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Soulframe’s Unbelievable World Is Constructed, In Half, From Scottish Slang And Historic Bear Mythology

July 20, 2025
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Digital Extremes is internet hosting its tenth TennoCon this weekend to have a good time 12 years of Warframe and the beginnings of its new IP, Soulframe. Forward of the celebration, we noticed a brand new gameplay demo of Soulframe offered by Digital Extremes CEO Steve Sinclair, Soulframe inventive director Geoff Crookes, and senior group supervisor Sarah Asselin, and spoke with two members of the Soulframe dev workforce.

Soulframe narrative designer Sydney Hills and lead designer Scott McGregor answered our questions concerning the sport’s new talent system; its French-speaking witch, Verminia; the singing bear, Bromius; and extra.

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Now Enjoying: Soulframe: Preludes – Gameplay Highlight Trailer

Soulframe is a free-to-play, open-world multiplayer RPG with a fantasy setting that sits in distinction to Warframe’s sci-fi world. It’s way more rooted in a connection to nature, encouraging exploration of Midrath’s mystical wilderness. As an alternative of weapons and lasers, assume bows and magic.

In case you’re interested by making an attempt the sport for your self, you’ll be able to join proper now on the Soulframe official web site. Digital Extremes is granting Soulframe Preludes entry to all gamers who join throughout TennoCon weekend, earlier than July 20 at 11:59 p.m. ET.

GameSpot: Earlier, Steve spoke about how talent timber felt “boring,” and possibly not the proper match for Soulframe as a stay service sport, whereas displaying off idea artwork of a brand new talent system. Are you able to converse a bit extra concerning the new method of managing and acquiring abilities, and the way it works higher for Soulframe?

Scott McGregor: In case you’re conversant in the early days of Warframe, we had a model of a talent tree. And we discovered it did not work. After which, we repeated the identical drawback once more [laughs]. And in Soulframe, we had been trying to attempt to tie it to… a broader class of weapons to kind of make that tempo work with the size of the sport that we’re making. The video games that we make, clearly, are hundreds of hours. You realize, we’re getting gamers, hopefully, in for a very long time, proper? We now have a number of gamers which were with us on Warframe for the total 12 years.

And designing programs that may be attention-grabbing and deep sufficient for that period of time is a problem. So, clearly, seeing the place we had been on the talent timber, we felt, once more, it wasn’t going to work for us. So we’re pivoting to a system that is extra open-ended, and extra one thing which you can add to shortly, and out of sync. Talent timber kind of endure from this drawback [where] you must respect all of the participant’s funding in it.

So, a participant that has been with us for a really very long time… in case you add one thing cool and new to the sport, they’ll get the factor that is on the very finish of the tree, proper? A brand new participant that, you understand, joined 5 years in, can’t. Or somebody that simply, you understand, occurred to observe a dev stream is like, “Oh, these new abilities that you just’re including to the sport look actually cool. I wish to take a look at this sport.” After which they have a look at the talent tree and go, “Oh my God, that is hundreds of hours simply to get to the top the place I can get this closing new talent.”

Whereas an open-ended system, the place you’ll be able to add issues and take away as we develop them, permits new and outdated gamers to expertise these issues. So I feel that is likely one of the the reason why we’re doing this. It is like making a system that may develop with us.

The Envoy combating a troubled Bromius.

McGregor: It isn’t 100% [one way or the other]. [Your] development of the quantity [of skills] which you can slot can be tied to the development of the weapon class. So in case you’re utilizing bows, you may have like a bow talent ninja scroll sort factor which you can slot in–different bow methods and bow abilities. After which, as you get higher with extra bows, you [will] have extra slots to fit [skills] in. After which discovering the person abilities can be based mostly on what’s on the planet. Like you could find it from an ancestor, or choose up a uncommon one from a drop, or one thing like that.

We met this French-speaking witch, Verminia–who I really like by the way in which, as a result of I converse French–and it was talked about that language is necessary in Soulframe. Does language range tie into the narrative, or is it extra of an total vibe or feeling you had been going for when increasing or fleshing out the world?

