
THIS WEEK

Soulframe (release TBC), Digital Extremes
This week, we speak to Digital Extremes about structural issues surrounding the creation of Soulframe in tandem with live-service evergreen Warframe. Sheldon Carter, president at the Canadian developer, and senior community manager Sarah Asselin tell Knowledge how cannibalisation has been avoided.
In addition, Mike Bithell's Vampirium: 1997 is seeking to pioneer the "imm-slim," a stripped-back version of the immersive sim, the beloved genre so badly hit by the game industry's ongoing financial turmoil. Bithell was speaking to us at Game Republic New Horizons in the UK last week.
After that, get some recommendations for Valve in Social Commentary following the AI invasion of the ongoing Next Fest, and see what happens when an indie developer tries to attract the attention of the game press and influencers to push their Roguelite in Extra. And don't forget to pay your respects to BioWare (see News). It was beautiful. RIP.
NEWS
The game industry stories of the week

Mass Effect 3 (2013), Bioware | Electronic Arts
EA has closed BioWare, ending development on the next Mass Effect. The Canadian RPG developer had already been reduced to just 50 staff as a result of the August sellout to investors led by the Saudi PIF. The news comes as more than 400 further Electronic Arts posts were cut this week. In a statement widely circulated on social media, the studio thanked fans for "being the most meaningful part of our story" for over 30 years. Many have expressed sorrow at the news, which hit mainstream services such as the BBC and was classed by immersive-sim stalwart Warren Spector as "utter bullshit".
Paris Games Week (PGW) is now in session and will end on October 25. This iteration, the event's 15th, is running for four days instead of the normal five, and is branded the "Playground Edition," indicating accompanying satellite events to the main show. While PGW has gone ahead despite social unrest in the French capital last weekend, its health has been brought into question in recent years: attendance figures fell in 2025 to 161,000 compared to 188,000 the previous year, having peaked at 317,000 in 2019 before being disrupted by COVID.
Following last year's rebrand to Festival Of Gaming, San Francisco's GDC has announced that the 2027 show has been reduced from five to four days. The move is the result of having "explored the data and listened to our community" and is aimed at producing "a higher quality, more focused and more valuable experience". GDC saw a significant drop in visitors last year, down approximately 30 per cent to 20,000, among concerns about high attendance cost and US immigration policies.
Capcom has confirmed a hacking event related to its Capcom ID service, saying nearly 12 million records were accessed, including email addresses and login metadata. Nearly 200 accounts had their passwords changed, but no card data was involved. The breach was detected on October 19, and police and Japan’s privacy regulator were notified on October 21. It's not yet known who was responsible.
Currently running until October 26, Steam's latest Next Fest has seen the amount of demos submitted explode to more than 8,000, with roughly 20 per cent of games participating disclosing AI use. Criticism from the development and press communities has been fierce, with PC Gamer saying Next Fest is now home to an increasing level of "worthless vibe-coded slop" and Kotaku branding the event as "a massive disaster". Industry figures are now suggesting guardrails to return Next Fest to usability (see Social Commentary).
Liquid Swords, the Swedish developer of action adventure Samson, has been declared bankrupt and has closed. Christofer Sundberg, Avalanche co-founder and creator of Just Cause, founded the company in Stockholm in 2020, selling a minority stake to NetEase in 2022. Speaking on LinkedIn, Sundberg blamed the news on "market conditions and some bad business decisions".
Finally, troubled French developer Don’t Nod has entered court protection, with Paris's business court opening safeguard proceedings this week. The company, best known for the Life Is Strange games, said its H1 revenue fell 14 per cent to €6.1m this year and latest release Aphelion has sold below expectations, reiterating that it may not be able to fund itself beyond January 31. More than 80 jobs are at risk.
INTERVIEW
Insight and advice from industry leaders
How Digital Extremes is creating Soulframe without cannibalising Warframe

