Launched with little fanfare and great boldness, the RPG Clair Obscur: Expedition 33 surpassed the 2 million copies sold mark in just 12 days. Developed by French studio Sandfall Interactive, the game is the latest successful venture from independent publisher Kepler Interactive. Details of the production and strategy behind this success were revealed in an exclusive interview with Games Industry.
With striking artistic direction and gameplay inspired by Japanese RPGs, the game stood out in a market saturated with big franchises and repetitive formulas. More than a commercial success, the title became a symbol of the renaissance of so-called AA games, which combine creative ambition and lean production.
Reduced production and authorial focus define Sandfall's success
According to François Meurisse, producer and COO of Sandfall Interactive, the studio set out with a clear vision: to create an original game, unfettered by commercial trends. He emphasized that the initial goal was simply to develop a passion project, recapturing the essence of 3D RPGs that defined previous generations.
The core team consisted of around 30 people throughout the four years of development. Rather than scaling rapidly, the studio chose to grow sparingly, bringing in external collaborators only in specific areas, such as voice acting, localization, and animation. Choosing this model allowed them to maintain creative control and deliver a cohesive product.
Kepler bets on innovation and decentralized structure with Clair Obscur
Kepler Interactive operates as a network of independent studios that share administrative resources but maintain complete creative freedom. According to Matthew Handrahan, the publisher's portfolio director, Kepler's role is to support the studios where needed, without interfering in the decisions of individual teams.
Thus, the strategy proved effective. Since its founding in 2021, the publisher has released authorial titles such as Sifu, Scorn, and Tchia, all with strong visual identities and innovative proposals. Handrahan states that Kepler's unique selling point lies in avoiding fads and prioritizing games that offer new experiences to its audience.
With Clair Obscur, the publisher began publishing games from studios outside its original structure. The expanded editorial line includes titles like Pacific Drive and the recently announced PVKK, from developer Bippinbits. The idea, according to him, is for audiences to recognize a Kepler game even before seeing the logo.
AA returns to the radar and challenges the dominance of blockbusters after Clair Obscur
The reception of Clair Obscur put the spotlight back on AA games, a term used to describe mid-budget productions with high artistic ambition. Although the concept has no precise boundaries, titles like A Plague Tale and Hellblade were already signaling this trend. For Meurisse, the market was lacking experiences with this profile.
Still, the Sandfall production team has been questioned about the actual number of people involved. Criticism has pointed out that the credits include dozens of additional collaborators. Meurisse clarified that the creative core remained at around 30 professionals, and that the others worked sporadically, without compromising the idea of a compact team.
For Handrahan, the most relevant discussion is the impact these productions can have. He compares the current situation to a time when major publishers released innovative and non-standard titles, such as Mirror's Edge and Vanquish. The reduction in these types of games has opened up space for independent studios to regain prominence.
Expectations for Kepler's next production and future
With its success solidified, Sandfall is already planning its next project. While details haven't been released yet, Meurisse says the now more experienced team intends to maintain a lean structure, but without sacrificing originality. The goal is to maintain the same creative spirit, with a more efficient and ambitious process.
At Kepler, the goal is to expand its market presence while focusing on games that break away from the norm. Handrahan says the key is balancing innovation with sustainability. He believes that following trends is a risk in a scenario where thousands of games hit digital stores every month.
Clair Obscur's success also reaffirms the value of an editorial model that respects creators' vision. As consultant Shuhei Yoshida, formerly of Sony, pointed out, Kepler is an example of how the industry can invest in innovation without relying on large budgets or tired formulas.