Jennifer Swedberg-Yen, the lead writer of Clair Obscur: Expedition 33, revealed in an interview that the game doesn't offer a \"good\" or \"bad\" ending, but rather two complementary endings designed for reflection and interpretation.
"There is no right ending, no canonical or official version from Sandfall," she noted, clarifying that each resolution has a specific purpose. "Both are not created by chance, neither is perfect, and each is painful in its own way."
Swedberg-Yen's philosophy is based on freedom of perception: Clair Obscur never explains too much, but encourages players to "collect the pieces" and create meaning in the story through their own feelings. This approach is the opposite of deus ex machina, where conflicts are resolved artificially. The writer believes that all elements should logically flow from the emotional and moral path of the characters.
In an interview for Lits Play, the author also reveals the process of creating the script, literary influences, and working with the Sandfall team. At the 26:03 mark, she explains how the ending was constructed, balancing between narrative logic and emotional effect. Later, around 34:26, the "true face" of the game world and the dramatic events of Act 3 are discussed, paying attention to the fate of Gustav and the development of Mael.