Soulframe (release TBC), Digital Extremes
By Patrick Garratt
Developers struggling to create live-service hits have long regarded Digitial Extreme's Warframe with envious eyes. Launched for PC in 2013 and for PS4 and Xbox One in the following year, the game – a sci-fi co-op looter-shooter that's always maintained its free-to-play status – is unambiguously Digital Extreme's flagship title and cashcow. The London, Ontario studio has released other games since Warframe, such as the short-lived The Amazing Eternals in 2017 and Survived By in 2018, but nothing to match the popularity of Warframe, whose Steam concurrents sit at the 70,000-90,000 mark.
So when the studio, now a Tencent subsidiary, announced fantasy complement Soulframe in 2022, the new team was well-formed but situated as a tentative part of Digital Extreme's Warframe-focused operation.
"We do have a separation in terms of the people that work on Soulframe and Warframe internally," senior community manager Sarah Asselin tells Knowledge, but "Soulframe is a smaller team with a dedicated base, so we're very small and mighty. It sort of feels like being in a little startup within a bigger company."
While the division is distinct, however, the membrane dividing the two teams is porous.
"There's not a hard wall between the people," adds Asselin. "It's really beneficial that we're able to share our tech with one another… If we're adding new textures to the hair in Soulframe, we can steal some of that and put it into Warframe, and that's awesome."
Digital Extremes president Sheldon Carter underlines the fact that the Soulframe team is not an internal island.
"There have been times when Soulframe has needed a smidge of help on lighting and textures or something else important for an update that feels a bit behind and is about to ship, and we'll borrow resources from Warframe temporarily," he says.
"The same thing can happen in the opposite direction. The great thing about both of these games is that we operate under the same ethos of 'we all lift together,' and we're happy to share these resources as needs arise."

The manageable cannibal
Carter adds that building the Soulframe team is a process of caution and longevity.
"We do intend to continue slowly adding more permanent resources to Soulframe's development team, but we believe that slow and steady wins the race," he says.
"When we hire staff, we truly see this as a long-term commitment from the start, and so intuition really is our strongest guiding light when it comes to creating roles or borrowing temporary resources from another team to meet a specific mission."
The question of avoiding cannabilisation is obvious: as stable as Digital Extremes is, the prospect of players jumping ship from Warframe is real considering Soulframe's shared birthplace. Asselin admits the manner in which fans will respond to a second title is still blurred.
"I sort of view it as a weird Venn diagram," she says. "I'm not sure on the proportions yet. There's always going to be people that just want to play Warframe, who don't care about Soulframe, and then there's going to be people that just want an interesting, intriguing, kind of weird fantasy game. And then there's going to be those people that just like Digital Extreme games. That intersection will, of course, exist.
"Ideally, we don't release massive updates at the same time as both of our games, long term."
Carter's aim is for the two projects to sit neatly beside each other in terms of playerbases.
"Our ultimate goal here is that there is no tradeoff call, and that these two games complement one another as opposed to competing with each other," he says.
"We need to be able to respect a player's time. There are so many great games out there to play, and a finite amount of time in a given day… I think we'll find the right release cadence to avoid any Hannibal Lecter scenarios of our own content."
Digital Extremes can allay fears of internal structural disruption due to Soulframe's greenlight process proceeding with real caution.
"The idea for a fantasy-set game has been in our minds for a long time and probably even predates our business deal with Tencent in 2020," says Carter. "It started as a side quest – a piece of concept art here, a moodboard in an office there."

Digital Extremes president Sheldon Carter and senior community manager Sarah Asselin
Long-term gestation based on trust
Carter has clearly learned much from developing and managing Warframe. He's well aware that the game is nothing without an entrenched playerbase, and this relationship formed Soulframe's foundation from the start.
"Trust-based development is probably the best way of thinking about it, in that as much as we're developing the game, we're developing trust and a relationship with the playerbase. This was a big part of our pitch, alongside expected items like growth tactics, plans to scale, release timing, and other milestones."
Developing alongside the audience can be slow, but is seen as critical. Reaction to early demos found combat leaning too far towards a Soulslike style, prompting months of reworking which led to warmer feedback this year. The process follows established rules, with development in response to player feedback proving the safest route to market, especially in the live-service industry.
"It's kind of like operating a restaurant in some ways," says Carter. "We want to create a certain type of food for customers to enjoy… What the customer thinks is far more important to the bigger picture, and so, to be honest, a lot of this is us eating that meal alongside the customer and setting some of the ego aside.
"We have to do that, and we learned that with Warframe. It's a fine balance, but it's possible to retain creative vision and control while still tweaking ingredients to ensure the dish is most appealing to the customer's palate."
With so much experience under its belt, Digital Extremes' approach with Soulframe perhaps shouldn't be a surprise, with the studio structured to develop it responsibly, avoiding any cannibalisation of Warframe's resources or players, and tying the fantasy title's launch to community readiness rather than any FY deadlines. Irrespective of how the new game ultimately measures up against Warframe's enduring popularity, Carter and Asselin's strategy – refusing to rob Peter to pay Paul – feels like the smart option within the treacherous live-service space of 2026.
FEATURE
Opinions, testimonies, advice and more
How Mike Bithell's Vampirium: 1997 plans to breathes new life into the immersive sim

