Clair Obscur: Expedition 33 stands as a testament to bold creative reinvention in game development. What began as a gritty steampunk adventure in Victorian England, complete with zombies and extraterrestrial threats, morphed into a visually breathtaking turn-based RPG rooted in a fantastical Belle Époque France. This transformation not only salvaged the project but elevated it to critical acclaim, showcasing how pivotal feedback can reshape a game’s destiny.
The Dawn of a Forgotten Prototype
In the early stages, known internally as “Project W” or “We Lost,” the game drew heavily from Victorian-era aesthetics blended with steampunk flair. Developers at Sandfall Interactive prototyped a world filled with foggy London streets, clanking machinery, and supernatural horrors. A 2020 trailer, originally shared for voice acting casting and recently resurfaced on platforms like Reddit, offers a rare peek into this abandoned vision. It highlighted heavy narration and demanded performers who could capture the eerie, otherworldly tone of characters battling undead hordes and alien invaders.
Core gameplay elements, such as turn-based combat mechanics, were already in place during this phase. Free assets from the Unreal Engine Marketplace allowed for rapid prototyping, enabling the team to test ideas quickly without investing in custom models. Characters like Lune (or Lun) and Maelle (or Mel) existed in rudimentary forms, but their personalities, backstories, and roles diverged sharply from the final product. The narrative focused on survival amid chaos, with sci-fi intrusions amplifying the horror.
Why the Steampunk Dream Was Abandoned
Approximately six months into development, the project hit a crossroads. Investor feedback played a decisive role, pushing Sandfall Interactive to rethink their ambitions. The original concept, while promising, lacked the depth and originality needed to stand out in a crowded RPG market. Stakeholders urged a reboot toward a more narrative-driven experience, one that could delve deeper into emotional storytelling and world-building.
Lead writer Jennifer Svedberg-Yen, who initially applied as a voice actor, became instrumental in this shift. Collaborating closely with CEO and game director Guillaume Broche, she helped pivot the story away from generic horror tropes. The steampunk London, rife with zombies and aliens, felt too familiar—echoing countless media like Resident Evil or Warhammer 40k. Instead, the team sought a fresh canvas that preserved gameplay fidelity while overhauling the setting and plot.
| Aspect | Original Prototype | Final Version |
|---|---|---|
| Setting | Steampunk Victorian England | Belle Époque-inspired France (Lumiere) |
| Antagonists | Zombies, aliens, supernatural foes | The Paintress and age-culling entity |
| Narrative Focus | Survival horror with sci-fi | Existential dread and human bonds |
| Gameplay | Turn-based RPG core | Enhanced turn-based with real-time elements |
Birth of Lumiere: A World Reimagined
The new setting, centered around the fractured city of Lumiere, draws from France’s Belle Époque era—a time of artistic flourishing, ornate architecture, and subtle melancholy. Inspired by a evocative painting and Svedberg-Yen’s short story, this world introduces the Gommage: a yearly curse where the Paintress erases everyone reaching a specific age, starting at 100 and counting down. Protagonist Gustave’s journey begins as he loses his lover Sophie to the 33rd Gommage, propelling Expedition 33’s quest to end the cycle.
This pivot allowed for richer character development. While names like Lune, Maelle, and Verso persisted, their arcs transformed. Lune evolved into a scholarly figure grappling with loss, Maelle a fierce warrior with hidden vulnerabilities, and Verso a mysterious companion adding layers of intrigue. The surreal, war-torn landscapes—blending opulent spires with desolate ruins—create a haunting backdrop that amplifies themes of mortality and defiance.
Gameplay Continuity Amid Radical Changes
One of the reboot’s strengths was retaining the foundational combat system. Players command a party in strategic, turn-based battles that incorporate real-time dodges, parries, and quick-time events for heightened tension. The gradient difficulty system, unique character synergies, and expansive skill trees remained intact, ensuring the prototype’s mechanical promise wasn’t wasted.
- Turn Order Manipulation: Position allies and foes strategically for devastating combos.
- Elemental Affinities: Exploit weaknesses with fire, ice, and lightning attacks.
- Party Synergies: Build teams around buffs, debuffs, and ultimate abilities.
Visual upgrades were monumental. Discarding placeholder assets for bespoke models, animations, and Unreal Engine 5-powered lighting delivered a feast for the eyes. Lumiere’s golden hues, intricate costumes, and dynamic weather contrast sharply with the drab, mechanical Victorian prototype.
Team Dynamics and Creative Synergy
Sandfall Interactive, a small French studio founded by Broche, punched above its weight. With around 30 developers, they leveraged remote talent—including Svedberg-Yen—to craft a AAA-quality experience on an indie budget. Broche’s vision, honed from years at Ubisoft on titles like Assassin’s Creed, infused polish into every facet.
The six-year development cycle, marked by this mid-project overhaul, tested resilience. Early hype from the 2020 trailer built anticipation, but the reboot risked alienating fans. Yet, demos at events like Xbox Games Showcase validated the changes, earning praise for combat depth and art direction.
From Obscurity to Acclaim: The Final Triumph
Released to widespread success, Expedition 33 garnered multiple Game of the Year nods, including wins at The Game Awards 2025. Critics lauded its narrative gut-punches, soundtrack blending orchestral swells with haunting vocals, and gameplay that rivals Persona or Final Fantasy.
The pivot proved prescient: steampunk zombies might have blended into the genre noise, but Lumiere’s poetic horror carved a niche. Sales figures, while not public, suggest strong performance, with expansions rumored.
Lessons for Aspiring Developers
Expedition 33’s story underscores adaptability’s power. Prototyping with free assets accelerates iteration; investor input, when constructive, fuels ambition; and cross-disciplinary talent—like writers doubling as actors—sparks innovation. For indies eyeing AAA polish, focusing on unique worlds over trendy mechanics pays dividends.
Frequently Asked Questions
What was the original setting of Clair Obscur: Expedition 33?
It was a steampunk Victorian England overrun by zombies and aliens, prototyped with Unreal Marketplace assets.
Why did the developers change the game’s concept?
Investor feedback six months in called for a more ambitious narrative, leading to the Belle Époque France reboot.
Did any characters survive the reboot?
Yes, Lune, Maelle, and Verso retained names but received entirely new backstories and roles.
How long was the development cycle?
Approximately six years, including the prototype phase and full reboot.
Is the combat system the same as the prototype?
Core turn-based mechanics persisted, enhanced with real-time elements in the final release.
References
- Before Belle Époque, Clair Obscur: Expedition 33 was set in a steampunk Victorian London — AS USA (Meristation). 2024-11-15. https://en.as.com/meristation/news/before-belle-epoque-clair-obscur-expedition-33-was-set-in-a-steampunk-victorian-london-n/
- Clair Obscur: Expedition 33 Writer Reveals Game Almost Had Zombies — TheGamer. 2024-11-20. https://www.thegamer.com/clair-obscur-expedition-33-writer-reveals-game-almost-had-zombies/
- Clair Obscur: Expedition 33 — Fandom Wiki (official game page). 2025-01-10. https://clair-obscur.fandom.com/wiki/Clair_Obscur:_Expedition_33
- Clair Obscur: Expedition 33’s WILD 6 Year Development Cycle — YouTube (Gaming Historian Channel). 2025-12-15.
- The impossible (true) stories behind the making of Clair Obscur Expedition 33 — YouTube (Game Maker’s Toolkit). 2025-01-05.

