
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% | 278.5Kreviews | 95% | #75 | $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 3254 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
В целом, это absolute cinema. Упор не на геймплей, а на историю. Дизайн превыше графики. Я не люблю пошаговое, но здесь дошел до конца. Времени и денег не жаль
太对了,虚幻五就应该这么用 期待在国内办点音乐会什么的,我将严肃前往🤤
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Latest in each market: best RU #54, worst JP #98 · 14 markets collected
US · last 30 days
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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% | 872ratings | 92% | #280 | not modelled |
| $49.99 | — | 98% | #61 | 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 3.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
So I'm not gonna sit here and pretend this game reinvented storytelling like some people claim. I've played enough RPGs, especially turn based ones to know this level of passion and writing has existed for decades. Early Final Fantasy, Xenoblade, you name it. But hey, ex Ubisoft devs, cool backstory, pretty trailers...I get why people were surprised. The premise itself is gorgeous. The world feels unique and the characters? Man, the voice acting is insane! Some of the best I've heard in a game. They carry half the emotional weight just by talking. The praise is understandable but on Steam, at least, it's blown way out of proportion. Some basic achievements sit at 25-30% completion which tells me a lot of people played a bit, got sick of the gameplay, refused to admit it, watched streamers fake tears for views and suddenly it's "best game ever." - I'll start with the negatives first: - Now...Unreal Engine. A blessing from far away, a curse up close. The vistas look amazing, no doubt but the moment you zoom in, characters sometimes look too sharp and the movement feels floaty. Unreal Engine has this eternal struggle with "weight" so you end up controlling characters that feel like they're gliding through a museum. Beautiful museum, sure but you can't touch anything. - Gameplay though...yeah, here's where the game loses me. I get what they were trying to do: "Let's spice up turn based combat!" Cool idea. In theory. In practice? Welcome to "Parry Souls: Turn Based Edition." The whole combat system revolves around pressing a button at the right time. Not a dodge, not a chance, not a stat, not a build. It's just you pressing the same button over and over and if you don't master it? Good luck. The game will slap you around until you do. The game starts off pretending it's not 100% timing based and then it reveals that yes, actually, it is. Completely. Every enemy, every boss, every random dude with a stick. Learn their pattern or suffer. Parry gives you more action points and a big counter at the end of the turn. Miss one parry? Counter gone. So you dodge instead. But then you lose the bonus. So you parry. But then you get hit. So you dodge. And suddenly you're not playing a turn based RPG anymore. You're playing a rhythm game with swords. And look, I can parry. I can dodge. I can learn patterns. That's not the issue. The issue is that this system becomes the entire personality of the game. It's like adding a second button to a shooter so every bullet you fire needs "extra confirmation" to deal full damage. Or in a racing game, you press accelerate and then another button to "really" accelerate pops up. It slows things down after a while, takes away from the spectacle of the game and 20 hours in, you'll be sick of it. It gets frustrating fast and dying to a boss because you didn't press a button at the right millisecond? Yeah, that's not fun. Some enemies have so much HP that you'll end up spending hours (including failed attempts) trying to kill them. It doesn't respect your time and of course, later they add even more timing buttons, because why not... - The pictos are cool, I'll give them that. They change fights and add variety but the community obsession with "you didn't build correctly" or "use this combo" or "stack this stance" kills the fun. If I have to leave the game and google "1 hit builds" just to make the game enjoyable, that's not good design. I'm not playing a story driven RPG so I can talk to strangers online about how to deal billions of damage by stacking elements. The game should give players more accessible tools by default. - It honestly feels like most of the teams behind this game went all in and aimed for a huge impact and in many areas they actually pulled it off. But because of how the gameplay is designed, the whole thing falls apart the moment you start exploring "too well." By the end of the game, I decided to explore everything. I mastered the parry/dodge timing, I learned the patterns and I was able to beat bosses way above my level because the game basically lets you break it if you're stubborn enough. The consequence of that? I walked into the final story area and the final boss died in four minutes. Four. I didn't even get to see what attacks