For as long as I’ve been doing this – writing about games – I’ve avoided talking about games in Early Access.
For those unfamiliar, Early Access is a community driven development style where developers sell an unfinished game, and solicit feedback from players to improve it. The term was originally coined by Valve in 2013 when they began officially supporting this development style through Steam. However, crowd-sourced game development long predates Valve or Steam.
Regardless, Early Access has a few major advantages over the more traditional route where you release a finished product after developing it behind closed doors. Namely, developers are able to partially fund development with the revenue they make during Early Access. This can be a huge lifeline for smaller studios that lack financial resources to sustain themselves over a protracted development cycle.
Additionally, Early Access allows studios to save money on quality assurance costs. An entire community of players actively playing a title can be a great asset for finding all manner of bugs, or unintended situations that arise when a game’s mechanics begin interacting. As such, Early Access can be a huge asset for teams with limited, or no quality assurance available for development testing.
Finally, Early Access also allows studios to more easily conduct playtesting. Normally this is a prohibitively expensive way to develop a game, but with Early Access you’ve naturally opened the door to a community of players who can provide feedback. Heck, heuristics can even be included in the game to collect data from less vocal players. This is invaluable as it can give developers a ton of insight into what is, and isn’t working about their game.
There might be a couple other niche benefits that I haven’t listed, but I think funding, QA, and playtesting represent the biggest advantages for developers using Early Access. The other key factor with Early Access that I haven’t yet mentioned is that it’s almost exclusively leveraged by smaller studios that can’t afford to do all of their development behind closed doors. By crowd-sourcing aspects of development, smaller studios can release much higher quality games than they’d manage in a completely isolated setting.

While Early Access sounds great, I’d argue that it had a rocky start. Obviously crowd-sourcing video game development predates Valve formalizing the process in 2013. Games like Dwarf Fortress were in development with players contributing to the public Alpha as far back as 2006. However, I’m not entirely certain many developers, or players even recognized that this was an option prior to Valve’s creation of Early Access. Unfortunately, this realization opened the floodgates for a lot of bad actors, which polluted the waters for the rest of us.
I still remember how when I first joined Steam, over a decade ago, I’d see a deluge of low quality titles littered across the front page of the store. These were games that appeared to be cobbled together in a few day’s time using store bought, place-holder assets. Each featured a detailed description about how they’d be the most feature rich game that you’d ever played, and would only charge 10 dollars for the privilege of playing. Invariably, these developers soon realized they bit off more than they could chew, and many of said games were abandoned without implementing even a fraction of what was promised.
With how commonly Early Access games were left to languish, they started to develop a bit of a negative reputation. A lot of them were viewed as scams, or were made the butt of a joke. Some pundits even used the deluge of low-quality titles as justification for calling upon Valve to implement some kind of quality control into Steam. This might be part of why Valve eventually implemented a refund policy on Steam, though (admittedly) I think pressure from the European Union was likely the biggest factor. Either way, this gave dissatisfied customers a method of recourse when they picked up a stinker.
Regardless, this perceived lack of polish is the first reason why I’ve refused to write about Early Access titles. I’m not sure if it comes across, but I don’t actually like talking about the technical shortcomings of a game. I’ve occasionally done so in the past, but I much prefer to focus on what a game is actually trying to do, and whether or not it succeeds. As such, I’ve always found it easier to simply avoid Early Access titles so I didn’t have to subject myself to a game while it’s potentially at its worst.
However, I do think that Valve has done a lot to change the negative perception of Early Access in recent years. I don’t know exactly when, but Valve got very big into AI well before it became the buzzword of the Tech industry. They’ve been leveraging an almost fully automated recommendations system across the whole of Steam for years now. This shows every single customer a personalized version of Steam with products that they might be interested in buying. It’s not perfect, but the system has done a great job of burying the sorts of Early Access titles that used to paint the whole of Early Access in a negative light.

