Despite Runaway Success, Expedition 33 Developers Aim to Keep Team Small
Clair Obscur: Expedition 33 is not only a strong GOTY contender, it’s also a huge financial hit. Studio Sandfall Interactive and publisher Kepler Interactive disclosed that the game exceeded five million copies in sales, this is despite its status as a day-one release on Xbox Game Pass.
The game's performance came as quite a surprise to the developers. I firmly believed that we'd create an enjoyable experience that would meet some average commercial success,” a senior team member commented.
Another leading developer remarked that Clair Obscur’s critical score, which currently sits at 93, came as “maybe the biggest shock to the team versus “our initial expectations and the actual outcome of the field was. When the score released all staff members was screaming and jumping. It was really frantic.”
That success resulted in work on new free content for the game with a new environment, foes, and boss fights, which they said will release within the “upcoming month[s]”.
However, despite the game's evolution, it's unlikely the team will expand. Our team includes a talented crew under clear creative leadership with a clear direction for this game and future concepts. We intend to preserve the small-team dynamic that made this possible and perhaps create major titles sequentially,” they noted.
Their team size sparked a storm of discussion following launch. Certain industry figures, such as the famed director, viewed Sandfall’s team as the model for game development. Despite being indeed a small team compared to its AAA counterparts, checking Expedition 33’s credits indicates numerous contributors worked on it; the French studio contracted a Korean team handling movement and effects, for example.
“We plan to recruit a little more for sure if we have an increase in development in the coming years,” the executive stated. “But I would see more of a workshop comprising a handful highly skilled individuals that can make collective masterpieces.” They emphasized that Sandfall’s vision as a studio “focuses on preserving the key advantages that made this achievement possible in the first place.”
Despite being premature for the studio to disclose concrete plans about future projects — and trust me, I tried to get them to — they are certain what’s at its core. “Turn-based gameplay, forms the foundation of what we built,” they remarked. “It's still premature to announce future passions, yet we must to stay true to our studio's essence featuring rich storytelling and engaging mechanics that inspires the team.”
They noted how this game originated from their director developing his passion title. And hopefully that philosophy we can continue in coming projects.”