At this weekend`s 10th annual TennoCon, Digital Extremes is not only commemorating 12 years of Warframe but also unveiling its upcoming title, Soulframe. We were given an exclusive look at Soulframe`s new gameplay, presented by Digital Extremes CEO Steve Sinclair, Creative Director Geoff Crookes, and Senior Community Manager Sarah Asselin. This was followed by a discussion with two key members of the development team.
Narrative Designer Sydney Hills and Lead Designer Scott McGregor shared insights into the game`s innovative skill system, its enigmatic French-speaking witch Verminia, the melodious bear Bromius, and many more intriguing elements.
Soulframe is positioned as a free-to-play, open-world multiplayer RPG, diverging from Warframe`s sci-fi theme with its fantasy setting. The game deeply connects with nature, encouraging players to explore the mystical landscapes of Midrath using bows and magic instead of firearms.
Aspiring players can register on the official Soulframe website to gain access to the Soulframe Preludes demo. This opportunity is available for all sign-ups completed by July 20 at 11:59 p.m. ET during the TennoCon weekend.
Question: Steve previously noted that traditional skill trees felt “boring” and unsuitable for a live-service game like Soulframe, hinting at a new skill system. Could you elaborate on this innovative approach to skill management and acquisition, and why it`s a better fit for Soulframe?
Scott McGregor: In Warframe`s early days, we experimented with skill trees and found them ultimately ineffective. We even made a similar mistake again [laughs]. For Soulframe, we initially tried to link skills to broader weapon categories to match the game`s expected longevity. Our games are designed for thousands of hours of play; we hope players stick with us for years, just as many have with Warframe for its entire 12-year run. Crafting systems that remain engaging and deep for such an extended period is a significant challenge. We recognized that the traditional skill tree model wouldn`t serve us well again.
Therefore, we`re transitioning to a more open-ended system, one that allows for quick and asynchronous additions. Skill trees inherently suffer from the need to respect a player`s long-term investment. If we introduce something new and exciting at the “end” of a skill tree, veteran players can access it, but new players who join years later cannot, or face thousands of hours of grinding. Our new, flexible system ensures that both new and existing players can experience fresh content as we develop it, allowing the system to evolve alongside the game.

McGregor: The new system isn`t entirely divorced from progression. The number of skill slots available will still be linked to your proficiency with a specific weapon category. For example, mastering bows will unlock more “bow skill ninja scroll” slots for various bow techniques. Individual skills, however, will be discovered within the world – perhaps inherited from an ancestor or found as a rare drop.
Question: We encountered the charming French-speaking witch, Verminia, and it was noted that language plays a crucial role in Soulframe. Does this linguistic diversity primarily serve the narrative, or does it contribute more to the overall atmosphere and world-building?
Sydney Hills: Absolutely, linguistic diversity and varied accents are integral to Soulframe`s essence. We`ve already collaborated with voice actors from numerous countries. Kim Bonifay, Verminia`s voice actress, is French and based in London. For the Bromius quest, we worked with Øystein Kanestrøm, Bromius`s voice, who recorded from Finland.
In my writing, I often draw inspiration from historical languages and slang. For our recent update, we brought in Scottish voice actors for the NPCs in Dendria, our pseudo-Scottish town. I absorbed so much wonderful Scottish slang – it was a blast! Often, I`d include Scottish slang in the script, and the actors would ask, “Does this mean he`s drunk?” I`d reply, “No, I thought it meant tired.” They`d correct me, “Nope, it means drunk.” [laughs] It seems every Scottish slang term, when you really dig into it, ultimately means “drunk.”

Hills: Anyway, that`s a tangent, but for the Bromius quest, Finnish mythology and language were major influences. There`s a Finnish word that roughly translates to “tears of the deep forest spruce.” And, once again, it`s a euphemism for alcohol, specifically moonshine.
Scott McGregor: Oh, really?
Hills: This kind of early linguistic research profoundly informs our themes, and it certainly shaped the Bromius quest. What would a tree cry? Sap, of course.
Question: What challenges arise when developing a narrative for a live-service game in its early stages, especially while Preludes is playable but the full game isn`t yet open? How far in advance do you plan for a game intended to evolve year after year?
Hills: From a narrative standpoint, it`s largely a process of informed guesswork. Some major plot points are firm, centered around our main villains, heroes, and characters we need to rescue. But much of the story emerges organically from writing weapon descriptions or in-game location lore. It`s a slow, steady build, where occasionally I`ll interject, “Okay, there`s a place in this world called `Skelflind` now, and we can explore that later.” It`s about following threads we find interesting and trusting they`ll eventually weave together.
Question: That sounds incredibly difficult, I won`t lie [laughs].
McGregor: It truly is about “planting seeds”—leaving small narrative nuggets that you`ll revisit years later, thinking, “Ah, this is what I meant back then with that one-sentence reference.” We then expand upon those. I always found that aspect of Warframe`s development fascinating: vague references from early lore evolving into significant elements later. I believe Soulframe will follow a similar trajectory.

