Released with little fanfare but great audacity, the RPG Clair Obscur: Expedition 33 surpassed the 2 million copies sold mark in just 12 days. The game, developed by the French studio Sandfall Interactive, is the latest successful venture of the independent publisher Kepler Interactive. Details of the production and the strategy behind this success were revealed in an exclusive interview given to the Games Industry website.
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With its striking art direction and gameplay inspired by Japanese RPGs, the game stood out in a market saturated with major franchises and repetitive formulas. More than a commercial success, the title became a symbol of the rebirth of so-called AA games, which combine creative ambition and lean production.

Reduced production and a focus on original material define Sandfall's success
According to François Meurisse, producer and COO of Sandfall Interactive, the studio started with a clear proposition: to create an original game, without being tied to commercial trends. He emphasized that the initial goal was simply to develop a passionate project, recapturing the essence of 3D RPGs that marked previous generations.
The core team consisted of approximately 30 people throughout the four years of development. Instead of scaling rapidly, the studio opted for cautious growth, bringing in external collaborators only in specific areas, such as voice acting, localization, and animation. 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, portfolio director at the publisher, Kepler's role is to support the studios where needed, without interfering in each team's decisions.
Thus, the strategy proved effective. Since its founding in 2021, the publisher has released original titles such as Sifu, Scorn, and Tchia, all with strong visual identities and unconventional approaches. Handrahan states that Kepler's distinguishing feature is avoiding fads and prioritizing games that offer new experiences to the public.
With Clair Obscur, the publisher began publishing games from studios that are not part of its original structure. The expansion of the editorial line includes titles such as Pacific Drive and the recently announced PVKK, from the developer Bippinbits. The idea, according to him, is that the public will recognize a Kepler game even before seeing the logo.

AA returns to the spotlight and challenges the dominance of blockbusters after Clair Obscurus
The reception of Clair Obscur brought the spotlight back to AA games, a term used to describe medium-budget productions with high artistic ambition. Although the concept doesn't have exact boundaries, titles like A Plague Tale and Hellblade had already been signaling this trend. For Meurisse, the market was lacking experiences with this profile.
Nevertheless, the Sandfall production team faced questions about the actual number of people involved. Critics pointed out that the credits included dozens of additional collaborators. Meurisse clarified that the creative core remained at around 30 professionals, and that the others worked on a case-by-case basis, without compromising the concept of a compact team.
For Handrahan, the most relevant discussion is the impact these productions can have. He compares the current moment to a time when major publishers released innovative and unconventional titles, such as Mirror's Edge and Vanquish. The reduction in this type of game has opened up space for independent studios to regain prominence.

Expectations for Kepler's next production and future
With its success firmly established, Sandfall is already planning its next project. While details are still scarce, Meurisse reveals that the now more experienced team intends to maintain a lean structure, but without sacrificing originality. The expectation is to keep the same creative spirit, with a more efficient and ambitious process.
At Kepler, the goal is to expand its market presence while maintaining a focus on games that stand out from the crowd. Handrahan states that the secret lies in balancing innovation with sustainability. For him, following trends is a risk in a scenario where thousands of games arrive in digital stores every month.
The success of Clair Obscur also reaffirms the value of a publishing model that respects the vision of its creators. Thus, as consultant Shuhei Yoshida, formerly of Sony, pointed out, Kepler exemplifies how the industry can invest in innovation without relying on large budgets or outdated formulas.