In addition, a number of high profile Early Access success stories have broken over the past several years. Games like Darkest Dungeon, Don’t Starve, Subnautica, Rimworld, Slay the Spire, and Hades all spring to mind when I think of Early Access now. The developers behind these games, and many more, have leveraged Early Access to make fantastic games, which has generated a ton of positive sentiment for the once maligned development process.
I’m not immune to being persuaded by shifting public opinion, so even I decided to start checking out Early Access titles again. I haven’t played many of them, but I rather enjoyed the time I spent playing Valheim with my significant other. It’s the sort of thing that I wouldn’t have entertained the idea of playing 5 years prior because I assumed that all Early Access titles weren’t worth my time.
Though, I have another uniquely me problem when it comes to Early Access: these games are in a constant state of fluctuation. This means that there can be a lot of change across a game’s Early Access period. As such, writing about interesting aspects of the game’s design can feel a bit self-defeating because they might be removed, or altered in future updates. That could cause several hours of my work on an article to go down the drain, which…just fucking sucks. There’s no other way to cut it.
However, recently I’ve felt like massive game updates aren’t the exclusive realm of Early Access, which was actually the catalyst for this article. For example, I’ve played Guilty Gear Strive across 3 of its 4 seasons. In each season, developer Arc System Works has added a handful of new characters, while altering the game’s system mechanics. In the most extreme examples of these changes, characters have had their combo routes altered to the point where they felt completely different to play. As such, it wouldn’t be an exaggeration to say Guilty Gear Strive is a completely different game from what originally launched back in 2021.

It’s not just games with seasonal content drops either: single player, and offline games also receive updates of this scale. Earlier this year, I decided to pop back into Wildfrost. Turns out, in the time since I last played it, Wildfrost received 2 major updates. These updates completely rebalanced the majority of the game’s minions, while also revamping the game’s difficulty. It genuinely felt like I was playing the game for the first time because of how much had changed, and I had a ton of fun piloting new deck types that were introduced as part of these updates.
With all that in mind, I’m not entirely sure I see the point in abstaining from writing about Early Access titles anymore. I’ve covered several other games beyond the 2 examples I listed above that have updated numerous times over their lifetime. How would that be any different from writing about a game in Early Access? It seems to me that the only difference is that the developers of Early Access titles are promising to continue working on and updating a game, while the updates I’ve played for other games were simply a pleasant surprise.
Perhaps then it is finally time to start playing more Early Access titles, and subsequently writing about them. There’s no short supply of promising titles that have been released this year into Early Access like Cataclismo, Hades II, and Ender Magnolia. I’m really failing to see how future updates to those games are functionally different from seasonal content drops, or massive balance patches. It might finally be time to engage with Early Access titles on the same level as every other game that I play.
How about you? Where do you stand on Early Access? Have you also had to reevaluate your stance over the past several years? Let me know as I’m highly curious about the experience that others have had with regard to this topic.
Early Access is still the single best way to make people pay you for doing your testing on a game, that may or may not ever get a release.
Sure EA are the big bad for making you pre-order in to get the Early Access to the game a few days before hand.
But these indie guys are so small and cute, when they ask you to help out, by buying and test their games.
For every Hades there are at least 10x the amount of The Day Before… So yeah, Valve makes money, water is wet, the sky is blue and and both versions of EA sucks.
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At least EA releases finished games (most) of the time. CD PR, and Ubisoft are out here releasing games in a state that is worse than some Early Access indie titles.
And yeah – that’s definitely still going to be a thing. Though I feel like even a blind man could have seen what was coming with The Day Before. Apparently the average Steam customer lacks that level of foresight.
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I’m still a bit salty about Wild Hearts from EA, and Cities Skylines: 2 from Paradox, both being released in essentially Early Access state, but because they have publisher backing not willing to use the Early Access label, just… didn’t.
And of course, the classic: No Man’s Sky, similar story. Had Sony as a backer, so didn’t use the Early Access title.
More generally though, and back on the track of Early Access itself — I like it. I think the earliest examples I could think of that did it with the full commercial model as it is understood today would be Mount & Blade 1 and Minecraft. I don’t recall now without looking it up which was first, but one of those.