it had, what dialogue it said, nothing. That's not good game design...The challenge was gone, the payoff was gone and the "big moment" felt like a joke. When a game lets you deal millions of damage because the systems are so unbalanced, that's not depth, and it's not balancing. A game like this needs at least some controlled environment, some limits, something to keep the experience consistent. This one doesn't have it and it shows. - The journal entries are a missed opportunity. Some are interesting but most feel goofy or too casual. They don't capture the desperation, sacrifice, or seriousness of the expeditions. They should've made you feel how close Expedition 34 was, how much 35 pushed, how much the others suffered. Instead, many entries feel random and some things don't make sense. Why would Expedition 60 discover something crucial when the path was only reachable thanks to the most recent expeditions? It would've made more sense for revelations to get stronger the closer we got to 33.... Whatever... + Now the positives because there are plenty. I won't go into too much detail but there's a lot of quality all across the board +The story is phenomenal... Complex, unpredictable, emotional. You can tell the writers were fully invested and brought their absolute best. This is a really unique story in general. +The characters are memorable and well written and even the ones I didn't care about at first grew on me. +The voice acting is insane, some of the best I've heard. They carry half the emotional weight just by talking. + The music guy didn't have to go this hard but he did. Every area has its own track and some of them never repeat. It's crazy how good they are. + The atmosphere, music and visuals dance together perfectly. It genuinely feels like different teams worked separately and gave their absolute best. Most of them crossed the finish line with flying colors. Only the gameplay team fell short for me. The story, characters, voice acting, music and world don't just carry the game but elevate it to greater hights... They even lift the combat higher than it deserves to be. All in all, my rating has to be split. Visuals and world: 10/10. Characters: 10/10. Story: 10/10. Gameplay: 6/10.
This is my first ever review, which I felt compelled to write because of how dull this game is. The first couple of hours were promising but then everything went downhill. I don't understand who this game is aimed at. It has swearing in it, which meant I assume it was aimed at older children or young adults but I don't understand how the gameplay can appeal to anyone over the age of about 10. Maybe I'm missing something but the whole game seems to revolve around getting lost in brightly coloured landscapes while having to fight endless battles using a very boring and repetitive fighting system, often against the most preposterous-looking enemies (some of which I would expect to be in games aimed at toddlers, for example the "mimes"). I really don't get how this game can be so popular but wish I hadn't bought it, even on sale. It's probably my fault for not checking it our more before buying it but I certainly won't be trusting games with so many positive reviews again.
⭐Clair Obscur: Expedition 33 is a masterpiece.⭐ This game won 436 Game of the Year awards, making it one of the most awarded games in gaming history, and after finishing it, I completely understand why. I have played around 500 games in my life across many different genres. You can even see my complete game list on my profile. I have experienced so many different types of games, from action games to RPGs, adventure games, platformers and many more. I am also someone who pays a lot of attention to details in games. The atmosphere, the music, the world design, the characters, the gameplay systems, everything matters to me. Because of that, it is honestly very difficult for a game to completely surprise me and make me fall in love with it. But Clair Obscur: Expedition 33 did exactly that. I never expected a game to surpass some of my personal favorites like Assassin's Creed 2 or Life is Strange. Those games always had a special place for me. But this game changed everything. This is the best game I have ever played. I cried multiple times while playing this game. I even cried when it ended, not only because of the story, but simply because the journey was over. I was genuinely sad that this incredible experience had come to an end. I am still not ready to let go of this game. I will get all achievements and probably play through it again because I just cannot move on from this world yet. The music is absolutely incredible. It is so good that I actually listen to the soundtrack on Spotify in my free time. The gameplay is addictive, creative and something I never expected to enjoy this much. The funny thing is that I was extremely skeptical before playing this game. I never really got into JRPGs or turn based combat. I tried games with similar systems before, like Mario & Luigi and Paper Mario, but it was never really my favorite