McGregor: They belong to distinct categories. Sidearms are a specific weapon subsection that can only fit into their designated slot. I wouldn`t rule out the possibility of eventually allowing players to mix and match main weapons into sidearm slots or vice versa, but for now, they are two separate categories.
However, sidearms will offer diverse options. You might find a magic-casting wrist gauntlet or a wrist-mounted bow for your sidearm. It won`t always be limited to just blades or maces; both categories will feature a wide array of weapons.
Question: I believe community manager Sarah Asselin mentioned that the sidearm is distinctly not a secondary weapon.
McGregor: Yes, I think Steve Sinclair`s influence is rubbing off on Sydney too. They enjoy giving unique names to things in Soulframe. This makes my public speaking a bit challenging, as I often stumble over the correct terminology—like saying “secondary” instead of “sidearm.”
But that`s precisely what`s great about the games we create: we go the extra mile to infuse them with distinct flavor and uniqueness. We aim to ensure our elements aren`t just generic but possess a special quality unique to our game.

McGregor: For me, the coolest current feature is the alt-fire for bows, which creates a rain of arrows in an area of effect. I thought it was a fresh take on a common weapon type.
The mechanic that has us all particularly excited after the demo is the ability to reflect magic spells back and forth—a true wizard-on-wizard battle. You can actually “ping-pong” projectiles, parrying them back and forth. If timed correctly, each reflection makes the projectile more powerful, delivering an incredibly satisfying feeling when you land the final blow. It`s been a studio favorite, feeling truly awesome.
Sydney Hills: Magic ping-pong. Has anyone called it that yet?
McGregor: I don`t know [laughs]. I`m just waiting for you guys to name it so I can trip over it later.
Hills: Magic ping-pong. Write that down [laughs].
McGregor: Looking ahead, I`m excited about Motes. Currently, it`s a somewhat bland system of stats. But our new concept envisions Motes as creatures that reside within your sword, granting it unique abilities. As this system develops and comes together, evolving with new additions and changes, it`s really beginning to feel distinct and exciting for the game. I`m very enthusiastic about its future direction.

Question: Soulframe`s narrative is deeply rooted in nature, evident in its environments and characters like Bromius the bear. Is there an emphasis on including more talking or singing animal encounters or companions? I`m picturing a Disney princess vibe, but with more danger.
Hills: Currently, only our Omen Beasts possess the ability to speak. All other animals in the game make adorable chittering noises. Though, we did joke today – someone brought up a “Pied Piper” vibe – about little singing and dancing animals following a bard. I thought it would be quite charming if they sang!
However, for now, our Omen Beasts embody the collective spirit of their animal species. Bromius, for instance, represents the collective spirit of all bears in Midrath. This grants him an additional source of power, enabling him to communicate with the Envoy. I`m certain we`ll continue to build on this concept with new Omen Beasts in the future.
Question: Are there any unexpected stories or tales that have inspired the narrative crafting?
Hills: Since starting work on Soulframe, I`ve developed a strong interest in historical mythologies. When we first considered creating a bear Omen Beast, I researched cultures with prominent bear myths. There are many! We ultimately leaned into Finnish inspiration because Finland has a profound connection with its bears.
Bears consistently appear in the mythologies of various cultures, even dating back to prehistoric or early ancient times. I wrote it down… Otso! He is a mythological bear featured in an incredible Finnish poetic epic—a creation myth where the bear is portrayed as the king of the forest, both feared and respected. I found that dynamic particularly interesting for Bromius.
You`ll see more of him in the rest of the demo, but he`s much more than just a big, scary creature. He has a wonderfully sweet and gentle side that I`m truly excited for players to discover.
Question: I mean, he was singing to a plant.
Hills: [laughs] Yes! You saw it. It`s there.
Question: Yeah, I can`t wait to see the rest of the demo.
Soulframe remains in its pre-alpha stage and is slated for a PC launch later this year.