I’ve been burnt a time or three to be sure, but far more often it has been a mutually beneficial arrangement.
And building on that to answer your question – I think there is nothing wrong with treating an Early Access game on the same level as anything else, provided that EA context is provided.
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Oh, and one other note — I think Steam really went to custard with the shovelware endemic after the Greenlight programme was shut down and Valve decided just to take money from everyone and anyone who wanted to list.
Such a goddamn awful change — and while the AI recommendation engine is… OK… at highlighting the things actually of interest, still too much of it filters through.
Discovery queue outside of big times of year like Gamescom or Game Awards, when big games are being announced, is often 99% crud still.
This might be one of the only situations where I think a degree of gatekeeping might be in order. xD
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Hey, it’s better than it was and I see waaaaaaaaay less shovelware than I used to. I don’t think Valve is ever going to return to choosing what does, and doesn’t make it onto the platform because someone always yells at them when they do, so what we have now is likely the best case scenario (within reason).
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Summed up nicely, I’m with you on this one. I think Kickstarter soured me on the whole idea of crowd funding video games (either pre-production or early access) and would rather just purchase a game once it is released. Half my steam wishlist at the moment is early access games that I am waiting to have a full release.
Some people like it, it’s just not for me.
As for bad actors though, don’t even get me started on games in early access with DLC.
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It seems to me that it should be fine to review early access games so long as the review is qualified as such. I.e.: if it makes clear that the state of the game isn’t final. But as an ‘amateur’ reviewer I certainly wouldn’t do so if it ruined my own future enjoyment.
I don’t really like playing incomplete or outright broken games myself, so I’ve avoided playing early access titles. I generally play through my preferred type of game (narrative-heavy RPGs) a single time, and that playing preference doesn’t really work well with an incomplete title that might (probably will) break my save game.
But reviewing an early access title might give me some advance insight into a game that I would eventually consider buying when it releases. That was true with Baldur’s Gate 3, for sure.
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I can see how that’d make the prospect of jumping into Early Access titles a lot less appealing. Part of the reason I’ve been waffling on Hades 2 up to this point stems from how the narrative component of that game was a sizable part of why I enjoyed the original. I don’t expect what’s present in EA to be even remotely complete.
And yeah, for RPGs I’m also a 1 and done kind of guy. For games with a more…compulsive gameplay loop however, I’ll end up coming back to play them over several weeks, or months. Though with the scale of something like BG3, it honestly might have been beneficial to play it over several updates. I ended up needing a break after Act 2 because playing the game felt like eating a several consecutive 3 course meals. It was just…a lot of densely packed game.
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I hadn’t really considered how games that fall under the “live service” umbrella are basically the same as Early Access games. I also have an aversion to EA titles, but have played many games that drastically changed over time due to patches and updates. I even waited for Darkest Dungeon 2 to leave EA before I bought it, but it’s still getting frequent balance patches. Your post has given me something to think about.
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Glad to hear it. Or maybe not? This has been a bit of a brainworm for me over the past several months, so hopefully you can work your own feelings out on the matter faster than I did.
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Very thoughtful and thought provoking. I personally don’t want to pay to playtest games, yet some games I like were made that way and probably wouldn’t exist without the process and the folk willing to do that. I guess it boils down to hopefully you have fun.
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Ohh, you make some really good points here. I am always so paranoid about Early Access because I have been shut down developers ditching games. For me it really is a case by case basis. I need to see that the developer has the strength (financially and will) and support to keep the game going.
Your take on games developing into new things is so interesting and I love it. There are times when I am ranking and critiquing and I have to consider the two different things as separate games. The danger in doing so is that the earlier version is usually inaccessible at this point.
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That is always the risk, but I think, like you said, you can take it on a case by case basis and make a judgment call. Ex. I’m pretty sure Hades 2 would be a safe bet. Other stuff? Eh…depends.
I only had that thought while writing, and editing this article, but I think it kind of works? Mostly anyway. Though, as you said, older versions of games do become completely inaccessible over time, and that’s a whole other basket of worms.
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