
Lead the members of Expedition 33 on their quest to destroy the Paintress so that she can never paint death again. Explore a world of wonders inspired by Belle Époque France and battle unique enemies in this turn-based RPG with real-time mechanics.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
Once a year, the Paintress wakes and paints upon her monolith. Paints her cursed number. And everyone past that age turns to smoke and fades away. Year by year, that number ticks down and more of us are erased. Tomorrow she’ll wake and paint “33.” And tomorrow we depart on our final mission - Destroy the Paintress, so she can never paint death again.
We are Expedition 33.
Clair Obscur: Expedition 33 is a ground-breaking turn-based RPG with unique real-time mechanics, making battles more immersive and addictive than ever. Explore a fantasy world inspired by Belle Époque France in which you battle devastating enemies.
In this evolution of JRPGs, real-time actions enhance the heart of turn-based combat. Craft unique builds for your Expeditioners that fit your playstyle via gear, stats, skills, and character synergies. Open an active dimension in combat - dodge, parry, and counter in real time, chain combos by mastering attack rhythms, and target enemy weak points using a free aim system.

With only one year left to live, join Gustave, Maelle, and their fellow Expeditioners as they embark upon a desperate quest to break the Paintress’ cycle of death. Follow the trail of previous expeditions and discover their fate. Get to know the members of Expedition 33 as they learn to work together against impossible odds.

Explore an enchanting realm populated by surreal adversaries. Wander through breathtaking landscapes, from the Island of Visages to the Forgotten Battlefield, discovering secrets and hidden quests along the way. Find allies of fortune in creatures of legend. Recruit special companions to access new travel methods and discover secret areas in the World Map.
Experience the debut game from Sandfall Interactive, fully realized in Unreal Engine 5 with stunning graphics and a heartbreaking soundtrack.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99−20% | 278.9Kreviews | 95% | #80 | $202.3M |
| $45.19 | 104.1Kratings | 97% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 3412 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Best game I've played in a long time. Well done!
I really wanted to love this game. The visuals often feel like scrolling through an endless gallery of midjourney concept art. Every scene is trying so hard to be breathtaking that eventually they all start blending together. The music is great… if you listen to it on Spotify. In the game though, it just never stops. Every area, every cutscene, every emotional moment has another huge track blasting in the background. There’s almost no ambience or quiet moments. The game is constantly trying to impress you, but because it never gives you any room to breathe, both the visuals and the music gradually started losing their impact. Combat has the a similar problem. It looks like a deep RPG with all the different builds, Pictos, Luminas, but parrying is so strong that it kind of makes everything else feel less important. Once you’re good at parrying, that’s basically the game. I spent way more time learning attack timings than thinking about my build, which feels like a waste for a system with this many RPG mechanics. The story is where it completely lost me: [spoiler] For the first 30 hours, the game asks me to care about the people of Lumiere. They have families, dreams, friendships, and they’re willing to sacrifice everything for the next generation. Then the ending starts asking me to empathize with the family whose grief ultimately matters more than the countless lives caught in the middle, and that emotional shift just didn’t work for me. By the end, my takeaway was basically: wiping out an entire civilization is understandable as long as you’re an aristocratic family dealing with grief, and your victims aren’t considered real people.[/spoiler] I can absolutely see why people love this game. It’s ambitious and clearly made with a lot of passion. But the ending left a bad taste in my mouth that I just couldn’t shake.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Latest in each market: best FR #47, worst JP #98 · 14 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 80.14/day in the week to Sep 15 → 95.8/day in the week after.
Of the 4 markets with a position on both sides, 4 climbed and 0 fell. The same sale, the same day, opposite directions — which is why nothing here is averaged into a single arrow, and why one sale is not a trend.
Reviews, worldwide (the counter carries no country): 93.71/day in the week to Sep 14 → 89.33/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +8 more
| $49.99 |
| 45.5Kratings |
| 94% |
| — |
| not modelled |
| $39.99−20% | 873ratings | 92% | #178 | not modelled |
| $49.99 | — | 98% | #85 | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 3.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Me encanta Expedition 33, tras 47 horas y empezando desde 0 otras vez he de decir que este Videojuego es PERFECTO, sin dudas, uno de los mejores Videojuegos que he jugado. Nunca se me olvidara. La presentación de la Historias y sus personajes ya te dice que algo especial tiene, jugadlo en Frances, cambia totalmente.
it's peakkkkkkkk best game and story everrr
10/10 cinema
"I'm tired too."
