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Clair Obscur: Expedition 33
Lead the members of Expedition 33 on their quest to destroy the Paintress so that she can never paint death again. Explore a world of wonders inspired by Belle…
Clair Obscur: Expedition 33 didn’t just revive turn-based combat for a lot of people – it made it feel modern and stylish. Since its April 2025 launch, the French studio’s debut moved over five million copies and sparked constant questions about DLC, sequels, or an anthology approach. Now we finally have signal through the noise: a major update is coming with a new zone, fresh enemies, and late‑game boss fights, and Sandfall is already heads-down on the next game set in the Clair Obscur universe. Here’s why that combo actually matters for players.
Let’s start with the update. Sandfall says Expedition 33 will “soon” get an entirely new area to explore, packed with new enemy types and “surprises.” The headliners are fresh boss battles designed for veterans who’ve already wiped out most points of interest and toppled the game’s nastiest challenges – yes, the studio even nods to the “horrific” Simon, which tells you where the difficulty bar is aimed. In other words, this isn’t a tutorial island refresh; it’s endgame fuel.
Crucially, the team hasn’t said whether this is a free content update or a paid DLC chunk, nor did they share a release window. I’d love to see clarity on that fast. Post-launch communication matters, especially for a single-player RPG that built goodwill on smart balance patches and quick bug fixes. If Sandfall is confident enough to talk tough bosses, give players a sense of when to dust off their saves — and whether they’ll need to open their wallets.
Founders Guillaume Broche and François Meurisse told PCGamesN they’ve already begun work on the next title. Their translated comments cut through the usual “growth at all costs” playbook: “We have started thinking about and working on the next game, which is really exciting, and we have lots of great ideas. We don’t plan to grow the studio much; we want to keep a small, agile team, with a strong creative vision and a unique, artistic game. That’s our DNA. We want to create stories like an art-house studio, to make wild projects because we want to. We don’t want to betray players’ trust by doing stupid things. Now we know how to make good games with a small team and a very strong vision, and we want to do it again.”

This caught my attention because teams that blow up after a hit often lose the edge that made the game sing. We’ve seen the alternatives: Supergiant kept it tight and delivered Hades II with precision. Larian scaled carefully but stayed design-led. The worst-case scenario is ballooning headcount, muddy direction, and feature creep. Sandfall’s “stay small” line reads like a promise to avoid live-service bloat and deliver focused, handcrafted RPGs. If they can actually stick to it, that’s good news for players who loved Expedition 33’s painterly flair and snappy, timing-forward turn-based battles.
Broche has hinted that “Clair Obscur” is the franchise, while “Expedition 33” is a specific story within it. That framing screams anthology potential — think Final Fantasy, where the brand is the umbrella and each entry stands alone. If Sandfall follows that playbook, the next game could be another Expedition with its own cast and tone, rather than a direct continuation. That matters for players because it shapes expectations around progression carryover, returning mechanics, and worldbuilding: are we getting easter-egg echoes, or a direct sequel that resolves specific character arcs?
I’m cautiously into the anthology angle. Expedition 33’s identity isn’t just its plot; it’s the vibe — the continental trek, the stylized combat cadence, the mix of elegance and brutality in boss design. Keep the soul, remix the specifics. Just don’t chase a shared-universe maze that demands wiki homework.

If you’ve already slammed your head against Simon and cleared most of the Continent, new bosses need to do more than hit harder. They should test mastery of Expedition 33’s rhythm — timing windows, status interplay, and party synergies — not just soak damage. Meaningful rewards matter too: late‑game gear that opens new build options, unique passives that change how you approach turn order, and maybe a reason to revisit earlier encounters with fresh strategies.
The new zone should feel like a place, not a corridor of encounters. Optional paths, bespoke encounters that play with the game’s art direction, and at least one smart mechanical twist would elevate this beyond “more map.” And please, if this arrives alongside balance tweaks, preserve the challenge tiers. Players who came for the fight shouldn’t watch their superbosses get sanded down into story beats.
One more ask: communicate. If this is paid DLC, say so. If it’s free, say that too. A date range, a note on save compatibility, and whether there’s new NG+ spice would go a long way. Expedition 33 earned trust with quick fixes; keep that energy when hype is high.

Between a meaty update and a new game already in motion, Sandfall is threading a tricky needle: feed the current community without rushing into a bloated follow-up. The promise to stay small and avoid “stupid” decisions is the right kind of quote — memorable and accountable. Now it needs to be backed by specifics: timing, scope, and clear value for players who’ve already put in the hours.
If you bounced off Expedition 33 early, this sounds like a chance to revisit with proper endgame goals. If you’re a diehard who wants more punishment, sharpen your builds — the bosses are coming. And for everyone watching the broader RPG space: a focused, art-first sequel plan is refreshing in a market addicted to roadmaps. Let’s hope Sandfall’s next Expedition keeps the brushstrokes bold and the encounters mean.
Expedition 33 is getting a major late‑game update with a new zone and bosses, while Sandfall begins the next Clair Obscur game. The studio vows to stay small and protect its vision — great if they stick the landing. Now we need dates, pricing, and rewards that make high-level builds sing.
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