a lot of their own choices creatively and commercially in terms of the direction of their business. But there is a collaborative aspect that they can draw upon if they feel they need it. The thing that we definitely are very clear on is Kepler is not sitting here telling anyone what to do.”

The idea is that Kepler can provide support into each studio in terms of things like HR, legal teams, and IT. “And each one of them can draw on that to the degree that they want to, in the belief that if you give people that solid base, they can just focus more on being creative,” says Handrahan.

Image credit: Sandfall Interactive

But the plan was always for Kepler to become a third party publisher, he continues. So in addition to publishing games from its own studios, since 2024 Kepler has started releasing games from outside developers, like Pacific Drive, Clair Obscur, and the newly signed PVKK from Bippinbits, the creators of Dome Keeper. “As we go forward, what we really hope is that people can spot a Kepler game,” says Handrahan.

So what marks out a Kepler title? CEO Alexis Garavaryan has previously emphasised the publisher champions games with “bold art direction and innovative game design” that avoid familiar influences like Star Wars and superheroes. Handrahan says this is essential in today’s market. “I remember writing about Steam being overcrowded for GamesIndustry.biz 10 years ago, and saying, ‘Oh, there’s too many games’,” he says. “Well there’s five times more games being released now. So if you are coming to market with a game, it had better be doing something genuinely fresh.”

What Kepler definitely isn’t doing is chasing trends, which Handrahan says is a dangerous strategy. He gives the example of Balatro imitators. “If you’re making something hot on the heels of that, by the time you get to market, there’ll probably be 150 other alternatives.”

One can’t help thinking, too, of the expensive failure of Concord at PlayStation, which proved to be one hero shooter too many.

The next expedition

Sandfall’s COO and producer François Meurisse says that the fact that studio head Guillaume Broche was deliberately avoiding chasing trends with Clair Obscur was what attracted him to join in the first place.

“Some people predicted to us that it was a tricky [sector] when we started development, and there could be kind of a curse on AA games”

François Meurisse, Sandfall Interactive

He was immediately on board with Broche’s passion for revitalising the kind of flashy, 3D, turn-based JRPGs that had long gone out of fashion. That passion came first: the strategy came later. “A bit after, when we tried to rationalise that yearning he has for this kind of game, we realised that it wasn’t addressed as much in the market, and maybe there was a place for it,” says Meurisse.

The end result went beyond their wildest dreams. “The game has had success to an extent that we didn’t imagine,” he says. “We smashed our forecasts pretty fast.”

Naturally, thoughts are already turning to a follow-up. “There will be another video game, for sure,” says Meurisse, adding that it’s a little early to say exactly what form it will take. “I can’t wait to dig more into the ideas we already have for the next game,” he says.

“Plus the team has grown up, has acquired new skills throughout production,” he says. “Many of them were junior when we started. We learned to work together. So I can’t wait to get to the next project, because we’ll start from a more efficient position than when we started the company five years ago. And that [comes] with higher expectations as well, so it will be challenging. But I can say that we have – and Guillaume in particular has – great ideas for the next game.”

AA comeback

Image credit: Sandfall Interactive

The success of Clair Obscur has led many to herald the comeback of AA games, a sector that has shrunk significantly over the past couple of console generations – even if it’s a harder category to define in 2025 based on a lack of publicly available budget numbers. “Some people predicted to us that it was a tricky [sector] when we started development, and there could be kind of a curse on AA games,” remembers Meurisse.

“But from our perspective, we didn’t care too much about market considerations. […] In a sense, A Plague Tale or Mortal Shell or Hellblade, games like those were already proof for us that small teams of less than 50 people could have great games and great execution.”

Speaking of team size, much was made of the claim that Clair Obscur was created by a team of around 30, although many were quick to point out that the credits include dozens more people than that, working on things like QA, localization and voice production, as well as a ‘gameplay animation’ team in Korea.

“These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew”

Matt Handrahan, Kepler Interactive

So was the game mis-sold?

“I don’t think so,” says Handrahan. “I think that the creative engine of the game was that group of 30. […] In terms of what the game is – the vision of it and the way in which it’s executed – [that] does come from that nucleus of staff that is at Sandfall.”

“In terms of main credits over the four years of production, we were on average about 30 people,” clarifies Meurisse. “We started with less than 10 people, scaled up until 30, and close to 40, and then scaled a little bit down. You mentioned Korean animators, but it’s important to mention that none of them were full time. They were doing some extras beside some other jobs of animation. So the core team was on average 30 people in the home studio, plus privileged contractors like the lead writer or the composer, for example: I include them in that core team.”

“But of course, we had a galaxy of partners revolving around the project. Kepler in the first place – and I want to really pinpoint that they were really key in the success of the game – plus some other creative people as well, like musician players, translators, QA testers also. And that definitely extends the team, and I’m super grateful we could work with all those super […] passionate partners from all over the world.”

“I think people fixated on this number,” adds Handrahan, “but actually the more useful thing that was being said was that this is not a AAA game, right? You can look at those credits, and it’s still definitely not a AAA game.”

“These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew, and brought in different ways of monetising,” he continues.