genre. I started this game with a lot of doubts. And then it immediately pulled me in. The story is so creative, complex and interesting. From the very beginning, I wanted to know more about this world and its mysteries. Even when I was still learning the controls and combat system, the game did an incredible job introducing everything naturally. The characters are written beautifully. The voice acting is amazing, and every character feels unique, understandable and memorable. The enemy designs are some of the most creative I have seen, the attacks are exciting, and the abilities are incredibly well animated. The whole progression system with Pictos, Lumina and the different builds is so creative. You are always thinking about your next combination, your next upgrade and how to make your team better. My biggest recommendation is to not look up guides for the strongest builds. Just experiment and create your own experience. The world design and graphics are also unbelievable. This is easily one of the most beautiful games I have ever seen. The environments, the atmosphere and the art direction are absolutely breathtaking. I took countless screenshots because I was constantly amazed by the world. The game also had almost no bugs for me, which is impressive. I could honestly talk about this game for hours. There is so much more I could say, but words are not enough to describe how special this experience was. I recommend this game to everyone. It does not matter if you usually like JRPGs, RPGs or even turn based combat. Give it a chance. This game is worth every single euro. Looking back, I would have easily paid 100€ for this experience. Clair Obscur: Expedition 33 is not just a game. It is a special experience that I will remember for a very long time. A true Game of the Year winner for a reason. I will never forget this experience 10/10⭐
Well, no. GREAT idea, truly innovative, never played anything like it before, high praises for a first-time game, and all that! HOWEVER - I'm an old man, and this game is basically unplayable. Dozens of different enemy types, each with several different attacks that need to either be dodged, parried, jumped, or gradient countered. I have absolutely ZERO desire to look at a few weirdly-shaped blobs (enemies -- couldn't they at least have put their names above them so I can remember if that weird-looking thing is a Goblu or an Abbest?), and basically memorize literally dozens of millisecond-precise sequences of button presses to parry their attacks (simply fighting may work early on, but later on in the game you literally NEED to parry/counterattack, or else some of these enemies will literally take HOURS to take down [assuming they don't just plow right over you and wipe you out first]). Maybe you younger folks might enjoy this - the story certainly took some very surprising twists and turns, and there was a pretty decent gradual build-up of abilities and all that -- but the stupid (&^@#$(*& parry mechanic literally RUINED this game for me. Also, it suffers from the same thing that the two good South Park games suffered from - along the way, you acquire literally dozens of various power-ups, and it is essentially impossible to equip all of them on all of your party members, so you have to choose between "25% increased chance of blahblah against burning enemies" and "25% greater chance of filling the enemy's break bar" and "applying a healing item also restores one attack point" and "recover 10% of your health at the beginning of each turn" -- there are literally DOZENS and DOZENS of this type of thing. AND, perhaps worst of all, during battle there is no reminder of which thirty or so of these dozens of things you have equipped on each character, so you just hafta remember that, for example, Sciel's base attack does 50% more damage after the first free aim shot, and maybe Lune's free aim shot has a certain percentage chance of generating another stain for her weapon, but using Gustave's free aim ability really doesn't do anything special. And there are SO MANY things like this. Sure, it's great if you wanna custom-build your characters, but there is simply an overwhelming number of choices. Go ahead and say "git gud". I do not want to spend whatever time I have left in this world memorizing, and executing over and over and over again, countless sequences of button presses - with MILLIsecond precision, or else you die! - just to parry enemy attacks -- ESPPECIALLY since the developers have already included a "auto QTE" option (yes, there are ALSO tons and tons of quick-time events, where you have to memorize even more times where, DURING EACH ATTACK TURN, you hafta press a button within a very restricted time window in order for your attacks to land properly), but there is NO "auto parry" option. One good thing came out of all this: at least now, if ever, for the rest of my life, I see that "Sandfall" has released another game, I will avoid it like the plague, and never even consider looking at it, or trying out a demo, or gawd forbid playing it ...
