These details emerged during a private Q&A session hosted by Kepler Interactive, featuring insights from founder Guillaume Broche and art director Nicolas Maxson-Francombe.
Francombe shed light on the creative vision for the DLC:
The original concept was to explore Verso’s childhood. We envisioned something vibrant, whimsical, and perhaps a bit surreal. It allowed us to design environments that were worlds apart from the main game—highly saturated, playful, and filled with youth-inspired puzzles.
Broche further added:
This is our way of expressing gratitude to the fans and delving into Verso’s backstory, while also implementing several ideas that didn’t make the cut for the initial release.
The expansion also provided an opportunity to give more depth to characters with limited screen time, particularly Francois.
Broche also confirmed that adjustments had been made to the game’s most grueling boss encounter:
We tuned the difficulty down in patch 1.5.1, but our aim is to maintain a diverse challenge range, ensuring there are still formidable tests for seasoned players.
Regarding the use of generative AI, Broche stated firmly:
Every aspect of the game is hand-crafted by humans. We discontinued our AI experiments—it simply didn’t feel authentic to our process.
Source: iXBT.games
