Soulframe Interview: Sarah Talks About Combat System, Speedrunning, And Console Release

PC is the current focus, but there will "absolutely" be console versions in the future.

Story Highlights

  • After over a decade on Warframe, the team wanted to explore a new fantasy project with fresh mechanics and storytelling.
  • The game isn’t designed for speedruns yet, but the devs are open to community-driven challenges.
  • Currently, the studio’s main priority is a PC release, but a console launch will absolutely happen in the future.

Digital Extremes is one of the few studios with the perfect formula for a live-service game, and it is for that reason that Warframe has thrived as one of the most fun free-to-play titles for over a decade. Without a doubt, a key ingredient in that formula is listening to feedback, as the game has its own dedicated convention, TennoCon, that allows the devs to interact directly with its player base.

At TennoCon 2022, Digital Extremes announced its new title, Soulframe, which was very well received by the ever-growing community. Since then, the game has been in development, with frequent updates to keep players up to date. To take a deeper dive into its development process and plans for the release, I spoke with Sarah Asselin, Senior Community Manager at Digital Extremes, in an email interview.

YouTube video


Seeing how big of a game Soulframe is setting up to be, I think it’s safe to say this is a very bold move from Digital Extremes, considering how different it is from the studio's signature Warframe. How did the whole concept come about? Was it something the studio always wanted to do?

A lot of the team has spent over a decade on Warframe, so stepping into a new project gave us the chance to start fresh – try different things, grow new skills at our own pace, and build something from the ground up. Many of us have always been drawn to fantasy, and Soulframe lets us explore that side of storytelling and world-building in a way that feels both exciting and a little terrifying!


We already know that Soulframe has a big overworld, and the devs have spent a lot of time on its 'density.' Could you explain whether this means the game will be very lore-heavy or there will be a lot more to uncover in each area?

We want the world of Alca to feel full – wherever you go, there is something to find and uncover. Warframe is a good example of our approach to narrative design. There is a story we put in front of you to create agency during missions, but there is so much more that can be found under the surface if you go digging. I’d say you can expect something similar, but not exactly the same, in Soulframe. That being said, the team hasn’t landed on anything solid just yet; we are still iterating and getting feedback from players in our closed Pre-Alpha test, which we call Preludes.


Could you explain what the combat system is like as of now? Is it the traditional normal attack combos with optional parry and weapon skills? What were some of the inspirations behind it?

Our combat system is not solidified by any means; we are constantly making changes to it based on feedback from our Preludes players. We are exploring various combo systems and parry systems, but class skills are definitely in the game’s DNA with our Pacts. Each pact is not only tied intrinsically to the overall narrative and characters in the world, but they all have unique play styles from one another.

You can also see what inspirations the design team wears on their sleeves and have acknowledged them on our Devstreams too, like God of War (2018), Ghost of Tsushima, Elden Ring, etc. It’s hard to separate things we love when making something we love, but I think that, at the end of the day, that makes projects like this burst at the seams with passion.

Soulframe
Soulframe Already Has A Massive Fanbase Thanks To Warframe’s Popularity.

Can you discuss the artistic influences that shaped the game's visual style and how they enhance the overall atmosphere?

We often talk about our inspirations on our monthly Devstreams! We’ve mentioned works like Team ICO’s games and Studio Ghibli films like Princess Mononoke and Nausicaä of the Valley of the Wind, but we never want anyone to walk away from those comments thinking we are just trying to replicate those styles. They have been major inspirations for the team, but they are adamant they want to make something unique to Digital Extremes’ vision and voice with tiny glimpses of what came before us.

The most important things to us are the feelings those past works invoke, and the team is shooting for something akin to that with Soulframe, a game where it’s equally important to feel something emotionally as it is fun to play.


Soulframe has a mastery rank system similar to Warframe, but how forgiving will the grind be for casual and more competitive players?

Progression is something we are experimenting with currently with our Preludes players and refining things slowly over time. We don’t expect it to be exactly the same as Warframe, but it’s a system we are familiar with and know works well. We want Soulframe to be more accessible for new players but still have the depth and longevity for long-term play if people want that.

If you have strong feelings about the fine-tuning of that progression, I highly recommend you join our Preludes playtest and share your thoughts after spending some time with the current build! We absolutely want to hear what people think as we build the game alongside them.


Expanding on my previous question, will this mastery rank system be extremely important to progress in the game? Like, can you expect speedrunners to have a fairly good chance of beating the game?

Again, we are working to fine-tune what this experience looks like, and it’s too early to say. Right now, our main focus is making a game that is fun to play and ensuring it feels satisfying to Preludes players.

To answer the other half of your question, Soulframe isn’t really a game we can see being “speedrun” right now. Warframe is the same way; the finish line to be caught up on content is always getting longer as more things are added. It would take approximately over 100 hours to speedrun Warframe’s story currently. Small pieces of content can be speedrun like a dungeon or a quest, but not the game as a whole.

That being said, we are huge advocates for players finding their own fun, so if a small speedrun community pops up around a certain boss fight or something, we love that so much. It lets us know what aspects of the game people are engaging with strongly and investing time into so we can reward that passion with investment from our side too and change the shape of the game. That’s what the community-first development approach is all about.

Soulframe
A Concept Art For Soulframe.

Is PvP something that you want to consider in the future? It can add a sort of longevity and keep players engaged for a while.

PvP is something we would think about in the far future; right now, we are focused on Preludes and refining the core experience. We will never say never, but the main game needs to be in a state that we and the players are happy with before we venture into extracurricular editions.


Soulframe Preludes is the 'closed, closed, closed alpha version' of the game, and many players can access it via an invite from the studio. From that description itself, one can’t help but wonder how far away from a full release the game might be. I am curious to know how long the team expects it would take for the game to reach that final state.

That’s something that’s really hard to put a definitive timetable on. We thought we were ready to open up the Preludes player test to the public in 2024, but we ended up waiting until later this year. That’s one facet of making a game alongside a community, especially when it’s a brand new title like this. That player feedback will dictate a lot of what we choose to focus on while we also build out new ideas behind the curtain.


The team is currently fully focused on the PC release, but is a console launch something players can expect down the road? And will this be mainly current-gen or is last-gen also on the table?

Eventually, yes, absolutely. But again, it’s a long way out for specifics!


There have been talks surrounding the game's name and how it might confuse someone expecting a traditional soulslike. Do you worry that it might affect the game's marketing, especially when it comes to those who are very new, even to Warframe?

We knew that the ‘soulslike’ comparisons were bound to happen, just based on the name alone, but the name really invokes the themes of the project overall and just fit too well. We are confident that because of those themes and the identity Digital Extremes has built around our approach to game creation over the past decade plus, Soulframe can find a passionate and engaged playerbase.

Soulframe
Despite Its Name, Soulframe Is Not A Soulslike Title.

Soulframe is a free-to-play MMORPG adventure title developed and published by Digital Extremes. The studio hasn’t announced an official release date yet, but the players continue to receive updates about its development. We appreciate Sarah Asselin for answering our questions and Ami Fleet for helping us with the interview.

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Mudassir is a seasoned journalist with a passion for uncovering the stories behind our favorite virtual worlds. Armed with a trusty notepad and a keen curiosity, he dives headfirst into the gaming industry's most exciting personalities. His knack for insightful questions and his ability to connect with developers and gamers alike makes his interviews a must-read. While on the lookout for the next person to interview, Mudassir keeps himself busy by writing news surrounding the gaming universe. Experience: 4+ Years || Senior Journalist || Education: Bachelor's in Psychology.

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