“We have to remember there was a time when AAA companies were making games like Vanquish and Mirror’s Edge and Kane & Lynch, and all of these really cool, interesting, not small games, but much smaller scale games. And you’ve seen the number of releases from AAA publishers dwindle and dwindle and dwindle. Now there’s an opportunity for teams like Sandfall to come in and give players something that they really have not been given for quite a long time.”

Which leads us to ask, if Clair Obscur can’t be classed as a AAA game, how much did it cost, exactly? Neither Handrahan nor Meurisse is willing to disclose the true figure. “I would say that I’ve seen a lot of budget estimations that are all higher than the real budget,” muses Meurisse.

Handrahan agrees. “Everybody’s desperate to know what the budget is, and I won’t tell them, but I would guarantee if you got 10 people to guess, I think all 10 wouldn’t guess the actual figure,” he says. “I’m sure Mirror’s Edge and Vanquish cost more, put it that way.”

Keeping the team small

Image credit: Sandfall Interactive

With a success like Clair Obscur, the temptation might be to scale up the studio for a blockbuster sequel: a pattern we’ve seen with successful franchises many times before. But Meurisse says that’s something Sandfall wants to avoid.

“For now, our vision would be to stick to a close team working in the same city with less than 50 people on board, focusing on one project after another, and keeping this agility, and this creative strength, and smartness of a small group of passionate people wanting to do something big,” he says.

“That’s how video games were made for years,” he continues. “The team that made Ocarina of Time or Half-Life 2, I think those were max 60 or 70 people*, and that kind of size allows for good decisions and great creativity.”

He adds that the studio might recruit a few more members, but it won’t start working on multiple projects simultaneously, and they will deliberately avoid growing too big and unwieldy. “We want to keep the organisation that made us successful,” he says.

Handrahan notes that because game making is an iterative process, maintaining only a small permanent team makes sense. “I think keeping a core team to hold the vision and to build out what the game is, and then expanding as you need to through things like outsourcing, is a very smart and sustainable way to manage game development,” he says.

“I think that there’s been a lot of irresponsible practices in the industry,” he continues, referring to the inherent risks involved in ballooning AAA budgets and team sizes. “Some games can make it work. Grand Theft Auto 6 is going to make it work, I think we can all say with great confidence. But there are plenty of games made with very large teams and for huge amounts of money that don’t land, and there is a human cost to running things that way. People lose their jobs. God knows how many layoffs there’s been in the industry over the last few years.”

He worries that the temptation to scale up is too great. “I do see a lot of developers who ship a game and then get some level of success – even very small levels of success or on very small budgets – and then almost instinctively feel like they need to double or triple the budget of the next game. And that is something I definitely question.”

No bloat

He also questions the need to make games bigger. “One of the things that’s great about Expedition 33 is it really respects the player’s time. It gives them plenty to do, and it gives them plenty of satisfaction, but it isn’t arbitrarily 500 hours of gameplay. It’s impactful because it’s scoped correctly. […] It doesn’t have any sense of bloat or extraneous things that are put there just to make it larger and larger and larger.”

“Brevity should be more of a virtue in gaming,” he adds. “Something can be better by being shorter – something that’s being discussed in film at the moment. Every film seems to be two and a half hours long, and I think most people are like, ‘Can they all be a bit shorter, please? Because we have other things to do with our lives’.”

Meurisse notes that the focus for Clair Obscur was always on quality over quantity. “From the beginning, we wanted to do an intense and short experience,” he says. “The first length estimates of the game were closer to 20 hours for the main quest. I think we ended up closer to 30, even 40 hours if you take a bit of time. As a player, there are so many great games out there that I want to experience, [and] what’s important to me is the level of excitement and fun I get from a game, rather than how long it is.”

He also questions the link between game length and price. “The value that players get from games does not align systematically with the length of the game,” he says. “For example, one of my favourite games of all time is Inside, which lasts about two hours, but it’s one of the most polished, and intense [experiences] – and even life changing for some people.”

What are games worth?

Notably, Clair Obscur launched at a price point of $50/$45, at a time when the standard price for big-budget games is creeping up to $80. “I think as that AAA price goes up, I think it creates more of an opportunity to be launching games – more sensibly scoped games – [and] pricing them at that $40–50 range,” says Handrahan. “And I don’t think anyone that played Expedition 33 would think they didn’t get their money’s worth out of that.”

“When we announced the pricing at $50 we did actually have a little of a backlash online,” adds Meurisse, “with people fearing it would be a 12-hour-long game with unfinished content, and that it was suspicious to have a $50 game that was looking like this in the trailers. But in the end we stuck with the price, we doubled down on it, [and] we provided some context about the fact that it wasn’t a AAA.”

“In the end, it was a win-win situation, because it was a way to attract more players towards the game, to have good player satisfaction about their buying [decision], and it could actually end up doing more sales. So maybe players’ perception can change a bit about that kind of price [point].”

The Kepler brand

Image credit: Sandfall Interactive

Clair Obscur has obviously provided a huge boost for Kepler as a publisher, and Handrahan says the plan now is for Kepler to build a brand as the home for high-quality, mid-sized games with a unique vision.

