The success of Clair Obscur: Expedition 33 – which bought 2 million copies inside 12 days of launch – has meant all eyes at the moment are on its developer, Sandfall Interactive.
As the video games business mulls the right way to transfer ahead, confronted with a saturated market, widespread layoffs and spiralling improvement prices, the incontrovertible fact that an unique title made by a comparatively small team may see such huge success offers hope to everybody.
It is also an emphatic validation of the technique of Clair Obscur’s writer, Kepler Interactive, which since its formation in 2021 has targeted on unique titles with eye-catching artwork kinds and mould-breaking gameplay, together with Sifu, Tchia, Scorn, Pacific Drive, Ultros, Bionic Bay, and the upcoming Rematch.
“They respect creativity and innovation in video games, they’ve a really excessive commonplace in selecting video games to publish, and they’re very enjoyable folks to work with,” enthuses Shuhei Yoshida, former president of Sony Interactive Leisure Worldwide Studios, and now a contract guide for Kepler. Yoshida has been serving to to judge sport pitches for the writer since he left Sony in January, in addition to serving to to advertise Bionic Bay and Clair Obscur.
“They’ve an ideal stability in in search of innovation in video games and investing in commercially viable initiatives,” he says. “I feel the means Kepler chooses video games and helps builders is a superb instance of sustainable indie publishing. I count on many corporations in the business will search for inspiration from what Kepler is doing.”
Coop mode(*33*)
One factor that instantly marks out Kepler as totally different is its construction. “Kepler is co-owned by a bunch of studios, however all of them function autonomously,” explains portfolio director Matthew Handrahan, who joined Kepler from PlayStation in 2022 (earlier than that, he was editor-in-chief of this very web site).
“They make rather a lot of their very own decisions creatively and commercially in phrases of the route of their enterprise. However there’s a collaborative side that they will draw upon in the event that they really feel they want it. The factor that we undoubtedly are very clear on is Kepler will not be sitting right here telling anybody what to do.”
The thought is that Kepler can present assist into every studio in phrases of issues like HR, authorized groups, and IT. “And every one of them can draw on that to the diploma that they need to, in the perception that for those who give folks that stable base, they will simply focus extra on being artistic,” says Handrahan.
Picture credit score: Sandfall Interactive
However the plan was all the time for Kepler to turn into a 3rd social gathering writer, he continues. So along with publishing video games from its personal studios, since 2024 Kepler has began releasing video games from outdoors builders, like Pacific Drive, Clair Obscur, and the newly signed PVKK from Bippinbits, the creators of Dome Keeper. “As we go ahead, what we actually hope is that folks can spot a Kepler sport,” says Handrahan.
So what marks out a Kepler title? CEO Alexis Garavaryan has beforehand emphasised the writer champions video games with “daring artwork route and modern sport design” that keep away from acquainted influences like Star Wars and superheroes. Handrahan says that is important in in the present day’s market. “I bear in mind writing about Steam being overcrowded for GamesIndustry.biz 10 years in the past, and saying, ‘Oh, there’s too many video games’,” he says. “Effectively there’s 5 instances extra video games being launched now. So if you’re coming to market with a sport, it had higher be doing one thing genuinely recent.”
What Kepler undoubtedly is not doing is chasing tendencies, which Handrahan says is a harmful technique. He offers the instance of Balatro imitators. “When you’re making one thing sizzling on the heels of that, by the time you get to market, there’ll most likely be 150 different alternate options.”
One can not help pondering, too, of the costly failure of Harmony at PlayStation, which proved to be one hero shooter too many.
The next expedition(*33*)
Sandfall’s COO and producer François Meurisse says that the incontrovertible fact that studio head Guillaume Broche was intentionally avoiding chasing tendencies with Clair Obscur was what attracted him to hitch in the first place.
“Some folks predicted to us that it was a difficult [sector] after we began improvement, and there might be type of a curse on AA video games”
François Meurisse, Sandfall Interactive
He was instantly on board with Broche’s ardour for revitalising the type of flashy, 3D, turn-based JRPGs that had lengthy gone out of style. That keenness got here first: the technique got here later. “A bit after, after we tried to rationalise that craving he has for this sort of sport, we realised that it wasn’t addressed as a lot in the market, and possibly there was a spot for it,” says Meurisse.
The finish consequence went past their wildest goals. “The sport has had a hit to an extent that we did not think about,” he says. “We smashed our forecasts fairly quick.”
Naturally, ideas are already turning to a follow-up. “There can be one other online game, for certain,” says Meurisse, including that it is slightly early to say precisely what type it is going to take. “I can not wait to dig extra into the concepts we have already got for the next sport,” he says.
“Plus the team has grown up, has acquired new expertise all through manufacturing,” he says. “Many of them have been junior after we began. We realized to work collectively. So I can not wait to get to the next venture, as a result of we’ll begin from a extra environment friendly place than after we began the firm 5 years in the past. And that [comes] with larger expectations as nicely, so it is going to be difficult. However I can say that we now have – and Guillaume specifically has – nice concepts for the next sport.”