Mike Bithell (R) on stage with Knowledge editor Patrick Garratt at Game Republic New Horizons 2026
With the immersive sim becoming ever more untenable in today's market, Mike Bithell's Vampirium: 1997 demonstrates an alternative path for the beloved genre. Developed by Bithell as a solo production and advancing carefully with public playtesting, the verb-based "imm-slim" leans on experimentation in Godot and familiarity with the vampire ethos to recreate Deus Ex-like systems in a Dracula-ruled Britain.
Bithell spoke to Knowledge editor Patrick Garratt about the project's progression at Game Republic New Horizons in the UK last week. Read a full report on our website.
SOCIAL COMMENTARY
Highlights from industry chat channels

(Valve)
"I can't help but feel like these are really easy fixes that would make the whole event more trustworthy and valuable for both devs and players."
While joining the endless calls this week for a Steam AI filter as the latest Next Fest exploded with machine-created titles, Secret Sauce founder Sophie Atkin laid out some other potential rules for reinjecting the event with value. First is setting a minimum entry requirement of 3,000 wishlists "for player proof of concept"; second is creating a separate "big hits" category for games with over 50,000 wishlists; third is not allowing a game's involvement unless it's to launch within six months.
"My expectation in the coming years is that all games released will have to compete against their AI clone."
Children's game creator Jean-Gobert De Coster expresses sentiments shared by many in recent weeks, that recent developments in Claude's ability to decompile games will create an impossible situation for creators. Piracy is one thing, he says, but "AI decompilation is just something different. If there's a bug the AI can fix it, if there's a feature you want, the AI can add it. If you want new skins, another art direction, custom content, the AI can do it for you. And that's an impossible challenge for devs to compete against."
"A wishlist is still a valuable signal, but its not necessarily the same signal it was a few years ago."
FreeAnimal marketing director Kevin Taylor notes that the wishlist-to-sales ratio on Steam has significantly dropped over recent years, and that the value of the wishlist, "an increasingly casual behaviour," should be reinterpreted: "Games released between 2023–2025 generated roughly half as many launch-month sales per wishlist compared to those released between 2020–2022."
EXTRA
More to read, watch, play and discover

Fugue Shot: Minigame Roguelike (release TBC), Rare Dialect
If you're an independent developer looking to influencers and the traditional press to help boost awareness for your project, here's a report from Rare Dialect on the results of a blanket email mission to drum up buzz for its game, Fugue Shot: Minigame Roguelike: "We sent emails to 400 creators and 100 press members, got picked up by one big YouTuber and several smaller ones, and got around 1,000 wishlists from the campaign."
In this article, titled "The Game Beyond the Game," Xsolla president Chris Hewish notes that saturation in many game-friendly markets has now reached such a point that converting "creative success into sustained economic value will require increasingly sophisticated commercial and operational capabilities." It's based on recent Newzoo and Omdia reports, and is definitely worth ten minutes of your time.
And if you want to get a steer on how many players feel about Next Fest being flooded with games featuring gen-AI content, take a look at this Reddit thread headlined "Steam Next Fest got absolutely ruined by AI".
THIS MONTH IN EDGE

Edge 429
Edge 429 is out now, headlined by Square Enix's Final Fantasy VII Revelation. Three special subscriber covers for this edition showcase artwork from each individual instalment of the remake trilogy, and inside we talk with director Naoki Hamaguchi about how the RPG is reaching its epic conclusion.
For a full rundown of Edge 429's lineup, visit the Knowledge website.
FINAL WORDS
See you next Friday
We'll be back next week. In the meantime, don't forget to share your feedback with us by email ([email protected]), and follow us via Bluesky and LinkedIn.
