Clair Obscur: Expedition 33 - Patch 1.5.0 Notes! - Steam News
store.steampowered.com/news/app/1903340/view/49…
New Content
Verso’s Drafts, a new playable environment, taking the characters of Expedition 33 to a brand-new location with new enemy encounters and surprises to discover :)
Located on the World Map, next to Lumière - Accessible from Act IIIEsquie’s Underwater ability is required!
- New text and UI game localizations into Czech, Ukrainian, Latin American Spanish, Turkish, Vietnamese, Thai, and Indonesian, bringing the total number of supported languages to 19, with more to come!
- New costumes for each member of the Expedition, giving even more customization options for players throughout their adventure
- New boss battles for late-game players to overcome in the Endless Tower - They are variations of iconic bosses from the main game, designed to be even more challenging
- Added new Luminas and Weapons
- Added the “Old Key” quest item to the final area of the game - Previously obtainable only during the Prologue, this addition gives players a second chance to collect all journals within a single playthrough
New Features
Added Photo Mode with plenty of settings and options for players to get creative with while capturing your favourite moments from the game, accessible at any time from the pause menu!
Added Lumina Sets feature, allowing players to save up to 50 different lumina loadouts for adapting to plenty of different fighting tactics at any moment
Added Abandon Battle option in the pause menu which can now be opened in battle
Added HUD Scale setting, allowing players to adjust the size of in-game HUD elements from 80% to 120%
Added FSR 4 support, including AMD temporal upscaling for sharper visuals and Frame Generation for smoother gameplay on compatible GPUs
Added new filters for Pictos and Luminas and improved the UI
Added input remapping for controller
Handheld PC improvements
The game is now certified on Steam Deck and ROG Xbox Ally!
Global improvement of text legibility
Fixed multiple fog and lighting issues:
Overly intense effects during the Flying Manor boss fight (which also impacted some cinematics)
Overexposed areas in the Visages
Overly dark areas in the Endless TowerFixed FPS being capped at 30 on Steam Deck
VSync can now be properly disabled in the settings when playing on Steam Deck
Graphic settings are now adjusted for Steam Deck users
Improved first-time setup flow:
Controller input is now supported in installation wizards (no longer touchscreen-only)External controllers now switch seamlessly with the Steam Deck controls
Bug Fixes
Fixed an issue where using Battle Retry after a cinematic or automatic trigger could spawn the player out of the world if the last save was created in a different location
The playtime displayed on save files now accurately reflects total playtime, including time spent on Game Overs
(Note: this fix does not retroactively update existing save files.)- Fixed inventory behaviour so that sort order now persists after closing the game menu
- Fixed issue preventing Intel XeSS Frame Generation setting from being accessible on PC Game Pass
- Fixed an issue where the usage of particular diacritic marks (e.g. ^, ~, ´, `) in Windows is blocked after launching the title
- Fixed Breaking Death always breaking all enemies when the character dies, it should only break the enemy that killed the character - As a result, it shouldn’t work when the character kills themself anymore
- Characters’ turn order during a First Strike, triggered by attacking an enemy on the map, now correctly respects characters’ Speed
Fixed Boucharo giving +150% Critical chance instead of +50% Critical chance
Fixed some Luminas giving unintended hidden +10% damage:
Sweet Kill
Teamwork
Dead Energy II
First Strike and others
7 Comments
Comments from other communities
TLDR summary: major changes including new areas, lumina, weapons, photo mode, lumina loadouts, FSR4, Steam Deck verified, Breaking Death being not as… game-breaking anymore
Is anyone able to make the last hoop jump? I tried for literally HOURS earlier and couldn’t land the jump…
I’m assuming that’s where you get some cake, but I’m not sure…
Hoop jump… Did I miss something? Doesn’t sound familiar, and I got all 3 pieces.
Yes and no. Finished it yesterday. The hoops only give you skins. You jump from the jumping board, and for the hardest hoop, you have to jump perfectly, at the very last possible pixel of jumping board you can jump off of, and at the perfect angle to just go forward and not lose momentum. Still took me hours to make the jump lmao…
Holy crap I see what you mean. That small red one… I just gave up. Fighting Simon blindfolded has to be easier.