AA comeback(*33*)
Picture credit score: Sandfall Interactive
The success of Clair Obscur has led many to herald the comeback of AA video games, a sector that has shrunk considerably over the previous couple of console generations – even when it is a more durable class to outline in 2025 based mostly on a scarcity of publicly obtainable funds numbers. “Some folks predicted to us that it was a difficult [sector] after we began improvement, and there might be type of a curse on AA video games,” remembers Meurisse.
“However from our perspective, we did not care an excessive amount of about market concerns. […] In a way, A Plague Story or Mortal Shell or Hellblade, video games like these have been already proof for us that small groups of lower than 50 folks may have nice video games and nice execution.”
Talking of team dimension, a lot was made of the declare that Clair Obscur was created by a team of round 30, though many have been quick to point out that the credit embrace dozens extra folks than that, working on issues like QA, localization and voice manufacturing, in addition to a ‘gameplay animation’ team in Korea.
“These varieties of video games did exist in a lot larger numbers about 15 years in the past, and I feel there are some threads that the AAA business misplaced as they grew and grew and grew”
Matt Handrahan, Kepler Interactive
So was the sport mis-sold?
“I do not assume so,” says Handrahan. “I feel that the artistic engine of the sport was that group of 30. […] In phrases of what the sport is – the imaginative and prescient of it and the means by which it is executed – [that] does come from that nucleus of workers that’s at Sandfall.”
“In phrases of predominant credit over the 4 years of manufacturing, we have been on common about 30 folks,” clarifies Meurisse. “We began with lower than 10 folks, scaled up till 30, and near 40, and then scaled slightly bit down. You talked about Korean animators, but it surely’s essential to say that none of them have been full time. They have been doing a little extras beside another jobs of animation. So the core team was on common 30 folks in the house studio, plus privileged contractors like the lead author or the composer, for instance: I embrace them in that core team.”
“However of course, we had a galaxy of companions revolving round the venture. Kepler in the first place – and I need to actually pinpoint that they have been actually key in the success of the sport – plus another artistic folks as nicely, like musician gamers, translators, QA testers additionally. And that undoubtedly extends the team, and I am tremendous grateful we may work with all these tremendous […] passionate companions from throughout the world.”
“I feel folks fixated on this quantity,” provides Handrahan, “however truly the extra helpful factor that was being mentioned was that this isn’t a AAA sport, proper? You possibly can have a look at these credit, and it is nonetheless undoubtedly not a AAA sport.”
“These varieties of video games did exist in a lot larger numbers about 15 years in the past, and I feel there are some threads that the AAA business misplaced as they grew and grew and grew, and introduced in several methods of monetising,” he continues.
“Now we have to recollect there was a time when AAA corporations have been making video games like Vanquish and Mirror’s Edge and Kane & Lynch, and all of these actually cool, fascinating, not small video games, however a lot smaller scale video games. And you have seen the quantity of releases from AAA publishers dwindle and dwindle and dwindle. Now there’s a chance for groups like Sandfall to return in and give gamers one thing that they actually haven’t been given for fairly a very long time.”
Which leads us to ask, if Clair Obscur cannot be classed as a AAA sport, how a lot did it value, precisely? Neither Handrahan nor Meurisse is keen to reveal the true determine. “I might say that I’ve seen rather a lot of funds estimations which are all larger than the actual funds,” muses Meurisse.
Handrahan agrees. “Everyone’s determined to know what the funds is, and I will not inform them, however I might assure for those who bought 10 folks to guess, I feel all 10 would not guess the precise determine,” he says. “I am certain Mirror’s Edge and Vanquish value extra, put it that means.”
Retaining the team small(*33*)
Picture credit score: Sandfall Interactive
With a hit like Clair Obscur, the temptation could be to scale up the studio for a blockbuster sequel: a sample we have seen with profitable franchises many instances earlier than. However Meurisse says that is one thing Sandfall needs to keep away from.
“For now, our imaginative and prescient could be to stay to a detailed team working in the similar metropolis with lower than 50 folks on board, focusing on one venture after one other, and conserving this agility, and this artistic energy, and smartness of a small group of passionate folks eager to do one thing big,” he says.
“That is how video video games have been made for years,” he continues. “The team that made Ocarina of Time or Half-Life 2, I feel these have been max 60 or 70 folks*, and that sort of dimension permits for good selections and nice creativity.”
He provides that the studio may recruit a couple of extra members, but it surely will not begin working on a number of initiatives concurrently, and they are going to intentionally keep away from rising too big and unwieldy. “We need to maintain the organisation that made us profitable,” he says.
Handrahan notes that as a result of sport making is an iterative course of, sustaining solely a small everlasting team is smart. “I feel conserving a core team to carry the imaginative and prescient and to construct out what the sport is, and then increasing as it’s good to by means of issues like outsourcing, is a really good and sustainable option to handle sport improvement,” he says.
