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Sandfall Interactive: Thirty People and Expedition 33

A Montpellier debut studio built a turn-based RPG that punches several times its own headcount

Contents

Most studio profiles on this desk cover decades of output — a catalogue wide enough that the interesting question is which throughline connects a dozen different games. Sandfall Interactive doesn’t have that problem yet, because it has shipped exactly one game. What it has instead is a debut so disproportionate to its size that the studio is worth writing about on the strength of a single release: a team that peaked at roughly thirty people built Clair Obscur: Expedition 33, a turn-based RPG that competed, on release, with genre entries backed by studios and marketing budgets many times its size.

The founding bet

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Sandfall Interactive was founded in Montpellier, France, in 2020 by Guillaume Broche, a former Ubisoft developer, alongside a small founding team drawn from the same background in established French studios. That pedigree matters for a specific reason: Broche and his co-founders weren’t outsiders guessing at how AAA production works, they were people who had seen it from the inside and chose to leave it for the harder, riskier version of the same craft, betting a small independent studio could execute a vision that a larger structure might have diluted or delayed. Montpellier itself is a notable choice of base — a secondary French games hub rather than the Paris-centred industry most French studios of any scale tend to cluster around, which speaks to a founding team more interested in building something on their own terms than following the easiest route to investment and visibility.

The turn-based bet, made in 2020

The decision to build a turn-based RPG at all was, on its own, a counter-current choice at the moment Sandfall made it. By 2020, the loudest commercial and critical energy in the RPG space was flowing toward real-time and action-hybrid combat — a trend Final Fantasy XVI would later push to its logical extreme by abandoning turn-based systems entirely. Sandfall went the opposite direction, and did it with a specific modern hook rather than pure nostalgia: Clair Obscur: Expedition 33’s combat layers real-time parry and dodge windows on top of a traditional turn order, so a player is never purely watching a menu resolve — every enemy attack, even in a turn-based exchange, demands a correctly timed button press to avoid or reduce damage. That hybrid is the studio’s single clearest design thesis: the strategic depth of a turn-based system doesn’t have to come at the cost of moment-to-moment physical engagement, and the two can be stitched together rather than treated as mutually exclusive genre camps.

Shipping a AAA-scoped vision at a fraction of AAA headcount

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What makes Sandfall’s story genuinely remarkable rather than merely a nice underdog narrative is the gap between the game’s presentation and the size of the team that built it. Clair Obscur: Expedition 33, released in April 2025 and published by Kepler Interactive, presents a fully voiced cast, a painterly Belle Époque-inspired visual style, and hours of orchestral score, the kind of production value historically associated with teams several times Sandfall’s size. The studio grew from its founding handful to roughly thirty people across the development cycle — a headcount that would be considered a skeleton crew for a project with this much voiced dialogue, original music and hand-crafted environment art, on any major publisher’s internal budgeting sheet.

The commercial result vindicated the bet in a way few debut studios ever get to experience: the game found an audience far beyond what a first-time studio’s marketing reach would typically produce, driven substantially by word of mouth once players discovered the combat system delivered on its central hybrid promise. The full review of the turn-based RPG with a parry button covers exactly how that hybrid combat holds up across a full campaign, and whether the systems built around it match the ambition of the central idea.

The publisher relationship that made the scale possible

None of this happens without Kepler Interactive, the publisher that backed Sandfall’s project and whose own model — a collective of studios pooling publishing infrastructure rather than a traditional top-down publisher imposing external creative direction — is itself part of the story. A small studio attempting a project this ambitious needs a publishing partner willing to fund a genuinely large scope without demanding the kind of creative compromises that typically come attached to that funding at traditional publishers. Kepler’s structure, built explicitly around supporting distinctive, developer-led visions rather than smoothing them into a safer commercial shape, is a meaningful part of why Sandfall’s specific ambition — voice acting, orchestral score, hand-painted environments, all at once, from a team this size — was financially possible at all.

