Digital Extremes recently showcased a new gameplay demo for Soulframe during its 10th TennoCon, celebrating both the ongoing success of Warframe and the emergence of this new IP. The presentation featured insights from Digital Extremes’ leadership, including CEO Steve Sinclair, creative director Geoff Crookes, and senior community manager Sarah Asselin, as well as discussions with Sydney Hills, the narrative designer, and lead designer Scott McGregor about various aspects of the game.
Soulframe is an open-world, free-to-play RPG that takes a distinctly different approach from Warframe, shifting from sci-fi to a fantasy setting enriched with nature-focused themes. This new game encourages players to explore the mystical wilderness of Midrath instead of utilizing futuristic weaponry. At the heart of this world are unique elements such as a French-speaking witch named Verminia and a singing bear named Bromius.
To enhance player experience, the developers have revisited the concept of skill management. McGregor explained that in earlier versions of Warframe, a rigid skill tree system was used, which they found limiting. In Soulframe, they are adopting a more flexible and open-ended approach to skill acquisition. Players will have a progression that aligns with different weapon categories, and discovering skills can be organically integrated through exploration.
Language diversity is also an essential aspect of the game’s narrative. Hills highlighted that voice actors from diverse backgrounds contribute to a rich thematic texture, drawing on influences from historical languages and regional slang, including Scottish dialects. This diversity shapes the gameplay atmosphere and the interactions players have with the world.
As they craft the narrative, they face the challenge of unpredictability inherent in a live service game. Hills mentioned a current reliance on organically developing plot points and character arcs through in-game elements, which allows for a more engaging and evolving story over time.
The game features a system called Motes, which are creatures that reside within the player’s weapons, imbuing them with unique abilities—a feature the developers believe will significantly enhance gameplay.
With an emphasis on character interactions, particularly with creatures like Bromius, there is also a whimsical element incorporated into the game. These talking or singing creatures could evoke a playful vibe, reminiscent of fairy tales and folklore.
While Soulframe remains in pre-alpha development, it promises a blend of deep lore, engaging characters, and dynamic gameplay set to launch for PC later this year. For more information, you can sign up for updates directly through the Soulframe official website.