“I feel that there is been rather a lot of irresponsible practices in the business,” he continues, referring to the inherent dangers concerned in ballooning AAA budgets and team sizes. “Some video games could make it work. Grand Theft Auto 6 goes to make it work, I feel we are able to all say with nice confidence. However there are a lot of video games made with very massive groups and for large quantities of cash that do not land, and there’s a human value to working issues that means. Folks lose their jobs. God is aware of what number of layoffs there’s been in the business over the previous couple of years.”
He worries that the temptation to scale up is simply too nice. “I do see rather a lot of builders who ship a sport and then get some stage of success – even very small ranges of success or on very small budgets – and then virtually instinctively really feel like they should double or triple the funds of the next sport. And that’s one thing I undoubtedly query.”
No bloat(*33*)
He additionally questions the have to make video games greater. “One of the issues that is nice about Expedition 33 is it actually respects the participant’s time. It offers them a lot to do, and it offers them a lot of satisfaction, but it surely is not arbitrarily 500 hours of gameplay. It is impactful as a result of it is scoped appropriately. […] It does not have any sense of bloat or extraneous issues which are put there simply to make it bigger and bigger and bigger.”
“Brevity must be extra of a advantage in gaming,” he provides. “One thing will be higher by being shorter – one thing that is being mentioned in movie at the second. Each movie appears to be two and a half hours lengthy, and I feel most individuals are like, ‘Can all of them be a bit shorter, please? As a result of we now have different issues to do with our lives’.”
Meurisse notes that the focus for Clair Obscur was all the time on high quality over amount. “From the starting, we wished to do an intense and brief expertise,” he says. “The first size estimates of the sport have been nearer to twenty hours for the predominant quest. I feel we ended up nearer to 30, even 40 hours for those who take a bit of time. As a participant, there are such a lot of nice video games on the market that I need to expertise, [and] what’s essential to me is the stage of pleasure and enjoyable I get from a sport, moderately than how lengthy it’s.”
He additionally questions the hyperlink between sport size and value. “The worth that gamers get from video games doesn’t align systematically with the size of the sport,” he says. “For instance, one of my favorite video games of all time is Inside, which lasts about two hours, but it surely’s one of the most polished, and intense [experiences] – and even life altering for some folks.”
What are video games price?(*33*)
Notably, Clair Obscur launched at a value level of $50/$45, at a time when the commonplace value for big-budget video games is creeping as much as $80. “I feel as that AAA value goes up, I feel it creates extra of a chance to be launching video games – extra sensibly scoped video games – [and] pricing them at that $40–50 vary,” says Handrahan. “And I do not assume anybody that performed Expedition 33 would assume they did not get their cash’s price out of that.”
“After we introduced the pricing at $50 we did even have slightly of a backlash on-line,” provides Meurisse, “with folks fearing it will be a 12-hour-long sport with unfinished content material, and that it was suspicious to have a $50 sport that was trying like this in the trailers. However in the finish we caught with the value, we doubled down on it, [and] we offered some context about the incontrovertible fact that it wasn’t a AAA.”
“In the finish, it was a win-win scenario, as a result of it was a option to appeal to extra gamers in the direction of the sport, to have good participant satisfaction about their shopping for [decision], and it may truly find yourself doing extra gross sales. So possibly gamers’ notion can change a bit about that sort of value [point].”
The Kepler model(*33*)
Picture credit score: Sandfall Interactive
Clair Obscur has clearly offered an enormous enhance for Kepler as a writer, and Handrahan says the plan now could be for Kepler to construct a model as the house for high-quality, mid-sized video games with a novel imaginative and prescient.
He offers the newly signed PVKK for instance. “The artwork route may be very top quality, it’s totally, very daring. It has a powerful narrative element. It has modern gameplay design. It speaks to wider tradition, it isn’t an insular imaginative and prescient for a sport. I feel you get rather a lot of video games which are type of nearly different video games, and that isn’t one thing we’re excited about essentially.”
It is a mannequin that he thinks others may observe. “We undoubtedly need there to be sturdy associations with the video games we do, so if that’s one thing that different publishers may imitate or observe alongside from, then all the higher,” he says, including that it makes little sense for publishers to forged a broad web of kinds and genres in such a crowded market.
However of course, there’s a danger to championing distinctive, untested visions. So what does Kepler do to mitigate that danger? “We undoubtedly do market analysis,” says Handrahan – though he provides that in the end the course of is subjective.
“I got here to this firm as a result of I actually trusted the style of the folks that I work for. I’ve all the time felt that if I am actually excited by a sport, there can be different folks on the market who’re excited by it. Sure, you possibly can take a look at that in opposition to market analysis, and that’s undoubtedly a perform that we now have in the firm, and we use it. However our litmus take a look at is a subjective stage of pleasure and perception in the imaginative and prescient and creativity that we see in the video games that we signal.”
He factors to corporations in different media, like A24 or Warped Data, which have taken an analogous method with nice success. “We need to be that in video games.”
*Truth verify word: Valve’s core team was truly 84 for Half-Life 2, with out together with the many individuals concerned in voice performing, QA, IT, authorized, and so on. The team behind Legend of Zelda: Ocarina of Time numbered round 66, though the folks concerned in QA testing aren’t listed individually in the credit.