Video games love to play with time, but usually, it's just a mechanic—a rewind button or a slow-motion dodge. Clair Obscur: Expedition 33 takes that concept and turns it into a death sentence. Developed by Sandfall Interactive, a French studio that seemingly came out of nowhere to drop one of the most visually arresting trailers of the decade, this game is doing something weird. It's a turn-based RPG that looks like a high-octane action game, and it’s built on a premise so bleak it makes Dark Souls look like a Sunday morning cartoon.
Basically, there’s this being called the Paintress. Once a year, she wakes up and paints a number on her monolith. Every single person of that age in the world instantly turns to smoke. Poof. Gone.
The story picks up when she’s about to paint "33." That’s where the titular Expedition 33 comes in. They are a group of desperate survivors venturing into the heart of the Paintress's domain to kill her before she can wipe out every 33-year-old on the planet. It’s high stakes. It’s personal. And honestly, it’s one of the most creative setups for a "save the world" plot I've seen in years.
The Turn-Based Evolution You Didn’t See Coming
Most people see "turn-based" and think of menus, waiting around, and static characters. Expedition 33 isn't that. It uses what the developers call "Reactive Turn-Based Combat." You’re still picking moves, sure, but the execution is all about timing. You have to parry, dodge, and counter in real-time. If you mess up the timing, you’re dead.
It reminds me a bit of the Mario & Luigi RPGs or Sea of Stars, but dialed up to an eleven with AAA graphics.
You’ve got characters like Gustave, the leader who carries the weight of the world on his shoulders, and Maelle, whose speed is her greatest asset. Each character feels distinct not just in their stats, but in how their animations flow. The game runs on Unreal Engine 5, and it shows. The environments are lush, surreal, and deeply unsettling. One moment you're in a field that looks like a Renaissance painting, and the next, you’re staring at a giant, weeping eye in the sky. It’s gorgeous. Truly.
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But let’s talk about the "Gestrals."
There’s been some confusion online about "lost gestrals" or specific expedition numbers. Let's get the facts straight. The game is specifically titled Clair Obscur: Expedition 33. There have been 32 expeditions before this one. All of them failed. When people talk about the "lost" members of these expeditions, they’re referring to the lore-heavy backdrop of the game. You aren't just the first person to try this; you are the thirty-third attempt. You are walking over the literal and figurative corpses of everyone who tried to stop the Paintress before you.
Why the Setting Matters More Than the Combat
The world of Clair Obscur is heavily inspired by the French "Belle Époque" period. Think late 19th-century aesthetics—ornate architecture, elegant clothing, and a general sense of sophisticated dread. It’s a sharp contrast to the typical medieval fantasy or gritty sci-fi we usually get in this genre.
The Paintress isn't just a monster. She's an artist. Her "art" is the destruction of humanity. This creates a psychological layer to the exploration. You aren't just traversing a map; you’re moving through a gallery of her previous kills.
- The Monolith: The central hub of dread where the numbers are painted.
- The Flying Waters: Surreal landscapes that defy physics.
- The Remains of the 32: Equipment and journals left behind by previous expeditions.
Sandfall Interactive has been very vocal about their influences. They’ve cited Final Fantasy and Persona for the mechanical depth, but the atmosphere is pure European surrealism. It’s rare to see a debut studio aim this high. Most indie or AA studios would play it safe with a 2D platformer. These guys went for a full-scale, cinematic RPG.
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Addressing the Rumors and Misconceptions
Whenever a game with this much "hype" appears, the internet starts spinning yarns. You might have heard whispers about secret endings involving the "Lost Gestrals" or hidden 33rd expedition members who survived.
As of right now, Sandfall has confirmed that the narrative is focused on the core group led by Gustave. While the lore explores the failures of Expeditions 1 through 32, there is no factual basis—yet—for a "secret" lost group of survivors from those previous missions being playable. The "lost" aspect is the tragedy of it. The 32 expeditions didn't just fail; they were erased.
The voice cast is another area where the game is punching way above its weight class. You’ve got Charlie Cox (yes, Daredevil himself) as Gustave and Ben Starr (Final Fantasy XVI) as Riche. When you bring in talent like that, you aren't just making a "little RPG." You’re making a statement.
The combat system also rewards precision in a way that feels very "Soulslike," even though it’s turn-based. You can't just grind your way out of a boss fight. If you can’t hit the parry window on a giant monster's sweep attack, your high-level gear won't save you. This "active" element keeps the tension high. You can't check your phone while the enemy is attacking. You have to stay locked in.
A World Defined by Loss
The game explores the concept of "Clair Obscur" (Chiaroscuro)—the contrast between light and dark. This isn't just a visual style. It’s the core philosophy of the game. The light is the fleeting life these characters have left, and the dark is the Paintress’s brush.
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What happens when you know exactly when you’re going to die?
That’s the question the characters face. Maelle knows that once the number 33 is painted, her time is up. This creates a frantic, almost manic energy in the dialogue. They aren't heroes because they want to be; they're heroes because they're out of options. It's a suicide mission. Everyone knows it.
The gear system reflects this too. You find remnants of the previous 32 expeditions. Using their "lost" gear feels like a betrayal and a tribute all at once. You’re using the boots of a man who died ten years ago so you can walk ten feet further than he did. It’s grim. But it’s also incredibly compelling.
How to Prepare for the Paintress
If you’re looking to get into Expedition 33 when it drops, you need to shift your mindset. This isn't a game where you can just spam the "attack" command.
- Master the Timing: Spend time in the early areas just practicing the parry. The window is tight. It feels like Sekiro but in a turn-based format.
- Listen to the Music: The soundtrack is reactive. The beats often hint at when an enemy is about to strike.
- Read the Environment: Sandfall has hidden a lot of the story in the world itself. If you see a cluster of smoke or a discarded banner, it’s usually a reference to a previous expedition.
- Diversify Your Build: Don't just dump points into strength. Agility and "Lumiere" (the game's version of magic/light) are vital for surviving the Paintress’s late-game patterns.
The game is slated for a 2025 release on PS5, Xbox Series X|S, and PC. It’s also coming to Game Pass on day one, which is a massive win for anyone curious about this weird, beautiful experiment.
In a market saturated with sequels and safe bets, Clair Obscur: Expedition 33 is a massive risk. It’s an expensive, turn-based, original IP with a depressing story and complex mechanics. But honestly? That’s exactly why it’s the game to watch. It’s not trying to be everything for everyone. It’s trying to be a masterpiece for people who miss the golden age of RPGs but want modern, cutting-edge presentation.
Keep an eye on the official Sandfall Interactive social channels for the latest updates on the "Paintress's Cycle." As we get closer to the release date, expect more deep dives into the specific skill trees for Gustave and Maelle. For now, the best thing you can do is study the trailers. There are frame-by-frame details in the combat UI that reveal just how deep the customization goes. This isn't just about surviving; it's about making sure Expedition 33 is the last one they ever have to send.