Sandfall Confirms Clair Obscur Was Developed on a Budget Under $10 Million

by Salal Awan

Sandfall Interactive has confirmed that Clair Obscur: Expedition 33 was produced on a budget of less than $10 million, according to comments shared in an interview with The New York Times. The studio explained that its strategy centered on resource efficiency, avoiding costly design trends while focusing on a manageable structure that supported a visually striking but tightly controlled RPG experience. The decision played a defining role in how the project was scoped, staffed, and ultimately delivered.

As part of this approach, Sandfall deliberately steered away from developing an open world. Instead, Clair Obscur adopted a more traditional role-playing framework built around intricately rendered but essentially linear environments. Encounters transition into dedicated battle arenas when players collide with enemies, a familiar model that allowed the team to concentrate effort on specific elements without the overhead associated with sprawling environments. This structure let the studio deliver polished visuals within its financial limits.

Funding support from a publisher enabled Sandfall to expand the core development team to roughly 30 employees. To maintain momentum, the studio outsourced battle animations to a small group in Korea and relied on external partners for tasks such as localization and marketing. This mix of in-house development and targeted outsourcing contributed to an efficient pipeline. The team also kept the community closely involved throughout the project. By sharing early demos on social media, the studio built interest well before launch, and polished gameplay clips later circulated widely, helping the game gain additional traction.

Clair Obscur: Expedition 33 released on April 24, 2025, for PC, PlayStation 5, and Xbox Series X and S, launching to broad critical acclaim. Set in a surreal world inspired by Belle Époque era France, the single-player RPG follows a desperate effort to stop the Paintress, a deity who annually erases people of a specific age. Its combat system offers an evolution of turn-based mechanics by blending timing-based dodges, parries, and rhythmic combo inputs with traditional structure.

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