Warframe: Devs Signal Change After Industry Turmoil

  • 4 min read
  • Aug 05, 2025

Warframe recently celebrated its tenth anniversary, coinciding with its tenth annual TennoCon event. The celebration showcased not only the upcoming “Old Peace” update slated for 2025 but also the fulfilment of a long-standing promise to fans: a brand-new star system to explore in 2026.

In anticipation of the reveal, Warframe’s Community Director, Megan Everett, and Creative Director, Rebb Ford, discussed the factors contributing to Warframe’s enduring success, particularly amidst the challenges faced by live service games. They also delved into the creation of the TennoCon demo and the rationale behind this year’s content direction, especially after the positive reception of last year’s “Warframe 1999”.

The TennoCon demo for “The Old Peace” was undeniably impressive. It commenced with a confrontation against a colossal robot, highlighting the Tenno’s agility, and incorporated flashbacks and flash-forwards to develop the narrative.

The scope of this demo signifies a new era for Warframe. Ford elaborated on the extensive preparation involved: “We’ve been working on this demo for months and months. As soon as one TennoCon ends, we’re already planning the next one, and we try and push ourselves every single year.” She also admitted to a degree of anxiety, wondering how fans would react after such a long development period.

The crowd’s enthusiastic response was a testament to the demo’s impact, marking a significant shift from the “Warframe 1999” presentation of the previous year. “Warframe 1999”, with its X-Men-inspired theme and retro aesthetic, resonated strongly with many players. Ford acknowledged the risk of returning to a more traditional science fiction setting.

Regarding the reception of “1999”, Ford stated, “The reception was really everything we could have asked for. I am actually surprised at how much people liked it because we knew it was very different.” She drew a comparison between the two offerings, describing them as distinct dishes from the same restaurant, hoping that fans would appreciate both.

Ford further explained the team’s internal discussions: “When you go back to something quite classic like The Old Peace, you almost wonder if it’s too familiar… We get so close to it we don’t really understand the impact of what we might be showing for someone that’s been a Warframe fan for 12 years, 10 years, one year, or a month.” She emphasised the inherent risk in dedicating the entire team to a single goal each year, acknowledging the potential consequences if the direction is misjudged.

Since its launch in 2013, Warframe has consistently demonstrated a willingness to experiment. Initially a third-person action game focused on shooting and melee combat, it has evolved to encompass open-world environments, ship-to-ship battles, a drivable motorcycle, and even a dating simulator introduced in “Warframe 1999”.

When asked about future possibilities and the limitations of the game’s engine, Ford responded, “Thanks to Soulframe, we are finding out those limits because they have a very specific vision for their world gameplay.” She added, “Every time I see an innovation, it’s like, ‘alright, that’s going to go here’ and ‘that’s going to go there’. I don’t know if we would ever stop at a genre because it’s really about what’s fun for us to make and play.” She highlighted the importance of procedural levels and open-world technology as core elements of Warframe, but emphasised that future directions would depend on the team’s creative interests and capabilities. She cited the absence of player-versus-player (PvP) modes as an example, explaining that the team’s lack of experience and passion for PvP development made it an unlikely avenue.

Everett highlighted the game’s relationship system as an unexpected addition. “I think that’s probably one of the last things someone ever thought Warframe would have is a quote-unquote dating romance instant messenger system.” She further explained that the inclusion of such features in “1999” felt like the right decision at the time, drawing inspiration from games like Persona.

A notable announcement at this year’s TennoCon was the introduction of a Mod-specific tutorial quest, developed in collaboration with Sumo Digital. This addition underscores Digital Extremes’ commitment to storytelling.

Ford explained the significance of cinematic quests in Warframe’s evolution. “We consider the transformation of Warframe as the open beta in 2013 and then two years later was the Second Dream, our first cinematic quest. A lot of people consider that particular update, the transformation from a grindy looter shooter into an actual campaign-based game.” She noted that players often return for these major story beats. “So, our investment in storytelling and the cinematic experience is because players responded so positively to it.”

Everett mentioned the motion capture studio, which facilitates the development of cinematic quests. She noted that while many live service games rely on mechanics and loot to retain players, Warframe sees a surge in returning players with each new story update.

Considering the recent closure of numerous live service games, including high-profile titles with significant budgets and established intellectual property, the question arises: what is Warframe’s secret to longevity?

Ford attributed it to a combination of time and luck. “It’s definitely time. It’s definitely luck.” She likened Warframe to a “Mom and Pop” diner that gained popularity thanks to positive reviews. “We made this diner, we made this space, we were about to close and then all of a sudden… we accelerate into popularity because of one good food critic.” She also acknowledged the acquisition of the company by Tencent in 2020.

Ford emphasised that their focus has always been on creating something they genuinely enjoy. “To me, it really isn’t a competition, and it’s always been a matter of we just love what we make.”

Everett highlighted the importance of community interaction. “It’s also like you would come eat our meal, and then we’d give you our phone number because we’re like, ‘Tell us if you liked it. Did you like it? We’ll change it. You don’t like tomatoes? We’ll never do tomatoes again,’ and that’s kind of what our mentality was at the beginning.” She explained that this approach stemmed from a genuine desire to keep the game alive. “It was out of literal desperation because our studio was going to shut down if Warframe didn’t keep the lights on, and we were willing to just bring the energy that we truly believe in this game.”

Ultimately, Warframe’s success is a testament to the power of consistent engagement, genuine enthusiasm, and a willingness to listen to the community. “We have not stopped doing dev streams since 2013,” Everett concluded.

In an industry currently facing widespread layoffs and uncertainty, Warframe’s continued success serves as a reminder of the potential rewards of perseverance, innovation, and a deep connection with players.