
When Clair Obscur: Expedition 33 launched on April 24, 2025, it wasn’t just another RPG on the release calendar—it became an instant phenomenon. With over 2 million copies sold in under a month and glowing reviews from critics and players alike, its success has placed Sandfall Interactive on the global game development map. But as it turns out, the game’s origin story is as unconventional as its gameplay.
🎤 A Studio Built on “Stupid Ideas” and Random Assembly
In an interview with Pirate Software, game director Guillaume Broche gave fans a candid look behind the scenes. He revealed that Sandfall Interactive, the studio behind Expedition 33, didn’t begin with an elite team of industry veterans. Instead, it started with what Broche jokingly described as an “RPG party assembled in very random ways.”
“I just send a mail to someone, and this person instantly says, ‘Okay,’” Broche explained. This unconventional hiring approach brought together a team of mostly junior developers—many of whom had never worked on a major title before. One standout example is the game’s lead writer, who was discovered through a Reddit audition for voice actors.
Rather than sticking to traditional workflows, Broche said the studio’s process often involved brainstorming “stupid ideas” that eventually turned into the innovative concepts that define Clair Obscur today.
🌌 A Fantasy World Like No Other
Clair Obscur: Expedition 33 is a turn-based role-playing game set in a dark fantasy world inspired by Belle Époque-era France. Its striking art direction, layered storytelling, and rich world-building have earned praise across the gaming community. But it’s not just the visuals that captivate—the combat system, which allows players to dodge, parry, and time attacks even during enemy turns, blends traditional RPG elements with action mechanics for a fresh gameplay experience.
This combination of mechanics, mood, and narrative has made Expedition 33 one of the highest-rated games of 2025.
🛠️ An Unlikely Dream Team
Despite their lack of AAA experience, the team at Sandfall Interactive proved that passion, creativity, and risk-taking can lead to something truly extraordinary. Broche likened the process to building an RPG party in real life: each member brings their own unique class, skills, and quirks—and somehow, it all works out.
Now, as the studio basks in the glow of success, it also serves as an inspiration for aspiring developers everywhere: you don’t need a star-studded team—just vision, grit, and a little bit of madness.