The echoes of Tennocon 2024 have settled, yet their resonance lingers in my soul like the final chord of a symphony. For two days, we stood before our community, hearts laid bare, unveiling Warframe: 1999. It is more than an update; it is a temporal voyage, a plunge into the static-laced nostalgia of a world on the cusp of a digital dawn. At the center of this whirlwind, Megan Everett and I—Rebecca Ford—shared not just news, but the very essence of a journey that began for me as an intern in 2011, a wide-eyed student stepping into a universe waiting to be born. Megan joined this odyssey in 2013, answering a simple Facebook message that would bind our fates to this ever-evolving starscape. Together, we have nurtured this community, a tapestry of passion and kindness that fuels our every waking moment.

What compels us, after all these years, to pour 110% of ourselves into this world? It is a question with an answer woven from many threads. For me, it is the profound joy of collaboration within a team that owns its creation. We behold only to our community and our own shared vision. There are disagreements, there are relentless deadlines—the chaotic symphony of creation—but the freedom within this self-contained IP is a privilege we never take for granted. It is the bedrock of our satisfaction. Megan speaks of a special alchemy at Digital Extremes: a team wildly willing to pivot, to chase crazy ideas down rabbit holes and see them through. People stay not just for love of the game, but for love of the company—a family, whether remote or in the studio, whose care is palpable. During Tennocon, the studio swells with this energy, a living testament to the spirit that drives us.
This spirit, this collective heartbeat, inevitably bleeds into the worlds we build. It is achingly hard to separate the people from the themes. I know for certain that The Duviri Paradox was layered with our own emotions—anger, sadness, happiness—refracted through a digital prism. We strive to let the game speak for itself, yet a personal layer always remains. In 1999, that layer is nostalgia. But what is nostalgia when your team spans generations? For me, a nine-year-old girl in 1999, it was unmonitored internet access, computer viruses, and an obsession with The Backstreet Boys. For our CEO, Steve Sinclair, it was the year he was hired at DE. For others on our team, it is a year they were not yet born. We are a waterfall of memory, each droplet a different refraction of the past, and you will see that beautiful, chaotic spectrum painted across every pixel of 1999.

And what a canvas it is. Players will tear through the last night of the millennium, hunting the Orokin scientist Albrecht Entrati. This is our most ambitious chapter, yet in a way, it is not. It is not a new open world. Instead, we are being economically ambitious. Every piece is connected: our most robust Syndicate system, an unprecedented volume of character art, new vehicles, the debut of a romance system, mission gameplay, bosses, even Railjack integration. It is a vast, interlocking machine. We laid the documentation in January of this year, a map of this new-old world. We move with confidence, knowing the connections between each piece make the monumental task feel less daunting, though we remain ready to adjust, to listen, to evolve.
A symbol of this new era is the Atomicycle. It will carry players through the rain-slicked streets of Hollvania, a purely cosmetic vehicle. This marks a conscious design philosophy shift. My preference leans toward unified gameplay for all, where expression comes through aesthetics, not modular power progression. Do not mistake this for a permanent decree—the threads for future, deeper customization are already spun—but for 1999, the roar of the engine is for style, for the sheer feeling of speed through a neon-drenched night.

This journey is guided by a new cast: Hex. Humans from 1999, infected with a Helminth serum, transformed into proto-Warframes. Their stories are etched with mystery and pain. When asked for favorites, Megan’s answer is immediate: Quincy. "He's fresh, he's got an attitude, and I love everything about him, from head to toe." My heart is drawn to Eleanor. With her, secrets coil beneath the surface; you cannot yet fathom the depth of her infestation. You must wait and see. And Hex is just the beginning. If the stars align, more Protoframes will emerge from the temporal rift in the future.

After eleven years, what aspect of Warframe do I enjoy the most? The answer lives in the future. Somehow, it is 1999 for me right now. I cannot rest until we ship it, because I want to play it so desperately. It is a beautiful, weird problem: yearning to experience the dream you are still weaving. Megan laughs, recalling a prophecy from 2013 that there would never be dancing in Warframe. Look at us now, moving in a completely different direction. 🤣 This, I believe, is the core of our endurance. Everyone on this team is gung-ho for anything. We experiment, we pivot, we follow the fun and the community's hunger wherever it leads.
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2011: A journey begins with an internship.
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2013: A community is forged, a party is started.
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2024: A temporal paradox is announced, shaking the foundations of our lore.
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2026: We stand on the precipice of delivering it.
We are here, building, listening, creating. As Megan so perfectly says, we will be here making Warframe until we are in the dirt. If the players want it, we will find a way to build it. That relentless, joyful pursuit is what makes this universe, and this team, truly special. The static of 1999 is calling. We are almost ready to answer.
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