The photo mode works in cut scenes, and you can move the camera around to see what other characters are doing. It amazing!
I beat the game a few months after it came out, anything worth re-downloading?
Never heard of it, what kind of game?
It’s a turn based RPG, but with a more mature focus. Kinda like the old Final Fantasy games (X, pre-remake 7, etc).
It also has a full Souls-like inspired dodge or parry mechanic, where a skilled player can avoid 100% of enemies attacks. Dodging is easier with a larger input window, parrying is harder but can trigger more skill effects and fully parrying an enemy’s combo lets you do a counter attack.
Finally the game has equitable items that give you passive skills, and using them enough lets the character learn the skill permanently. The end result is incredible build customization of the different characters. The builds get increasingly wild as things go on, with various end game builds that can 1 shot anything, become immortal, etc. Overall it’s a very fun and rewarding system to play with.
To be clear, you get 1 meaningfully decision. All the other ‘roleplay’ is conversation choices/optional lore conversations.
In that sense it’s more an interactive story with builds and good (IMO) combat.
That is disappointing. I like RPGs for their freedom. Although 1 meaningful decision is still more than many games offer.
It’s an RPG more in the JRPG sense, so it’s not like Baldur’s Gate or Dragon Age. The story is very good though, so if you don’t like the gameplay I very much recommend watching an LP by someone you find engaging. It’s not like Undertale where being the player meaningfully affects the experience of the narrative.
It’s a thin game with very little story, really mostly a movie with the amount of unstoppable cutscene. Some light turn based combat that they threw twitch-mechanics in (quick time event) and not much else
Very pretty graphics though

Does this actually work on the deck?
I got arc raiders which is verified and it’s currently awful fos
That review wouldn’t include the performance improvements from this brand new patch.
I played the game months ago, and found it very enjoyable. I did install an alternative ue-engine.ini file that reduced some of the particles and massively improved performance though. Without the engine tweaks it was perfectly playable but ugly.
Didn’t test the latest patch, but previously I was able to run it 1080p lowest settings. Played fine but didn’t look great obviously.
Didn’t try handheld mode, so maybe it looks fine on the deck screen
It’s best played at absurd frame rates to make sure you can hit the fairly narrow parry windows. On the deck, it can sit around 30 fps, I often find my parries get miseed. To make it worse your frames tend to drop when enemies attack. Some areas are just straight up unplayable like The Crows, which isn’t even a large space.
I was imagining KCD2 would win GOTY. Been playing it throughout the year and it really is a masterpiece, IMO.
People on here like to shit on tga for whatever reason; but I like to use it as a way to check out games I would have otherwise missed.
KCD2 was the only game on the GOTY list not on my radar. I picked it up a few weeks ago as a result and have been absolutely loving it
Geostationary Orbiting Observer
Nighed
WIZARD POPE💫
Finally. No more waiting around to die to reset the fight when you mess up.
TLDR summary: major changes including new areas, lumina, weapons, photo mode, lumina loadouts, FSR4, Steam Deck verified, Breaking Death being not as… game-breaking anymore
NOOOOOOOOOOOOO!!!!!
I legit thought that the old behaviour was expected. I never built primarily around that (although it was fun to watch other people do), but I did use the heck out of it in boss fights like the endless tower where there are 2-3 bosses at once. At least I finished the game before it was patched XD
What did it do previously?
It would fill up the break bar instantly for all enemies in the battle when you die. And when you do actually break an enemy you could stack it with other pictos that burn or modify (eg slow) the enemy on break.
Now it only fills the break bar of the enemy that killed you, the others remain untouched. So it also means that you can’t combo it with auto death that insta kills you on battle start to fill up everyone’s break bars from turn 1 and use it to your advantage. It definitely made some battles incredibly easy if you built around it.
Same, I only used it in the end as some kind of „fuck it, let’s go and break everything while searching some missed secrets“. I don’t want to completely let it destroy the game, but as a grand finale in post game content? Count me in!
At least they don’t mention, that they adjusted Stendhal, which I feel is broken in more ways than Game Breaking Death.
I absolutely love the idea of presets for Lumina as it encourages tweaking builds more. Now I should be able to just save a working build in one slot and a tweaked version in another and directly compare them and even restore the previous version easily.