TL;DR: It is not the best game ever made, gameplay (fights, interactions) is it's weakest part, but it excels surely in what it does mainly. You don't play this game for XPs, weapons or fights, but for the people - characters, the story, art-like world or the depth. If story or characters did not impress you, the game overall won't either. Although not impressing you will be really hard. If you know games like GTA: San Andreas, Minecraft, Portal or Baldur's Gate 3 - iconic, some artistic, unique. This one belongs here too. --------------------------------------- Strongly recommended to at least try the game! I never played JRPGs before and my only RPGs played ever before this game are Baldur's Gate 3 and Kingdom Come: Deliverance II, so my opinion might be based on the lack of comparison. <<< No spoilers here and kinda long text, sorry :) >>> At first, not impressed. Yeah the music was nice, but I didn't pay attention much, the surroundings were fine, kind of realistic a bit, well it's another 2025 game. Moving the character and gameplay overall felt clunky and cheap, guess I'm spoiled from KCD2 or GTA games? I've played until after some annual event at harbour happened, which is not much (20-30 mins playthrough). Then I just left the game for a week or two, until I got some mood to try it again and then ... BANG! The OST is incredible, the story ..... you must see it for yourself. It might not impress you immediately, but they do act well ... perfectly. You start to have feelings for the characters gradually, they all have some identity, it's not just another "healer, tank, archer", but "[mysetrious name], [mysetrious name 2], [mysetrious name 3]". And you will remember them. And then Act I ends and you end up with your jaw on the floor. And then ... you can't just stop playing till the end. Every Act ending will devastate you, as well as the last choice you will ever make, and then the ending. My jaw is not on the floor, but drilled it's way into Earth's core. Graphics is stunning and many times you might just stop and take screenshot, because it's just pure art. Although there are reserves, such as some effects (e.g. waterfalls) looking pretty "cheap" and not really realistic at all, but hey, I don't care about that, since the rest is just pure art. Clair-Obscur isn't just some random game name, it's an art-style and the game is made by that. And that's fascinating, because nowadays, nobody does this, they just make the best grahpics possible and done. And here, they've done art. So even though it's not most realistic and top-tier grahpics of all time, I still love it. Then there are some inner jokes and memes. It's not the best game ever made. Gameplay felt clunky at first and basically till the end. I kinda disliked how you move your character, how there are "invisible walls" in the world and you just can't jump past something. But it is not tragedy, I mean nothing is perfect. Overworld surprised me, I thought the camera broke being so far away and it's some bug but ... it's another in-depth thing you will realize in time (tribute to older JRPG games). Then there are fights, which with exploring (walking) is basically most of the thing you do in the game (I'm not ommiting story, NPC interactions, collecting weapons, ...!). Turn based combat is fine, however I hated parry/dodge at first and I'm not fond of it even now. It seems obvious to me that dodging enemy's attack's is basically the core of how to win a fight, not much other options. Starting fights seems funny too, you go to the ONE enemy, start a fight, and somehow you fight with TWO or THREE. Also you randomly appear somewhere else. Or you get close to the enemy but do not start the fight, then they will be just blindly following you until you get too far from then. And then, even after the fight, if you get too far from the place you fighted, the enemy respawns like nothing happened. Also if you just shoot your enemy (out of fight), nothing happens. And then, I'm travelling with some number of expeditioners, but I can fight with only three? And the rest does what, watches them with popcorn? What happened to logic? Ofc it all might be just another "intended" things and features, but it still makes a little sense to me here. As I told you before, I don't care about these flaws, like I don't care about car blowing up every time it's upside down in GTA games. It is just like that, mostly because someone had a decision to make - invest more time to story and game art, or more realistic battles? They made the first choice. And they made it very very very very right. It's like someone had vision and just done 330% effort into making it true. You don't play for XPs and best gameplay mechanics, but for the art, for [name], [name] or [name].
