Digital Extremes is mostly known for its free-to-play online shooter Warframe. Over the last 12 years, the studio has built a massive following and dedicated fan base for its sci-fi shooter. The studio is seeking similar success in its upcoming free-to-play fantasy game, Soulframe.
The idea of the game is simple; it’s the complete opposite of what Warframe is. Instead of being dark and gritty, the world of Soulframe is cheerful and filled with hope, and of course, the obvious being that it takes place in a high fantasy setting where magic and wonders are used to drive back an alien force known as the Ode, who are ruining their world.
In addition to the many differences between the two games, one of the standout things about Soulframe is how much slower it is compared to its far-future counterpart. The game features fast-paced combat, where players hack and slash through enemies. For more intimate battles, players must be mindful of how they approach specific battles.
Ahead of TennoCon 2025, MonsterVine interviewed narrative designer Sydney Hills and lead designer Scott McGregor to discuss what it’s been like to work alongside the community, whether the team has a release window in mind, and what types of media helped inspire the world of Soulframe.
MonsterVine: Digital Extremes has been releasing preludes for players to test out Soulframe before its release. What are the pros of doing that versus going with Early Access?
McGregor: This is very similar to what we did with Warframe. The game shipped in a very early state with a very small amount of content, and [with the help] of the community, we built out the game as we went.
The idea is that we are using the Prelude community to give us early feedback about the combat feels, the pacing of the narrative, how the world feels, and what features they like and dislike. [We] use that feedback to basically rework and add stuff that feels like it belongs in the game.

MonsterVine: What type of media helped inspire Soulframe?
Hills: Steve and Geoff [Crookes] having me watch these ’80s fantasy movies. I’ve already seen The NeverEnding Story, that’s a big one, Willo, Legend, and The Dark Crystal [is another] I watched recently. They all immerse you in this super fantastical world that at times feels unfamiliar, but usually it’s the nature that brings you back.
It’s a version of the world that’s been untouched by any darkness. That’s why we have the Ode, these alien forces coming in and casting this darkness over the realm. It’s this world that’s being squished and tortured almost by industry.
MonsterVine: Did any tabletop games play a role in creating Soulframe?
McGregor: Yeah, I think by the design side, some of the philosophies of tabletop games [came into play] where it’s not mental math. Keeping the core systems simple enough so that you could understand the numbers and how they interact with each other is a core part of the design philosophy.
Warframe is a very complicated game, and for Soulframe, we’re intentionally trying to keep it simple. So yes, there’s definitely some inspiration that way.

MonsterVine: What’s the vision for Soulframe once it launches a year down the road?
McGregor: Honestly, the way the development for Soulframe goes sometimes, we’re not even sure what’s a month down the road.
Hills: We have a long-term story for the Island of Midriff [players will soon] meet our big villain for the first time. Which I’m super excited for. I think once that villain is introduced, we will learn a little bit more about who the Ode are and what they want.

MonsterVine: Can you explain how the melee system was created?
McGregor: The melee system was a heavy focus early in development. Because that’s outside of our wheelhouse, so we spent a lot of time redoing the animation system. Warframe’s melee happens very quickly; the impacts don’t register as hard as they do in Soulframe.
So we spent a lot of time making sure that when you do swing your sword, the sound lines up correctly, the impact lines up correctly, and making sure that the AI reacts to those events. [Making sure that players’ feet] and the AI’s feet are planted in the world to make you feel connected to the world.

MonsterVine: Do you have a release window in mind?
McGregor: It’s sort of a feel thing. We want to make sure there are certain progressions in the game. We want to make sure we meet certain metrics. Once we [get Soulframe] to a point where we feel confident in how the game is performing, then we’ll start to open it up to a broader audience.
There’s no hard date. We’re not shooting for a specific quarter or a specific time frame. It’s when the game is ready and when we feel like the Preludes crowd thinks we’re ready.








































































