
Last month, I visited Warframe developer Digital Extremesâ office in London, Ontario, of Canada, to hang out with the team behind Soulframe for a couple of days, interview its various discipline leads, and learn about this studioâs first game in nearly a decade. It was during those initial interviews that I learned Soulframe was a game Digital Extremes committed to making before asking its âcorporate overlords,â which is Tencent, the Chinese-based megagiant publisher that acquired Leyou, the company that owned a majority stake in the developer.Â
In the words of Digital Extremes CEO Steve Sinclair, the team begged for forgiveness (instead of asking for permission).Â
During my first interview with Sinclair and Co., he showed Game Informer senior video editor Alex Van Aken and I the slide deck he used two years prior to pitching Soulframe to Tencent. Now, anyone familiar with Soulframe, the fantasy MMO thatâs available to play in an alpha state today, will know it was revealed at TennoCon in 2022⌠four years ago. You do the math.Â
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âThis is the slide deck I used two years ago for Tencent,â Sinclair tells me. âBecause yeah, youâre supposed to â what do you call this, âAsk for permission or beg forgiveness?â Yeah, this was the beg forgiveness. We already kind of said, âHere it is! Sign up!â [And they were like,] âHey guys, do you want to tell us what this is about?ââÂ
Sinclair says Tencent was âcoolâ about it, though, as you might infer from the gameâs continued early access program and success. He tells me the reason Soulframe exists is because in 2016, a person in Digital Extremesâ statistics department [Editorâs Note:Â Sinclair says they are no longer with the studio, adding they chose to leave] said âWarframe was declining and sunsetting, and it was time to face that fact that it would be over soon and that we needed something new, otherwise weâd be doomed.â
âAnd of course, as we have seen, somehow impossibly, that was not true at all,â he continues. âTwo years later, we hit an all-time high with [the Plains of Eidolon expansion] release, and then last year, we beat that. So Covid ups and downs, and with [Warframe creative director Rebecca Ford] leading the Warframe ship, it has achieved new, new highs.âÂ

Soulframe creative director and former Warframe art and animation director Geoff Crookes says this line of thinking among the aforementioned statistics department employees was common wisdom back then â in 2016 â and that trends have changed, meaning live-service games can last much longer than anticipated with proper support.Â
Because Soulframe is the latest game to grace the cover of Game Informer, weâll be posting behind-the-scenes stories like this alongside exclusive videos and more for the next few weeks. If you arenât subscribed to Game Informer, you have until April 22 to do so and ensure a copy of this issue reaches your mailbox. Plus, anyone subscribed will be receiving a Soulframe Preludes code to check out the game early. More information about codes can be found here.Â
For more exclusive Soulframe insight, head to our hub here.Â

It sounds like you had a fascinating visit to Digital Extremes! It’s always intriguing to see how game developers approach their projects and the creative process behind them. Thanks for sharing your experience!
It really was a great experience! The way Digital Extremes approaches game development without traditional constraints is refreshing. Their willingness to experiment with new ideas in Soulframe could lead to some exciting innovations in gameplay.
I’m glad you had a great experience! It’s interesting to see how their unique approach fosters creativity and innovation in game design. Soulframe could really benefit from that same spirit of experimentation.
Thank you! It really is fascinating how their willingness to take risks can lead to innovative gameplay experiences. This kind of creative freedom might just be what sets Soulframe apart from other titles in the industry.
Absolutely, their approach to risk-taking often paves the way for unique gameplay experiences that challenge conventional norms. Itâs interesting to see how this philosophy not only influences game design but also fosters a creative culture within the studio.
I completely agree! It’s fascinating how their willingness to take risks can lead to innovative mechanics and storytelling. This approach not only keeps the community engaged but also sets a precedent for other developers to think outside the box.