ByJosh, writer at
Josh is the owner of Game-Wisdom, where he examines the art and science of games through posts, podcasts and videos.

Early Access has become a polarizing element of game development. For designers, it’s an effective way to get their game tested and refined before launch. For consumers, it's a gamble to see whether you’ll get a great game, a crap game, or no game at all.

With the popularity of the model, it’s important to look at the ways to hopefully make your Early Access title a success. When we break it down, there are four key things you need to factor in for deciding to take this avenue

1. What You’re Starting With

Just like with Kickstarter, consumers of Early Access expect to see something from the get-go. If you take your very first build of your game, slap $15 on it and say it’s ready for Early Access, you won’t get far.

Knowing when to go onto this funding model is critical, as you only get one shot to make a good first impression. Gamers don't expect your game to be done, but they still expect something.

This goes back to the concept of harmonizing game design. Your core gameplay loop should be easily grasped by the consumer. I should be able to spend 10 minutes with your game and have a good idea of what I’m getting. If your game is about building towns, then I should be able to construct buildings from day one of Early Access.

The core gameplay of your title should always be seen while on Early Access.
The core gameplay of your title should always be seen while on Early Access.

Depending on the game and studio, everyone has a different measure of what it means to be Early Access ready. Studios like Klei Entertainment and Zachtronics wait until the refinement stage, while both Introversion Software and Gaslamp Games went with earlier builds for the long haul. Regardless, their games had their core gameplay playable, regardless of their version.

Moving on, starting out strong doesn’t mean much if you can’t get to the finish line.

2. What’s Missing

The next thing someone looks for in an Early Access game is the future content. Again, developers can use this model differently in that regard. We have seen games that have made dramatic shifts in their design or core systems. Clockwork Empires has had several major revisions of the basic gameplay loop and progression model through Early Access.

For some games in Early Access, what you start with could be entirely different to what you end up with. This is especially true of open-ended or survival games. Because survival games are about interconnected systems and resources, there can be a huge shift in play over the course of Early Access.

When putting your game on this platform, you need to keep consumer expectations in check. Game development is never a sure thing, and promising people X, Y and Z can come back to bite you.

There’s a difference between growing and changing your design that you need to manage.
There’s a difference between growing and changing your design that you need to manage.

Another point you need to consider is how much things will change from the initial version. If people buying into your game like X, changing it to Y halfway through Early Access can rub them the wrong way.

Elements that change or alter the base mechanics need to be handled carefully by the developer.

Sunless Sea ran into trouble when the developer Failbetter Games decided to completely redo its combat system during Early Access. Likewise, the additional difficulty spike mechanics during the Darkest Dungeon Early Access also threw fans for a loop.

There’s a big difference between adding new content that enhances the systems, and completely changing things around. Grand changes need to be explained to the consumer so that they understand the purpose. Too many changes, and people will think that you don’t have a solid game plan and may jump ship.

3. The Type Of Game

The next point should be a simple one to understand: Not every game can work on Early Access. The overall goal of this model is to get fresh eyes on your game. That means repeated plays of your title to help refinement, polishing and growth.

Some genres simply don’t work for this method, and it can do more harm than good to try Early Access. Games built around a single play or limited replayability are poor candidates for Early Access. If someone only needs to plays your game once, then they’re not going to return to see what’s new.

This doesn’t matter as much if you’re just using Early Access for last refinements before launch. However, if you have months of development left, fans aren’t going to play through every iteration. No one wants to play an unfinished game for 10 minutes of new content every month.

Games that are meant to be replayed are the best candidates for Early Access.
Games that are meant to be replayed are the best candidates for Early Access.

Games that are open-ended and meant to be replayed are the best ones for Early Access. The more the player comes back to play, the more things they can see and give impressions on.

More importantly, they are easier games to see the progress on, which brings us to the final point.

4. When It’s Done

Lastly, we need to talk about how it ends. No game can stay on Early Access forever and be considered a success. At some point, you must consider it 1.0 and ready for retail. The length of Early Access is dependent on the type of game and the development scope.

Once again, you must explain to the consumer about how long you intend to stay and if that time frame changes.

The length of time a game spends in Early Access can be considered a double-edged sword. Games like Prison Architect and Clockwork Empires showed huge improvements and alterations over the course of development. Continued growth gets people excited and helps to keep their interest going.

However, if things slow down, players may become worried about the scope of the project. Likewise, it becomes more difficult to keep them engaged when we’re talking about multiyear projects. Lack of communication can be one of the biggest killers when it comes to long-term Early Access.

Both Prison Architect and Clockwork Empires demonstrated monthly progress and updates within their games. You should be communicating to your fans frequently as to your progress. However, never forget that you have to show your work. Updates to the main build should come at a set schedule.

It’s important to have a goal post for when your game is considered 1.0.
It’s important to have a goal post for when your game is considered 1.0.

The only one who will know when your game is done is you, but you must have the finish line in mind.

We have seen what happens when developers keep pushing back the goal post, such as with Duke Nukem: Forever. That also means knowing when to listen to your fans and when to ignore them.

You should always keep their suggestions in mind, but at the end of the day, it’s your game on the line.

Making The Plan

The key takeaway from this post is that coming up with a solid plan is the best way to get through Early Access. For some developers, the added pressure of Early Access may be too much for them while crafting the game. We can certainly talk about those additional strains, but we’ll have to save that for another post.

When it works, Early Access can be one of the best tools for an indie developer to use, but it has to be properly managed. If you can follow these four steps, you can hopefully start and finish strong on Early Access.

Until then, check out the trailer for one of the most anticipated games to come through the Early Access process, We Happy Few.

What Early Access game are you most excited to play? Sound off in the comments below.

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