This article contains spoilers for the endings and previous expeditions in Clair Obscur: Expedition 33.

Clair Obscur: Expedition 33 builds its world on echoes of forgotten failures. The current Expedition is the last in a long line of missions, most of which ended in silence, madness, or retreat. Journal entries from earlier groups offer cryptic details about these doomed efforts, hinting at moments of bravery, despair, and eerie transformation.

Instead of pushing forward with a direct continuation, Sandfall Interactive could create a new experience by revisiting one of these earlier missions. Whether as a focused DLC or a full sequel, going backward could provide more weight to what players experienced in Clair Obscur: Expedition 33.

clair obscur expedition 33 photo mode
Clair Obscur Expedition 33 Planning to Add Fan Favorite Feature

Sandfall Interactive reveals plans to bring a highly requested feature to Clair Obscur Expedition 33 sometime down the road.

Earlier Expeditions Could Set Clair Obscur Apart

Expedition 84, for example, comes across in its surviving journal as relatively upbeat. Its writer, Yasmine, jokes about the Paintress being a math teacher from hell and seems thrilled to leave Lumiere. This is a beautifully stark contrast to Expedition 33’s ultimate theme of grief. That optimism does not last, but it creates a compelling contrast to the haunted tone of later logs. A DLC that follows Expedition 84 could begin in a brighter version of the world before slowly introducing the forces that unravel hope.

There is also a clear opportunity to explore the aftermath of Expedition 0. Although no direct evidence of its members remains, the mystery surrounding its disappearance could serve as a major plot thread. Playing through Expedition 84’s descent while chasing clues from Expedition 0 would build tension while keeping the story tightly connected to what players already know.

Since Expedition 84 occurred long before 33, Sandfall could introduce different enemies or locations that changed or vanished over time, adding variety without needing new worldbuilding.

This direction would not lessen the impact of Expedition 33’s journey. It would enhance it. Experiencing how earlier missions collapsed would cast the final one as a culmination of struggle, not just a final chapter.

Failed Missions Add Mechanical Opportunities Too

Some failed Expeditions did not fall in battle. They fell into madness. Luc from Expedition 67 describes how his team grew distracted by emotional manipulation. Albert from Expedition 39 becomes obsessed with the masked figures at Visages. The masks could be a thematic story element like how fire was in Expedition 33.

Sandfall could implement a stability system tied to environmental effects. Expedition 33 already had more subtle nods to the Zelda series, this could be a much greater one. Prolonged exposure to certain areas might cause characters to hallucinate or question their orders. If done right, it could affect dialogue trees, visual presentation, or even battle flow. Players would not just read about the psychological toll, they would feel it directly.

Another approach could involve temporary power boosts with a cost. Masks like the ones Albert feared could be equippable items that grant high stats but slowly drain mental health. The longer a character wears one, the closer they get to losing control.

These types of mechanics would not require players to manage every stat. They could appear in key sequences only, creating tension without making the game harder to complete.

By making failure part of the gameplay, a sequel or DLC for Expedition 33 could reinforce the theme that not every mission survives just because of combat. Sometimes it is the world itself that tears people apart.

A Clair Obscur Sequel Doesn’t Require Continuity

Sandfall Interactive has already shared that it is brainstorming ideas for its next game. Whether it continues Clair Obscur or creates something entirely new is still unknown. If the studio does return to this universe, it does not need to pick up exactly where 33 left off.

A full game set during Expedition 39, 67, or even 0 could stand alone while expanding what players know about the Gommage. It would allow the team to experiment with different tones and pacing. Some missions could have a more survival-focused structure. Others might lean into dialogue and emotional disintegration.

Clair Obscur: Expedition 33 works because it respects the weight of the past. It leaves just enough room for players to imagine what came before. That space is not a gap. It is an invitation.

Rating block community and brand ratings Image
Clair Obscur: Expedition 33 Tag Page Cover Art
Display card tags widget
Turn-Based RPG
JRPG
Fantasy
Display card system widget
Systems
Display card community and brand rating widget Display card open critics widget
Top Critic Avg: 92 /100 Critics Rec: 97%
Display card main info widget
Released
April 24, 2025
ESRB
Mature 17+ / Blood and Gore, Strong Language, Suggestive Themes, Violence
Developer(s)
Sandfall Interactive
Publisher(s)
Kepler Interactive
Display card main info widget end Display card media widget start
Clair Obscur Expedition 33 Press Image 1
Display card media widget end

WHERE TO PLAY

SUBSCRIPTION
DIGITAL
Checkbox: control the expandable behavior of the extra info

Engine
Unreal Engine 5
Genre(s)
Turn-Based RPG, JRPG, Fantasy