This article contains spoilers for the endings and previous expeditions inClair Obscur: Expedition 33.
Clair Obscur: Expedition 33builds its world on echoes of forgotten failures. The current Expedition is the last in a long line of missions, most of which ended in silence, madness, or retreat. Journal entries from earlier groups offer cryptic details about these doomed efforts, hinting at moments of bravery, despair, and eerie transformation.
Instead of pushing forward with a direct continuation, Sandfall Interactive could create a new experience by revisiting one of these earlier missions. Whether as a focused DLC or a full sequel, going backward could provide more weight to what players experienced inClair Obscur: Expedition 33.
Earlier Expeditions Could Set Clair Obscur Apart
Expedition 84, for example, comes across in its surviving journal as relatively upbeat. Its writer, Yasmine, jokes about the Paintress being a math teacher from hell and seems thrilled to leave Lumiere. This is a beautifully stark contrast toExpedition 33’sultimate theme of grief. That optimism does not last, but it creates a compelling contrast to the haunted tone of later logs. A DLC that follows Expedition 84 could begin in a brighter version of the world before slowly introducing the forces that unravel hope.
There is also a clear opportunity to explore the aftermath of Expedition 0. Although no direct evidence of its members remains, the mystery surrounding its disappearance could serve as a major plot thread. Playing through Expedition 84’s descent while chasing clues from Expedition 0 would build tension while keeping the story tightly connected to what players already know.
SinceExpedition 84 occurred long before 33, Sandfall could introduce different enemies or locations that changed or vanished over time, adding variety without needing new worldbuilding.
This direction would not lessen the impact ofExpedition 33’sjourney. It would enhance it. Experiencing how earlier missions collapsed would cast the final one as a culmination of struggle, not just a final chapter.
Failed Missions Add Mechanical Opportunities Too
Some failed Expeditions did not fall in battle. They fell into madness. Luc from Expedition 67 describes how his team grew distracted by emotional manipulation. Albert from Expedition 39 becomes obsessed with themasked figures at Visages. The masks could be a thematic story element like how fire was inExpedition 33.
Sandfall could implement a stability system tied to environmental effects.Expedition 33already had more subtle nods to theZeldaseries, this could be a much greater one. Prolonged exposure to certain areas might cause characters to hallucinate or question their orders. If done right, it could affect dialogue trees, visual presentation, or even battle flow. Players would not just read about the psychological toll, they would feel it directly.
Another approach could involve temporary power boosts with a cost. Masks like the ones Albert feared could be equippable items that grant high stats but slowly drain mental health. The longer a character wears one, the closer they get to losing control.
These types of mechanics would not require players to manage every stat. They could appear in key sequences only, creating tension without making the game harder to complete.
By making failure part of the gameplay, asequel or DLC forExpedition 33could reinforce the theme that not every mission survives just because of combat. Sometimes it is the world itself that tears people apart.
A Clair Obscur Sequel Doesn’t Require Continuity
Sandfall Interactivehas already shared that it is brainstorming ideas for its next game. Whether it continuesClair Obscuror creates something entirely new is still unknown. If the studio does return to this universe, it does not need to pick up exactly where 33 left off.
A full game set during Expedition 39, 67, or even 0 could stand alone while expanding whatplayers know about the Gommage. It would allow the team to experiment with different tones and pacing. Some missions could have a more survival-focused structure. Others might lean into dialogue and emotional disintegration.
Clair Obscur: Expedition 33works because it respects the weight of the past. It leaves just enough room for players to imagine what came before. That space is not a gap. It is an invitation.