Reflecting on 11 Years of Warframe, And Hoping You Can Love It Like We Do

Digital Extremes has done something truly remarkable over the past 11 years. They’ve taken their cool little free-to-play space ninja simulator, Warframe, and evolved it into their most successful title with over 75 million registered players as of 2023. All Warframe has done is grow since its inception. Now, we have conventions dedicated to this game in the form of TennoCon, which is a sold out event this year. Warframe has at least 40,000 concurrent players every single day on Steam alone, sitting high among the ranks of other popular free-to-play titles on Steam such as Team Fortress 2 or Destiny 2. Now they’re spreading out to create more ambitious titles such as the upcoming Soulframe. What is it that makes Warframe even worth talking about after its lackluster release back in 2013? How has it stood the test of time? Why have I had a burning desire to put in over 200 hours just over the last few weeks?
It’s simple: Digital Extremes cares.
It is important to understand a bit about Warframe’s production and how this game came to be. I won’t give you a whole lecture, but enough to understand the rising tide Digital Extremes stood against. Digital Extremes were a work-for-hire company, meaning they made the games by the instruction of an outside studio. Illustrating that example would be their involvement with Epic Games when they had a hand in developing Unreal Tournament all the way back in 1999. However, they were ambitious and wanted to make their name known as a leading studio, so they announced Dark Sector in February 2000—a game that was meant to combine the intensity of Unreal Tournament with the evolution of a character in an MMO. However, their ideas only led them to doing more contract work for other studios. Thanks to the influx of work, Digital Extremes weren’t able to do anything with Dark Sector until 2004, where the entire game could be conceptualized and eventually released in 2008. Now it’s 2011, and nobody was hiring them for any sort of contracts. They’re looking back throughout their portfolio for what to do next, only to see that the original Dark Sector concepts could be reworked as a new IP for a free-to-play title. After this realization, Warframe was then announced to the public in June 2012 with a beta to follow in October. Then came the full release in 2013, and the start of a long journey.
Initially, Warframe really wasn’t doing so well. This was marketed as a free-to-play player versus environment (PVE) shooter, which went against the multiplayer craze of player versus player (PVP), so that’s one audience they’re losing. Journalists don’t typically go crazy for free-to-play games so goodbye to another avenue of advertisement. Publications that did give Warframe attention gave the general consensus of “it’s fine but nothing extraordinary” and that’s exactly how it was. Warframe’s movement was clunky, its shooting lacked impact, and its environments were blander than stale white bread. Plus, it was drawing a lot of comparisons to Bungie’s upcoming Destiny. To be fair, the comparisons between Destiny and Warframe were valid as they are both sci-fi themed action games. The difference being that Destiny is made by Bungie, who’s responsible for the legendary Halo series, and Warframe was just the game with ninjas so most would focus on Destiny by default. People were absolutely playing Warframe, it’s free after all, but it really wasn’t close to profitability until the game became available on Steam. The boost in player count resulted in being able to keep the studio viable for a future, and was able to become a PS4 launch title in November 2013. After gaining more traction over time, Digital Extremes was able to start transforming this game with subsequent updates to change things for the better. Through sheer determination, Digital Extremes took Warframe from the little game that almost could to a game that absolutely did.