"What are we gonna do, huh? Tell me. What are we gonna do? We're gonna take down the Paintress, just the three of us? My... my gun and... and your sparks?!" - Gustave, offering the most accurate insight into JRPGs in history, while simultaneously telling us he's clearly never played one. Clair Obscur: Expedition 33 has a needlessly long name and shall henceforth be referred to as just Expedition 33, because that's what the game actually is. Its like looking back at the Bard's Tale series. Did you know that its actual name was Tales of the Unknown: The Bard's Tale? Thought not. See, those needlessly long names are just pretentious for no reason. Anyhow, Expedition 33 runs hot and cold. Fortunately, more hot than cold. Part of that is me, but a large part is it. The combat system provides myriad tactical build options, which is totally my jam. On the other hand, I hate QuickTime events and not the biggest fan of souls-like or rhythm games that require perfect timing. That means that I largely found the combat horrendous, because the game injects those elements into the JRPG landscape and requires not just that you can do them passably well, but that you master them for certain fights. Even if you grind up your levels, you'll find that the damage enemies do if you miss a dodge/parry/jump/gradient defense (yes that's a lot of defensive buttons you need to master) is generally enough to smoke you in a hit or two. Where you can play much of the game with just good build craft and being good enough at dodging, you will hit a wall. Getting past those walls does not give a sense of triumph or accomplishment, but rather a sense of "is this game worth the time I had to spend on that?" This leads to putting the game down for a spell to do other things. Of course, when you come back to the game, those reflexes needed for its mechanics have deteriorated, so the cycle starts all over. I appreciate the attempt at innovation, building on what FFVIII started over 25 years ago, and I appreciate that this game design might succeed with some players; however, it largely failed with me. If you are at all a casual gamer, turn on Story Mode or you will be frustrated. The storytelling is generally peak, which makes the missteps that much more obvious, so let's nit-pick. Expedition 33 spins a wonderful tale of grief and addiction, of how a writers' strike can upend the lives of other creatives in the industry. It does this through a solid cast of playable characters: Gustave, the mopey philosopher that the game tries to convince us in the main character; Maelle, the murder waif and obvious real main character that, unlike other games, actually suffers psychological trauma; Lune, the side dish that should have been the main character, and who will carry most fights; Sciel, the side dish that is just kinda there; Verso, the main character that should just stop; and Monoco, because what would a JRPG be without a mascot character. Where I concede that it is a disservice to label two of those as side dishes, that is unfortunately what the game reduces them to. Once Verso is very awkwardly introduced, he becomes the main character, the one you control in camp, even after the game clearly anoints Maelle as the actual main. In camp, he can talk to the other characters. Doing so automatically builds relationship points, and if you don't see where this is going already, yes, Lune and Sciel are basically reduced to "talk to them until you hook up with one." Compounding the sin, those scenes lack any depth, being 8 or so lines of dialog before omniscient narrator cuts in. I don't believe I'm saying this, but Mass Effect did it better over a decade ago. Those scenes and their outcomes all felt lazy and trite, as if they were a late development decision that was just tacked on after playing Baldur's Gate 3. If I was under any delusion that the French had a better grasp on romance than the rest of us, the efforts here shattered that. If you set relationships and moments like Verso's introduction aside, the storytelling is excellent. Where you don't directly interact with principle antagonist, they are one of the most believably written ones in recent history. The conflict between Gustave and Lune early on does so much, not just to establish their characters but to explore the trauma survivors experience and how they cope. Later scenes mostly build upon and continue this overall excellence, which makes certain things like the camp scenes feel incredibly disjointed. Then there's the third act. The directed narrative is blink and you miss it; it's good, but it is also rather minimal. Instead, it is discarded for grinding challenges that are now accessible on the map. This map exploration that mirrors the sin of many other games: The starting area is densely packed with landmarks, yet all the others are spread out. This approach to Act 3 flubbed the pacing of a game that would have benefitted from those optional areas being sprinkled in earlier while meaningfully elongating the narrative. Music: 11/10. Many notes. Other devs please learn from this. Graphics: The character heads look a bit big. Once you get past the uncanny valley of that and how the scars look just strange, yeah, very solid. Lest you think this award showered game is free of bugs, let me assure you, its not. I experienced quite a few CTDs, typically while attempting to use the world map. A few others too. Fortunately, the game autosaves frequently, so you are not likely to lose much progress. Also, why for some menus wrap but others don't? The many highlighted flaws in Expedition 33 are generally drowned out by the superb storytelling, but again, it is the Everest aspiring quality of the rest of the game that makes its flaws so obvious. PS While I grok an optional boss being its own achievement, also gatekeeping a collection achievement behind said boss is silly.
"Decide the fate of the Canvas."
真正的艺术
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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