Inside Soulframe, the “Earthy and Romantic” New Fantasy RPG from the Makers of Warframe

Digital Extremes, the studio behind the now massive ongoing game Warframe, has been hard at work on something new for the last several years. Going by the name Soulframe, this project was initially teased as a “mirror universe” to the studio’s ongoing efforts in their existing game, but when I recently got to see it in action, it couldn’t have appeared more different. While still bearing some of the hallmarks of Digital Extremes’ major work, it carved a path entirely of its own. The first thing I asked Steve Sinclair, the chief creative officer at Digital Extremes and the director of Soulframe, was about how well that “mirror universe” statement was holding up these days.
“I don’t want to make a copy of Warframe or a clone of Warframe. Some of the things that you would recognize from Warframe—the persistence, it’s free, it’s PVE focused, it’s co-op focused…The structure of the kind of framework of the game is in essence a mirror. But you’re right, it is a reflection in a way that it’s opposite than it is kind of a twin, isn’t it,” Sinclair explained. “And so where Warframe is crazy fast, Soulframe is much, much slower. Where Warframe is gritty and industrial, Soulframe is earthy and romantic.”
And it’s true. Over the years, I’ve gleaned bits and pieces of Warframe. First pitched to me by friends when it was a debut title on the PlayStation 4, I’ve always associated the game with the extreme agility of the onscreen cyber ronin that players control. Every time I saw a Warframe clip or stream, the environments turned to a blur as the player character darted past enemies and levels. I’d never even seen gunplay until the live demo I received of Warframe‘s future expansions when I visited the studio during Tennocon 2023. And while I know folks who’d swear by that game, it wasn’t that it wasn’t up to my speed, but rather that I wasn’t up to its speed. And how could I be, as it blew past my expectations at Mach 5 and became one of the longest running and most successful live service games of this generation and the last? Warframe had withstood the test of time, and now it was time for Digital Extremes to build something new. It sounds like it’s been a welcome reprieve from the ceaselessness of life as a Tenno.
Soulframe has fundamentally revolutionized how the team perceives combat and spaces. When I asked about the ways in which that has manifested, Sinclair pointed to the very demo we’d seen live. At a certain point, an enemy begins approaching the player. In Warframe, as Sinclair put it, combat is rapid fire, consisting of “nuking and killing 20 to 30 enemies sometimes at the same time.” By comparison, this lone enemy was a threat that the demo player was able to dispatch by methodically tossing their sword at a trap above them. Sinclair continued, “To use my bad mirror analogy, by inverting the speed and inverting someone’s emphasis, it’s really been interesting to say, ‘Oh, okay, now we have time to think even when we’re fighting a single enemy. I can see what he’s doing and have time to think about it and it creates a different design space that’s kind of refreshing to work in.’”
Warframe being a project 10 years deep also makes it difficult to add to it without potentially breaking things. The freedom from those constraints, and the threat of breaking people’s games or ruining their investments in their Tenno, has been another liberating aspect of working on Soulframe. “There are times in history where in Warframe we tried things like, ‘Okay, let’s add more physics to the game.’ But in Warframe, you’re just flying through these levels, and it’s kind of irrelevant,” Sinclair said. Starting from scratch on Soulframe has opened up the possibility for systems as benign but slyly complex as physics to have a place in a game where it actually fits. And once again, a slower game has led to further investments from the team in how cooperative play works. Sinclair noted how difficult it is to promote synergies between players in Warframe, where every decision is a snap decision, and how Soulframe creates time and space for players to combine skills for more potent effects. He noted in particular how, when the team was rehearsing the demo the night before its big reveal, the team members on the sticks were making decisions with others in mind, like rendering enemies into statues so another player could follow up with a heavy attack that’d reduce them to pieces. It isn’t that Warframe doesn’t have synergies players can exploit, but that there’s a mindset that has solidified over years of reinforcement that’s hard to erode or change without making waves. Soulframe lets this more experienced team bake that in from the very beginning and craft an experience around it.