Sydney Hills: Yeah, undoubtedly an enormous a part of the soul of Soulframe is the completely different languages and the completely different accents. We have labored with voice actors from tons of various locations already. Kim Bonifay, who voices Verminia–she’s French, [but] I feel she’s situated in London, England. Additionally, for the Bromius quest, we bought Øystein Kanestrøm, who’s the voice of Bromius. And he’s Finnish, recording from Finland.

I do know in my writing, I supply a whole lot of inspiration from historic languages and historic slang. For our final replace, we bought a bunch of Scottish voice actors in for all of those NPCs round Dendria, which is our pseudo-Scottish city. And I discovered a lot good Scottish slang and it was a lot enjoyable [to learn]. Numerous the time, I’d come into the recording classes with some Scottish slang within the script, and the Scottish actors could be like, “So does this imply he is drunk?” And I’d be like, “Properly, no, I believed that meant he was drained.” They’re like, “Nope, this implies drunk.” Each Scottish slang [term] means drunk in case you actually resolve it [laughs].

Bromius looking at an acorn.
Bromius an acorn.

In any case, tangent, however undoubtedly within the Bromius quest too, we had a whole lot of affect from Finnish mythology [and] Finnish language. There’s this phrase… a Finnish phrase, [and] it type of means “tears of the deep forest spruce.” And once more, it is alcohol. It is one other euphemism for moonshine.

McGregor: Oh, actually?

Hills: Doing that kind of early language [research] undoubtedly helps encourage a whole lot of the themes. It undoubtedly helped encourage the Bromius quest. And, you understand, what would a tree cry? It will be sap.

What are a number of the challenges you face when crafting a story for a stay service sport in these early levels, whereas gamers are nonetheless enjoying Preludes, and it is not, you understand, absolutely open but? How far forward do you must look and plan for a sport that wishes to develop yr after yr?

Hills: Narrative-wise, it is undoubtedly a whole lot of guessing. There’s so much. There’s some issues that we all know for positive. We now have actually massive plot factors surrounding a few of our massive villains and our massive heroes, and people who we’ll want to avoid wasting. However a whole lot of it… comes up organically in writing weapon descriptions or location textual content in-game.

It is a whole lot of, you understand, very sluggish constructing, and each infrequently I will insert one other, “Okay, there’s one other place on this world known as ‘Skelflind.’ And now that is a factor, and we will draw on it later. It is a whole lot of following threads of what we discover attention-grabbing and hoping that they’re going to all match collectively in the long run.

That sounds actually troublesome, I am not gonna lie [laughs].

McGregor: There’s a whole lot of planting seeds. You are leaving little nuggets of stuff that you’ll come again [to] years later and be like, “Oh, effectively, that is what I meant again then about that factor that I solely talked about in a single sentence.” However we broaden that later. I all the time discovered that was tremendous attention-grabbing concerning the Warframe growth. Stuff that was, you understand, vaguely referenced in very early lore, turns into this nice massive factor in a while. And I feel that was unbelievable. And I feel Soulframe will observe that very same path.

The Envoy exploring the woods.The Envoy exploring the woods.
The Envoy exploring the woods.

McGregor: It is a completely different class. So, sidearms are our subsection of weapons that may solely match into that slot. I will not say that we can’t permit you finally to combine and match and put a sidearm into your fundamental [slot] or your fundamental into your sidearm [slot]. That would find yourself being a factor, however at the moment, proper now, now we have them in two [different] buckets.

However there can be completely different choices in your sidearm. So you’ll get a magic casting wrist gauntlet in your sidearm. Or you’ll get a wrist-mounted bow. It is not all the time simply gonna be blades or maces, or stuff like that. There will be a wide range of weapons in each classes.

I feel group supervisor Sarah [Asselin] was speaking about it, and she or he mentioned that the sidearm could be very distinctly not [a] secondary weapon.

McGregor: Yeah… I feel Steve [Sinclair] is rubbing off on Sydney, too. They like to call things–give them names for Soulframe. Which, you understand, makes my life troublesome as a result of I all the time locate these items after we’re making an attempt to speak about them in public. As a result of it is like, “It is your sidearm,” [but no,] “It is your secondary.”