He gives the newly signed PVKK as an example. “The art direction is very high quality, it’s very, very bold. It has a strong narrative component. It has innovative gameplay design. It speaks to wider culture, it’s not an insular vision for a game. I think you get a lot of games that are kind of just about other games, and that is not something we’re interested in necessarily.”

It’s a model that he thinks others could follow. “We definitely want there to be strong associations with the games we do, so if that is something that other publishers could imitate or follow along from, then all the better,” he says, adding that it makes little sense for publishers to cast a broad net of styles and genres in such a crowded market.

But of course, there is a risk to championing unique, untested visions. So what does Kepler do to mitigate that risk? “We definitely do market research,” says Handrahan – although he adds that ultimately the process is subjective.

“I came to this company because I really trusted the taste of the people that I work for. I have always felt that if I’m really excited by a game, there will be other people out there who are excited by it. Yes, you can test that against market research, and that is definitely a function that we have in the company, and we use it. But our litmus test is a subjective level of excitement and belief in the vision and creativity that we see in the games that we sign.”

He points to companies in other media, like A24 or Warped Records, that have taken a similar approach with great success. “We want to be that in games.”

*Fact check note: Valve’s core team was actually 84 for Half-Life 2, without including the many people involved in voice acting, QA, IT, legal, and so on. The team behind Legend of Zelda: Ocarina of Time numbered around 66, although the people involved in QA testing aren’t listed individually in the credits.



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May 27, 2025 0 comments
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Clair Obscur: Expedition 33: Should You Attack Demineur?
Game Updates

Clair Obscur: Expedition 33: Should You Attack Demineur?

by admin May 23, 2025


In Clair Obscur: Expedition 33, you’ll come across quests where you can help out the expedition’s enemies, Nevrons. While most Nevrons are hostile, there are a few that’ll ask for help. One early Nevron quest takes place in the Flying Waters dungeon with a fellow named Demineur.

Nintendo Switch 2 Price Is Set at $450 for Now, But Could Go Higher

Unlike with Jar, Demineur’s side quest is completely optional. At this point, you should have Gustave, Lune, and Maelle. You can actually attack Demineur as soon as you meet them, but you should probably hear them out first.

Read More: A Beginner’s Guide To Mastering Lune In Clair Obscur: Expedition 33

Sparing Demineur will grant you much better rewards down the line. If you’d rather have immediate gratification, you can go ahead and attack them. But you’ll also be permanently missing out on an exclusive weapon for Lune.

Finding Demineur’s Impact Mine

Give Deminieur the Impact Mine

In the Flying Waters dungeon, start at the Expedition 59 save point called Noco’s Hut and then go forward. As you come out of the end of the valley, you’ll see two enemies in front of a giant structure. Circle around the structure by going to the left and then to the right.

Screenshot: Sandfall Interactive / George Yang / Kotaku

Continue until you come across a giant jar tunnel and go inside of it. After coming out from the other end, you’ll find Demineur. When interacting with them, instead of selecting “Attack,” select “Examine” instead.

The group will mention that this specific Nevron typically carries a mine. However, Demineur doesn’t have one and then the group decides to find one for them.

Screenshot: Sandfall Interactive / George Yang / Kotaku

After speaking with Demineur, go to the right and you’ll see a small platforming puzzle in front of you. After finishing the first few jumps, look to your right again and you should see a glowing pink item on the ground. Jump on the platforms to reach it and you’ll pick up the “Impact Mine.”

Screenshot: Sandfall Interactive / George Yang / Kotaku

Now just head back to Demineur and hand the item to them. They will give you the Lune’s Deminerim weapon. This weapon focuses on lightning elemental damage and provides abilities such as reducing the AP cost and increasing the damage of lightning skills.

Should you attack Demineur?

You can attack Demineur either before or after completing their quest. If you do so before, then you will lose out on Luna’s Deminerim weapon. Your reward for defeating them will be the same as defeating Jar: 3x Colour of Lumina and 1x Chroma Catalyst.

The better long-term decision is to leave Demineur alone, as your reward will be much greater later on.

Read More: A Beginner’s Guide To Mastering Gustave In Clair Obscur: Expedition 33

In Act Three of the game, you’ll unlock the ability to fly around with Esquie. Fly to the area next to the Spring Meadows area called The Fountain and you’ll find Blanche. If you’ve spared Demineur, as well as the other Nevrons that provided quests throughout the game, Blanche will reward you with 100x Colour of Lumina.

However, if you’ve killed any of those Nevrons, including Demineur, Blanche will attack you. It’s a challenging fight, so you’ll want to be at least level 80 if you intend to take Blanche on. Defeating Blanche will earn you 10x Colour of Lumina and 2x Grandiose Chroma Catalyst.

100x Colour of Lumina is definitely a much better reward than the 3x Colour of Lumina gained from defeating Demineur, which is why we recommend sparing them.

Alternatively, after receiving the 100x Colour of Lumina from Blanche, you can go back to the Flying Waters to kill Demineur and get those.

Clair Obscur: Expedition 33 is available now on PS5, Xbox Series X/S, and Windows PCs.



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May 23, 2025 0 comments
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