
Love it or hate it, the word âsoulâ is quite synonymous with From Software, whether thatâs Demonâs Souls, Dark Souls, its other challenging action games like Bloodborne or Elden Ring, or the Soulslike genre the studio inspired. So itâs no surprise that some players expected âSoulframeâ to feature gameplay reminiscent of a Soulslike.Â
After playing the game for several hours myself â and if youâre a Game Informer subscriber, you will be receiving a Soulframe Preludes code to check it out for yourself, too â I can confidently say that while there is a slight tinge of that Soulslike feel, I wouldnât place it in the Soulslike subgenre of action games. Digital Extremes doesnât admonish anybody who sees its slower, more deliberate fantasy RPG action game with âSoulâ in the title and assumes itâs in the ilk of From Software games, though.Â
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âWe made the idiot decision to put âSoulâ in the title, right?â Digital Extremes CEO Steve Sinclair tells me in the studioâs DevStream recording space during my visit for the Soulframe cover story in the May issue of Game Informer. âYeah, itâs stupid. We invited that criticism, absolutely, but the âSoulâ is supposed to be more about the literal soul [of these characters and the world].â
That criticism Sinclair is referencing is the initial response to Soulframeâs combat when players first jumped into Preludes. He says the team used too much of the Warframe system for Soulframeâs combat, a smart and iterative idea in theory, but one that doesnât work as well because the latter is a much slower system than the former. â[So] when an enemy is lasting 15 to 20 seconds on screen, instead of one [like in Warframe], you see everything,â Sinclair says. ââThat foot slid there, the character doesnât have a good hit reaction, when he falls, his head clips through the geometry,â and all this stuff.âÂ
The team responded by reworking combat and believes the community would agree itâs in a much better place today. âPeople definitely love the vibes […] and the stories we were telling, but yes, mechanically, we just missed the mark, and I think it was a lesson learned and a failure in our messaging because we probably didnât elaborate enough on the title of the game,â Soulframe creative director and former Warframe art and animation director Geoff Crookes says.Â
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Today, Soulframe is more responsive to your real-time inputs, in stark contrast to the typical animation frame-based combat of Soulslikes. âAll this stuff, which From Software has been working on for two decades, we were trying to do in two years […] and it didnât work,â Sinclair adds.Â
Speaking to Soulframe lead designer Scott McGregor in a different interview, he tells me the first iteration of early access combat for the game âwasnât good enough,â but notes the Preludes and Founders programs are about finding out what works and what doesnât, and addressing it alongside the community actually playing the game. âWarframeâs combat, from where it started to where it is today, is radically different, and I think Soulframe will be a continuing evolution of that core loop,â McGregor says. âWeâll be continually refining it and making it tighter, and I think you can already see that almost on the daily.âÂ
Soulframe level designer Penny Shannon, seated beside McGregor, says, âI think itâs really down to being okay with the fact that youâre going to have to change something that youâve done and are really proud of and be okay with that.âÂ
With Soulframe Preludes continuing today, the game will continue to evolve based on the intersection of Digital Extremesâ vision and the desires of its active playerbase. And, if youâre a subscriber to Game Informer before April 22, you can be a part of that because you will receive a Soulframe Preludes code to check out the game. More information about codes can be found here.Â
For more exclusive Soulframe insight, head to our hub here.Â

Itâs interesting to hear the CEO’s perspective on the title choice. The influence of From Software is definitely significant in the gaming community, and itâs always good to see open discussions about branding decisions. Looking forward to seeing how the game evolves!