Next Big Game from Canadian Developer Follows Multiplayer Success 33

Next Big Game from Canadian Developer Follows Multiplayer Success

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What Comes Next for Digital Extremes?

After launching one of the most beloved multiplayer games ever, what's next?

This is the challenge facing Digital Extremes (DE) from London, Ontario, as they work on Soulframe, their first new game since the sci-fi action-RPG Warframe debuted in 2013. Over its impressive 12-year run, Warframe has attracted around 80 million players globally and remains a staple in Steam's top-played titles. The game's dedicated fanbase has even drawn thousands to TennoCon, DE's annual event focused on Warframe, for nearly a decade.

The spotlight is now firmly on Soulframe, a free-to-play fantasy action-RPG set in the enchanting world of Alca. Players will step into the role of an exiled Envoy who must ally with mystical Omen Beasts to combat a tainted kingdom. This premise certainly diverges from the futuristic ninjas of Warframe. However, discussions with DE reveal that there's much more depth to Soulframe.

A Thoughtful Development Approach with Community Input

Image credit: Digital Extremes

A key aspect that distinguishes Soulframe‘s development is DE's careful and deliberate strategy regarding its creation and promotion. Since revealing the game at TennoCon in July 2022, DE has emphasized that it remains in early development stages. Instead of going silent-a common practice for many long-term projects-DE has actively engaged fans through regular updates and closed “Preludes” testing sessions over the past year.

“It would have been easy to keep everything about Soulframe a secret while we worked on it for years,” explains Sheldon Carter, president of DE. “But we learned from our experience with Warframe that collaborating with our community right from the start leads to better results… Getting feedback early helps us build something together.”

“We knew we had to cultivate a community alongside developing this game,” adds Geoff Crookes, creative director for Soulframe.. “With our larger team now compared to when we launched Warframe,, we couldn't just throw out an unfinished beta version.” He emphasizes how important it was for them to ensure players felt heard throughout this process.

A panel discussing SoulFrame at TennoCon 2025 featuring key members like Steve Sinclair (CEO) and others.

Crookes acknowledges that their “Preludes” testing phase involved players much earlier than expected but aims for transparency similar to what helped grow interest in WarFrame.. “It's all about listening-what do players enjoy or dislike? That feedback shapes how we're building this game,” says Scott McGregor, lead designer.

A Simpler Experience Built on Lessons Learned from WarFrame

The team plans not only to replicate what worked well during warFrame's success but also improve upon areas where they faced challenges before.

“We want to be more accessible than WarFrame,” McGregor states.” It can be overwhelming due its complexity; thus we're aiming towards simpler mechanics so newcomers won't feel lost.” He highlights exploration as an essential element allowing players freedom within gameplay while still guiding them through narrative arcs without feeling rushed or gated off like previous titles did.”

“Initially,” Crookes admits,”we thought about having lengthy tutorials holding player hands too tightly-but after seeing player reactions during Preludes testing-we realized they preferred discovering things themselves instead!”

The gameplay loop itself will also differ significantly; unlike fast-paced battles found within war frame where you face hordes alone-the focus here shifts towards slower-paced encounters emphasizing strategic one-on-one combat interactions instead!

“Combat balance becomes crucial when every encounter lasts longer than just seconds,” notes McGregor adding how character abilities need rethinking accordingly too!

Narrative Inspirations Behind Alca's World-Building Efforts

Image credit: Digital Extremes


Outside core mechanics lies another exciting opportunity presented by Preludes approach-narrative development! As Sydney Hills narratively designs aspects surrounding Soul Frame identity she mentions lore-building being additive rather than restrictive.
“We're planting seeds throughout writing weapon descriptions/location lore which may pay off later down line!” she shares enthusiastically.
Crookes echoes her sentiments stating collaborative efforts between design processes allow everyone involved contribute ideas leading toward richer storytelling experiences overall!
The world itself strikes balance between whimsical beauty contrasted against darker themes such as environmental decay/corruption reflecting central theme redemption effectively according Hills' vision.

“The imagery showcases both potential beauty alongside threats looming over characters' journeys making victories feel meaningful!” she explains passionately.

During demo showcased at TennoCon viewers witnessed Envoy learning backstory behind Bromius-a bear spirit corrupted culminating tense boss fight showcasing emotional stakes tied directly into gameplay moments!

Digital extremes draws inspiration not only from classic films like Studio Ghibli's Princess Mononoke but also mythology-heavy narratives creating nostalgic connections among audiences today!

As Crookes humorously puts it-they're unintentionally mining childhood memories crafting something special together while ensuring modern media retains fairy tale-like qualities devoid irony present elsewhere nowadays!

Incorporating local influences further enriches project authenticity; utilizing natural landscapes surrounding London Ontario enhances visual aesthetics seen within Soul Frame universe!
Players can expect engaging experiences filled rich narratives intertwined seamlessly across various elements making each moment memorable along way!

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