I feel that is what’s nice concerning the video games that we do make is [that] we go that little bit additional to make it possible for they’ve a taste and a uniqueness. It is not simply the identical factor that everybody makes use of. We attempt to verify we put one thing on it that makes it distinctive to our sport.

The new Wazzard of Wastes enemy.The new Wazzard of Wastes enemy.
The brand new Wazzard of Wastes enemy.

McGregor: For me, at the moment the good one I feel we have was the alt fireplace for the bows. ‘Trigger [it’s] like a rain of [arrows] in an space of impact. I believed that was a pleasant play on one thing that is kind of… there’s bows in a whole lot of video games, and there is a whole lot of methods to do it. And I believed that felt actually distinctive to us.

The mechanic that we have been actually buzzing about within the demo is–if you noticed it within the stay demo–was the [ability to] replicate magic backwards and forwards. It was like a wizard on wizard battle. So, you’ll be able to really ping-pong that projectile backwards and forwards, like a parry, proper? With swords, that is the way it works. In case you’re timing it proper, you’ll be able to really bounce that backwards and forwards. And each time that projectile goes backwards and forwards, it will get a bit bit extra highly effective. So, touchdown that shot might really feel very wonderful in case you are the one sending it. That was one which’s been tremendous in style within the studio, that feels actually superior.

Hills: Magic ping-pong. Has anybody known as it that but?

McGregor: I do not know [laughs]. I am ready for you guys to call it so I can stumble over it later.

Hills: Magic ping-pong. Write that down [laughs].

McGregor: After which, future issues. For me, it is Motes. We now have a Mote system within the game–it’s simply type of bland. It is simply stats. And we have give you this [new] concept that the Motes are creatures that stay in your sword and provides your sword distinctive talents.

As that system progresses and begins to return collectively, and we add to it and alter it, it is beginning to actually really feel distinctive to the sport. So, I am enthusiastic about the place that is heading as a future factor I am engaged on.

The Motes menu, where you choose upgrades and buffs.The Motes menu, where you choose upgrades and buffs.
The Motes menu, the place you select upgrades and buffs.

Soulframe is constructed on a narrative tied to nature. And we will see that in environments and characters just like the bear, Bromius, within the demo. Was there any emphasis being placed on including extra speaking or singing animal encounters or companions? As a result of I am imagining a Disney princess vibe, however simply extra harmful.

Hills: Yeah, the present lore is it is simply our Omen Beasts who can converse. The entire different animals in-game, at the moment, are simply cute little chittering noises. Although we had been speaking [about]–[and] somebody made a joke at present about [it having] a Pied Piper vibe–a bunch of little singing and dancing animals following behind a bard. And I believed that will be actually cute in the event that they sang.

However no, I feel for now, our Omen Beasts… embody nearly the collective spirit of the animal species that they stand for. So Bromius is the collective spirit of all the bears in Midrath. And so, due to that, he has this additional supply of energy that permits him to speak with the Envoy. And I am positive we’ll maintain constructing on that with new Omen Beasts sooner or later.

Are there any tales or tales you’re taking inspiration from when crafting the narrative that individuals may not count on?

Hills: Since engaged on Soulframe, I’ve gotten tremendous into historic mythologies. And after we first began speaking about doing a bear Omen Beast, I undoubtedly did my little analysis to see what sort of cultures have bears of their myths. And there is a whole lot of them. We ended up going with the Finnish inspiration as a result of Finland actually is enthusiastic about their bears.

Nonetheless, [bears] persist within the mythology [of several cultures]. Again [in] BC–like prehistoric or early historic, historical antiquity period, they’ve… I wrote it down… Otso! [He] is that this mythological bear that is part of this actually, actually superior poetry epic from Finland that’s type of a creation fable. And it has the bear because the king of the forest. And he is type of equally feared and revered, which I believed is an attention-grabbing factor to consider with Bromius.

You may see extra of him in the remainder of the demo, however he is greater than an enormous, scary man. He is bought a extremely candy and mushy aspect that I am actually enthusiastic about.

I imply, he was singing to a plant.

Hills: [laughs] Yeah! You’ve got seen it. It is there.

Yeah, I am unable to wait to see the remainder of the demo.

Soulframe remains to be in pre-alpha. The sport is about to launch for PC later this yr.



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