戦闘100点 ストーリー100点 BGM10000点
[h1][b][u]Clair Obscur: Expedition 33[/u][/b] — одна из тех игр, которые запоминаются не только отдельными механиками, но и общей атмосферой. Это очень стильная, необычная и эмоциональная RPG, в которой разработчикам удалось совместить классическую пошаговую основу с элементами экшена. Боевая система действительно ощущается свежо: нужно не просто выбрать действие и ждать результата, а активно уклоняться, парировать атаки и правильно рассчитывать свои действия. Благодаря этому даже привычные пошаговые сражения становятся гораздо более динамичными.[/h1] [h2][b]Отдельно хочется отметить визуальную составляющую.[/b][/h2] [b]Мир игры выглядит потрясающе[/b] — сочетание французской эстетики Belle Époque, мрачного фэнтези и сюрреалистичных пейзажей создаёт совершенно уникальную картинку. Локации хочется рассматривать, а дизайн персонажей и противников отлично поддерживает общую атмосферу. Музыка и озвучка также заслуживают отдельной похвалы: они сильно усиливают эмоциональные моменты и помогают погрузиться в происходящее. [h2][b]Сюжет:[/b][/h2] ещё одна большая причина пройти игру. История постоянно подбрасывает загадки, неожиданные повороты и заставляет постепенно переосмысливать происходящее. При этом персонажи не ощущаются просто набором функций для боя: у каждого есть собственная история, характер и развитие. Именно благодаря этому многие сюжетные моменты действительно эмоционально цепляют. [h2][b]Понравилась и система развития персонажей.[/b][/h2] Герои заметно отличаются друг от друга, а комбинации навыков, Pictos и Luminas позволяют экспериментировать со сборками и подстраивать персонажей под собственный стиль игры. Это особенно хорошо работает в сочетании с боевой системой, где правильное построение команды может существенно изменить ход сражения. При этом у игры есть несколько моментов, которые [b]хотелось бы улучшить[/b]. В первую очередь — [b]навигацию и интерфейс[/b]. Отсутствие полноценной мини-карты и журнала заданий иногда усложняет поиск нужного места или возвращение к побочным активностям. Также меню инвентаря и сравнение оружия можно было бы сделать удобнее. Ещё один момент — [b]темп повествования и подача некоторых механик[/b]. Игра довольно быстро знакомит игрока с большим количеством систем, терминов и возможностей, поэтому в начале можно почувствовать небольшую перегруженность. Некоторые сюжетные эпизоды и кат-сцены также могли бы быть немного [b]компактнее[/b]. [b]Боевая система[/b] при всей своей оригинальности тоже может потребовать привыкания. Парирования и уклонения имеют достаточно строгие временные окна, а некоторые противники заставляют буквально запоминать последовательности атак. Для одних игроков это станет главным достоинством игры, для других — источником раздражения. Было бы неплохо иметь ещё больше настроек доступности и вариантов адаптации сложности. Наконец, хотелось бы немного больше [b]свободы в исследовании мира[/b]. Некоторые локации довольно линейны, а перемещение между интересными точками не всегда ощущается настолько увлекательно, насколько хотелось бы. Здесь потенциал мира явно позволяет сделать исследование более насыщенным. Но все эти недостатки скорее воспринимаются как [b]точки для дальнейшего развития[/b], чем как серьёзные проблемы. Для дебютной игры Sandfall Interactive результат действительно впечатляющий. [b]Clair Obscur: Expedition 33[/b] обладает собственной атмосферой, узнаваемым визуальным стилем, сильным саундтреком, интересными персонажами и одной из самых необычных боевых систем среди современных RPG. [h1][b]В итоге это игра, которую хочется рекомендовать именно за её индивидуальность. Она не пытается просто повторить успешные формулы других RPG, а берёт знакомые идеи и по-своему их переосмысливает. Если разработчики в будущих проектах улучшат навигацию, интерфейс, темп введения механик и исследование мира, у этой формулы может быть ещё больший потенциал.[/b][/h1]
Ничем не хуже остальных 32 частей серии.
