
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 →
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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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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
Hours played at review time, across 932 reviews with recorded playtime.
Reviews
Themes across 930 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
10/10
well deserved game of the year award
诈骗
Recomendo? Sem pensar duas vezes. Jogo desde criança e sempre fui, essencialmente, um jogador de FPS. Jogos focados em história nunca foram meu forte — joguei pouquíssimos e raramente algum me prendia até o fim. Clair Obscur: Expedition 33 quebrou isso por completo. É difícil apontar um único destaque, porque o jogo acerta em tudo ao mesmo tempo. A história é envolvente do início ao fim, com peso emocional de verdade. A direção de arte e os gráficos são de cair o queixo. E a trilha sonora, sinceramente, está entre as melhores que já ouvi em um videogame — tem momentos em que a música sozinha carrega a cena. O combate também merece crédito: mistura turnos com mecânicas de reação em tempo real (esquivas e parrys), o que mantém você ativo o tempo inteiro. Talvez por isso um jogador de FPS como eu tenha se adaptado tão bem — não é aquele turno passivo de ficar só apertando botão. Pontos negativos? Procurei, e honestamente não encontrei nada que manchasse a experiência. Fiquei tão encantado que me senti na obrigação de platinar — e cada troféu valeu a pena. Se você, assim como eu, sempre torceu o nariz para RPGs de história, este é o jogo para dar uma chance. Provavelmente a experiência mais completa que já tive nos games. Nota: 10/10 — obra-prima.
Игра просто шедевр. Я понимаю, почему она выиграла титул "Игра года". Атмосфера просто потрясающая, затягивающая и манящая. Музыка помогает погружаться в этот мир, не желая из него выходить. Персонажи может и не дотягивают до идеала драматургии, но лучшие лицевые анимации и в целом анимации помогают в них поверить. Мир очень необычный, как визуально, как и логически. Видно, что разработчики игры потратили очень много времени, сил и фантазии, чтобы создать такое полноценное произведение. Я уверен, что если была бы книга по этой игре, то она бы была успешной. Это о плюсах. Теперь о минусах. Сперва самая боль - боевка. Несмотря на все плюсы, на все прекрасное время, что я провел в этой игре, боевка каждый раз заставляла меня нервничать и выбивала из погружения в мир. Сказать, что боевка отвратительна - ничего не сказать. На месте разработчиков игры я бы не просто уволил, а запретил бы работать в геймдеве этому человеку, который предложил в эту игру добавить такую боевку. Этот один минус полностью перечеркивает все плюсы вместе взятые. Я никогда в жизни не вернусь в эту игру только из-за этой наихудшей боевки. Есть еще вопросы по поводу сюжета. ДАЛЬШЕ СПОЙЛЕР Например, зачем гомаж? Ну серьезно, зачем Ренуару каждый год убивать определенную возрастную группу? Это вообще в игре никак не объяснено, хотя на этом завязана большая часть игры и вообще вся суть экспедиции. Ни игра, ни моя логика этого объяснить так и не смогли. Я сперва думал, что Ренуар не мог убить всех сразу, поэтому убивать частями. Но в конце игры он убил всех. Художница ему мешала раньше сделать это? Если она была способна помешать Ренуару убить всех, то почему она позволяла убивать ему частями? На сколько она могла ему мешать? Где эта грань, где она может мешать Ренуару, а где нет? В общем это прям огромнейшая сюжетная дыра, потому что именно на этом маленьком нюансе завязан вообще весь сюжет. Это ключ всего сюжета, который сценаристы не объяснили и оставили неприятное послевкусие.
Un chef d'oeuvre sur tous les plans. En particulier gros coup de coeur sur la bande son. Chapeau !
除了音乐和画面似乎有那么点好似很高级的假感觉以外,没看到任何优点 亮到晃眼的背景,全是光污染,游戏设计指引是没有的,地图收集是没有的,箱庭设计也是小学生级别的 那么大的地图全是空的,还喜欢设计各种辨识度低的死胡同,进去转半天一看,要么只丢点钱恶心你,或者甚至只有一个空图在那 游戏里面各种解密也是谜语人,说明都不知道藏逼什么地方,有的甚至都不说 数值是崩坏的,前面死刮,还特么各种不同的怪,要你各种弹反,前面不弹还打不过,咋了刷怪路上我还要熟悉所有怪的攻击方式? 解锁上限后,那又直接开启一键扫荡,带个先手又什么怪机制都不需要摸了,在游戏性方面真是一坨狗屎 剧情这个只能说各有所爱吧,不多评价,个人不太喜欢
내가 했던 턴제게임중에 제일 재밌었음. 실제 영화를 보는것같은 화면 비율 전환과 BGM, 연출, 그래픽 등이 스토리를 잘 몰입하게 해주었음. 스토리 내용도 신박하고 긴장감있어서 엄청 재밌게했음. 다크소울이랑 비교하는 사람 많아서, 난이도는 말하자면 다크소울에 비해 쉬운편임
很好玩就是雾化太严重了一点
This game is an absolute masterpiece. Not only were the animations and graphics just *chefs kiss*, but the creativity and artwork that went into to making the characters, the environments, and the story telling are what made this the work of art that it is. One side note, there's a lot of side content and areas to explore that the story doesn't take you to. I got the feeling the devs made a world built to be explored, but not like massive open world bs. Everything place is unique, filled with ideas and creativity i enjoyed and have never seen before. I think you can get a good two runs out of this. My first playthrough i was so hooked on the story i didnt explore as much, my second im spending more time exploring this work of art and enjoying it just as much as my first. If you're looking for a gorgeous and beautiful game where the devs didn't quite at "pretty graphics" and actually made a world you can get lost in, this is game will not disappoint. Also, one of the few games i've played where the story actually caught my feels. 10/10.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Languages: English*, French*, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +8 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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