Sandfall Studio Details Iterative Design of Challenging Combat in Clair Obscur: Expedition 33
Montreal, QC – sandfall Studio, teh four-programmer team behind the critically acclaimed action RPG Clair Obscur: Expedition 33, revealed insights into the game’s demanding combat system and the iterative design process that brought it to life. originally envisioned with only dodging mechanics, the now-signature parry and counterattack systems emerged later in development, driven by creative vision and player feedback.Game designer Michel Nohra explained that parrying wasn’t present in the initial build. “I don’t think it exists in the first version because there is only dodging,not even parrying,” he stated. However, creator Guillaume Broche had already conceived of the feature, leading to its eventual implementation despite the technical challenges. The counterattack system developed concurrently.
The team found the game truly coalesced once the parry system was functional. “The first counterattack you did, yes, that’s great. it hits,” a developer noted, highlighting the impact of this core mechanic.
Expedition 33‘s parry window is intentionally tight,requiring players to internalize timing. To aid players, sound designer Raphaël Joffres focused on providing clear audio cues. “We really tried to keep it as unpunished as possible.So we did work on audio. So sound design can help the performer stop,” Joffres said. A subtle audio hint was integrated throughout the game to signal the optimal moment for parrying or dodging.
Sandfall Studio actively monitored player reactions post-launch, notably on platforms like youtube, where players began dissecting the audio cues. This feedback directly influenced a game update allowing players to adjust audio settings, boosting the volume of sound effects during combat for increased clarity. “We saw some videos on YouTube where players explained, ‘Well, that’s how you have to stop, that’s how you have to listen to sound design’. We even updated the audio settings in the game. So you can set up a louder SFX in battle then in exploration,” they reported.
Despite a team of only four programmers supporting a 30-person project, Sandfall Studio fostered a positive development environment, evidenced by playful internal practices like sharing “cool GIFs dancing with enemies and female painters…”