Digital Extremes, the studio behind the long-running free-to-play sci-fi title Warframe, is developing a new fantasy RPG called Soulframe. The developers aim to distinguish Soulframe from Warframe by offering a more hopeful and inspirational experience, a thematic departure from the increasingly grim real world. Design director Scott McGregor stated that the team sought a world with more redemption, contrasting with the bleakness often perceived in contemporary life.

Set on a rustic medieval planet, Soulframe's narrative involves players as Envoys empowered by ancient Fey spirits. They must combat the Ode, described as evil spacefaring moblins, and their hypnotic Spellsong, while freeing imprisoned or corrupted creatures. This premise directly reflects the developers' desire to create a world that feels more optimistic.

Shifting Combat and Pace

In contrast to Warframe's fast-paced, projectile-heavy combat and extensive parkour system, Soulframe will emphasize methodical melee duels. While projectile weaponry and ranged magic will be present, the core gameplay loop focuses on deliberate combat with timing-based mechanics. McGregor explained that the team is consciously managing the visual intensity of combat to avoid overwhelming players, aiming for a less bombastic and more deliberate power fantasy.

McGregor also drew parallels to FromSoftware's Elden Ring, highlighting how player skill can overcome lesser gear. He noted that while Warframe has elements of skill-based play, its abundance of area-of-effect abilities can sometimes overshadow individual player mechanics. Soulframe's melee focus intends to put a greater emphasis on mechanical skill, allowing players to perform at a high level even with less optimized equipment.

Despite the comparisons, the developers acknowledge that Soulframe's melee combat is not as intricate or demanding as Elden Ring's. Initial impressions suggest a more stately and precise combat system, with a focus on evasive rolls and parries, distinct from Warframe's rapid traversal and combat.

An Evolving 'Eternal Beta'

Like Warframe, Soulframe is being developed under an 'eternal beta' model, with updates referred to as 'preludes'. These updates gradually introduce new stories, gear, and areas, informed by player feedback. Studio president Sheldon Carter noted that Soulframe's development path differs from Warframe's, with a plan for more significant changes early in its lifecycle. He indicated that the ambition for Soulframe's updates is larger from the outset compared to Warframe's initial smaller, quicker content additions.

The game's development includes iterative updates. The most recent prelude, number 15, introduced randomized weapon drops to address player concerns about lengthy crafting times, while also adding a system for deeper weapon investment. However, this update has reportedly led to mixed player reactions, with some feeling their existing gear has become obsolete. This system is crucial for Soulframe's monetization model, which allows players to purchase progression shortcuts, requiring a balance between rewarding player time and encouraging optional purchases.

Digital Extremes reports that Soulframe is attracting a different player base than Warframe, with a significant segment of players not having a prior history with the studio's previous title. Carter expressed confidence in the community's understanding, based on their experience with Warframe, suggesting that players will be receptive to the developers iterating and improving the game over time.