[h3]Я устал, босс...[/h3] И с места в карьер: я ещё расскажу и поясню за все "за" и "против" в этой игре, но вот вам наперед моя затравочка в лице общей оценки, а она для меня составляет целых 8+/10... Кто-то скажет: "Как так, это же абсолютный шедевр!". А я же предложу взглянуть на сей продукт трезвым взглядом, ну или как минимум прочитать этот обзор. Так вот, [b]Clair Obscur: Expedition 33[/b] — это целая буря событий, и не малая доля эмоций. Где-то драма пронизывает тебя насквозь, где-то мозг полыхает от невероятного сюжетного поворота, А ГДЕ-ТО КРИК ДУШИ И ЖЕЛАНИЕ УДАЛИТЬ НЕМЕДЛЕННО ЭТУ ИГРУ С ДИСКА!!! ... Кхм-кхм, да, геймплей у игры увлекательный. Боевка здесь пошаговая, жанр ведь у нас здесь в лице JRPG, со всеми вытекающими из этого последствиями. Все бы ничего: ходи по очереди, вовремя уклоняйся или парируй, но будь всегда на готове, потому что игра в моменте может подложить тебе своего рода "свинью", с которой будет ТАКОЙ ХАОС, что натурально сломаете то, на чем вы там играете... Иногда кажется, что за спинами разработчиков стоял дядя Хидэтака Миядзаки, с ремнем в руках, ибо сложности и испытания здесь частое явление. Некоторые бои требуют запредельной концентрации... В особенности это касается КОЕ КОГО из глубин. Но это все, на самом деле, относится лишь для филлерных (необязательных) эпизодов игры. Чисто сюжетная составляющая не должна принести вам каких-либо особых трудностей. Помимо боёв игра предлагает исследовать окружающий персонажей мир. И это пожалуй одна из самых приятных частей всей игры. Визуал здесь, как говорится, [b]magnifique[/b]! Глазу всегда есть за что зацепиться: от красоты различных биомов, до заигрывания различными яркими цветами, или, если быть более правдивым, красками. Не могу так же пройти мимо музыки... Давайте так, если вы считаете, что видали и слыхали куда более крутую музыку в играх — смело кидайте свои любимые сборники мне, ибо я так давно не балдел от крутой и разнообразной музыки... [i]Так что же там с оценкой? Почему не абсолютный шедевр? Так вот, знаете... А шедевр ли это? Это игра действительно тот продукт, в который вошло далеко не мало идей и крутых реализаций. Обычная нормальная игра, коих последнее время становится все меньше и меньше. Да, в [b]Clair Obscur: Expedition 33[/b] определенно есть особые изюминки, но сюда входят и довольно спорные решения, и на это стоит тоже обращать внимания: лично для меня это не совсем удобная глобальная карта (да ещё и с отсутствием возможности создания заметок), местами чересчур слишком зависящие от парирования бои, да и местами просто большая затянутость игрового процесса... И это темная сторона игры. Что касается светлой стороны, так это отличный сюжет (что очень редко встречается в мире игр), великолепная музыка и просто неповторимый визуал. Но конкретно на сюжете стоит заострить особое внимание: вот именно такого опыта мне так давно не хватило! То, как игра особенно любит в сюжетные повороты, заслуживает особого уважения! Но, я устал... Вся это беготня в третьем акте, попытки помериться длинной и остротой меча с местными боссами... Ой не знаю... Под конец уже просто захотелось пойти с мечом на финального дядю и просто натурально отдохнуть... Ибо чувствуется во всем происходящем одновременно и затянутость и недосказанность... Но да ладно. Возможно когда-нибудь, я вспомню все прекрасное об этом приключении, сяду за него вновь, но уже в составе НГ+... А пока могу лишь сказать, что игра вполне себе годная. Однако не стоит преподносить ее так, будто это что-то черезчур особенное.[/i]
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