The influences worn openly

Sandfall never hid where its design vocabulary came from, and the honesty is part of what makes the debut land rather than read as pastiche. The turn-based structure, the party composition, the emphasis on a tightly authored central cast rather than a sprawling open world, are recognisably descended from the golden-era Japanese RPGs the game’s own team have publicly cited as formative influences — the kind of turn-based design that this desk’s wider canon of modern JRPGs covers from the genre’s home industry. What Sandfall added rather than simply borrowed is the real-time parry layer stitched into that inherited structure, plus a painterly, distinctly French visual identity — the Belle Époque aesthetic and the game’s melancholic, painting-themed narrative conceit are not an inherited grammar at all, they’re the studio’s own contribution to a design lineage it was otherwise happy to acknowledge rather than obscure. That combination — deep respect for an established genre’s mechanical bones, paired with total confidence in an aesthetic direction nobody else in that genre had tried — is a difficult balance for any studio to strike, let alone a debut team without an established visual identity to fall back on.

The risk that a thirty-person team actually carries

It’s worth being clear-eyed about what a bet this size actually costs a small studio if it doesn’t land, because the Sandfall story is easy to tell only in hindsight, once the outcome is already known. A team of thirty committing several years to a single, ambitious, fully voiced production has no fallback project running alongside it the way a larger publisher’s internal studio might, and no diversified revenue stream to absorb a disappointing launch. Every creative and financial choice — the parry-timed combat hybrid, the voiced cast, the orchestral score, the painterly environment work — was a bet made without the safety net that scale usually provides larger developers attempting equally ambitious projects. That the bet paid off doesn’t retroactively make it a safe one, and the studios most likely to learn the wrong lesson from Sandfall’s success are the ones that copy the surface ambition without recognising how much genuine risk the small team actually absorbed to get there.

Why the story matters beyond one game

Sandfall’s debut is worth treating as a data point in a larger, ongoing argument about what team size actually buys a project. The assumption underneath most AAA budgeting — that voiced dialogue, orchestral composition and painterly art direction require hundreds of people and nine-figure budgets — isn’t wrong as a description of how most large studios currently operate, but Clair Obscur: Expedition 33 is evidence that the correlation between headcount and perceived production value is looser than the industry’s default assumptions treat it as. A tightly scoped, clearly directed vision, held by a small team that agrees on what the game actually is, can produce results that read as bigger than the sum of the people who built it — a lesson considerably more useful to the next generation of small studios than any individual mechanic Sandfall’s combat system introduced.

The timing that helped, whether or not it was planned

There’s also a market-timing element to the debut’s reception worth naming honestly, separate from the game’s own craft. Clair Obscur: Expedition 33 arrived at a moment when a visible appetite existed for exactly the kind of mid-scale, single-vision RPG it turned out to be — a counterweight to a run of years dominated by sprawling open-world releases and live-service economies, where a tightly authored, story-first campaign with a defined beginning and end read as a relief rather than a compromise. Sandfall didn’t necessarily engineer that timing deliberately, but a debut studio benefits enormously when its natural scope limitations — a smaller, more linear structure than a hundred-hour open world could ever be, simply because thirty people don’t have the hands to build a hundred hours of handcrafted content — happen to align with what a meaningful slice of the audience was already hungry for.

What comes next

A studio with exactly one release has, by definition, no track record yet for whether this was a repeatable formula or a singular alignment of a strong idea, a generous publisher and a small team that worked unusually well together. That uncertainty is honest and worth stating plainly rather than papering over with premature confidence about Sandfall’s future — the studio’s next project, whatever it turns out to be, is the actual test of whether Montpellier just produced a genuine new studio to watch or a remarkable one-off. Either way, Clair Obscur: Expedition 33 has already done something worth recording regardless of what follows it: it gave a skeptical industry a very public, very well-reviewed reason to reconsider how much team size actually has to do with ambition.

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Jay
Written by Jay

vo.rs's games critic. Jay covers the medium as a system rather than a spectacle — this month's release, the indie nobody bought, and the Amiga game it's quietly descended from — asking what a mechanic makes you feel and why the loop holds. Learned to wait through a C64 tape load, never stopped playing since, and still finishes the odd 60-hour RPG out of spite. Expect argued verdicts, no score ever, spoilers below the line, and a running list of older games worth your weekend.