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Learn moreAn early access release provides a number of significant advantages. Despite the risk of alienating audiences with unfinished features and bugs, Early Access games remain among the most popular on digital distribution platforms, especially for PC. This approach allows developers to receive valuable feedback from players, which contributes to product quality. Additionally, by releasing a game early, developers can build a community around the project, which aids in its promotion and marketing. Experts, such as Wargaming game designer Daria Morgunova and Moon Moose studio head Leonid Gorbachev, confirm that Early Access can be a strategically beneficial step for a game's successful development.
Which games are released in Early Access?
The Early Access format attracts the attention of indie studios, as it gives independent developers the opportunity to establish themselves and attract an audience. An example of a successful project is the physics-based puzzle game Besiege, which launched in Early Access on Steam in 2015. The game was fully released in 2020, and Besiege currently has 95% positive user reviews. This success highlights the importance of the Early Access format for indie developers and their ability to create in-demand games.
Broforce is a 2D platformer in which a squad of commandos fights terrorists. The game offers a unique concept based on the adventures of characters parodying the heroes of cult action films. The whirlwind gameplay and the atmosphere of 1980s action films were first showcased at the Ludum Dare 23 game jam, where Free Lives Games received an award in the Fun category. After that, the game spent a year and a half in Early Access before its full release. Broforce attracts players with dynamic combat and varied levels, making it popular among platformer and action fans.
For small indie teams, Early Access offers significant advantages, primarily due to the opportunity for free testing. This allows studios to test their hypotheses and adjust the game's balance. If a game manages to demonstrate interesting and understandable elements early in development, this opens the opportunity to test various mechanics and identify which ones resonate most. However, if you release a half-finished core gameplay in which the core mechanics are unstable, this approach will be ineffective.
Daria Morgunova is a game designer at Wargaming. She actively participates in video game development, creating engaging game mechanics and captivating scenarios. Daria's work includes user experience analysis and the implementation of innovative ideas, which contributes to the improvement of the quality of games. With her professional experience and creative approach, she makes a significant contribution to the success of Wargaming projects.
The underwater survival simulator Subnautica from the indie studio Unknown Worlds Entertainment has become a significant project in the world of video games. The game was released in early access in 2014, and the full release took place in January 2018. Even though the game has reached its final version, the developers continue to support the project, allowing players to submit bug reports for Subnautica. This creates a sense that the game is still in active development, which underscores the team's commitment to quality and improving the gaming experience.
Unknown Worlds won the "Computer Game of the Year" award at the 2018 Golden Joystick Awards. The developers of the popular game Subnautica continue their successful strategy and recently released a sequel, Below Zero, which is also available in Early Access. This confirms their commitment to creating high-quality content and ongoing interaction with the gaming community.
If a game is divided into chapters, levels, or individual game elements, Early Access can be the optimal release format. It allows developers to receive funding, feedback, and new features as each stage is completed. As development progresses, previous parts can be gradually improved, ultimately leading to a full release. This not only helps create a higher-quality product but also promotes active interaction with the player community, which is essential for the successful promotion of the game.
Daria Morgunova is a game designer at Wargaming, a company known for its successful projects in the gaming industry. With a background in video game development, Daria makes a significant contribution to the creation of engaging and innovative gaming solutions. Her professional skills and creative approach help the Wargaming team develop and improve game mechanics, attracting the attention of players around the world. In her career, Daria strives for continuous improvement and the use of new technologies, making her an expert in the field of game design.
The Early Access format is used not only by indie studios but also by large companies. For example, Crytek released its game Hunt: Showdown in this format. Players find themselves in late 19th-century Louisiana, where they must hunt monsters with other players. The session-based multiplayer genre is ideal for Early Access, allowing developers to gather feedback and improve the game based on community feedback.
New titles have the opportunity to attract attention and generate interest through Early Access. Established game franchises avoid this approach due to potential bugs and unfinished mechanics. For games with unique features, Early Access becomes a platform for testing ideas and receiving player feedback. This process allows developers to actively engage with dedicated fans, turning development into an engaging experience. Thus, Early Access represents an alternative development method with its own nuances and advantages.
Leonid Gorbachev is the head of Moon Moose, a renowned video game development studio. Under his leadership, the studio creates unique game projects that attract the attention of players and critics. Moon Moose strives for innovation and quality, which allows them to compete successfully in the market. Leonid is actively involved in the development process, managing teams and inspiring them to create engaging content. Under his leadership, the studio continues to expand its horizons, bringing new ideas and technologies to the world of games.

The St. Petersburg studio Moon Moose presented its game Cartel Tycoon in Early Access in March 2021. This business simulator with survival elements transports players to 1980s Latin America. The game offers a unique drug cartel management experience, combining strategy and tactical thinking. For more information on the development process and interesting facts about the game, check out our interview with the development team.

Game Gods, the studio developing the first-person party-based RPG Age of Silence, discusses The possibility of launching early access to the game. The project has been in development for approximately three years, and the team will need approximately the same amount of time to reach the full release stage. Age of Silence promises engaging gameplay and a deep storyline, making the anticipation even more intense.
We are preparing a demo version of Age of Silence, which will be available to everyone, including investors. Participants will be able to try the game and provide feedback. The release date of the beta version or another version will depend on the project's funding level. At this stage, it is difficult to say which approach will be optimal. Early access will likely not be provided, as the game has a complex structure and may contain numerous bugs, which could negatively impact audience perception. We strive to avoid a situation where a game is released with a large number of bugs, which therefore takes longer to develop. We are focusing on successful examples, such as Hitman, where the number of bugs is minimal at release.
Oleg Kondrashov is the founder of Game Gods, a company specializing in video game development. Under his leadership, the studio has established itself as a leading player in the industry, creating projects that capture the attention of gamers worldwide. Oleg actively contributes to the development of new ideas and concepts, fostering game innovation and improving the user experience. His experience and vision help the Game Gods team achieve high standards of quality and originality in every project.

Rust was released in Early Access in December 2013 and quickly gained popularity, selling a million copies in just two months. Harry Newman, head of studio at Facepunch, noted in his announcement that Early Access is unique for every project. Rust's creators defined a clear direction for the game based on active player engagement. Initially, when it launched on Steam, the game featured zombies, but based on feedback, the developers decided to remove them. This decision was part of the game's evolution, which continues to evolve thanks to community engagement. Rust attracts players with its dynamic survival gameplay and open world, making it one of the most sought-after games in its genre.
Early Access is an important tool for free-to-play games. It allows developers to conduct closed beta tests and soft launches, which serve to test game mechanics, validate hypotheses, and evaluate monetization and balance models. These stages help identify problems and improve the user experience before the official release, which ultimately contributes to the game's successful launch.
Daria Morgunova is a game designer at Wargaming. In her role, she develops and optimizes game mechanics, creating an engaging experience for players. With a background in the gaming industry, Daria is actively involved in the creation of new projects, contributing to the development of unique game worlds and stories. Her professionalism and creative approach help Wargaming occupy a leading position in the video game market.
Fortnite is a shining example of the successful use of the Early Access model. The development team actively provides users with detailed reports on fixed bugs and updates, which helps build trust and interest in the project. One of the key reasons for the popularity of the game from Epic Games is regular interaction with the community. This communication allows the game to take into account player opinions and quickly respond to their wishes, which in turn strengthens audience loyalty and makes Fortnite one of the most sought-after games on the market.
Feedback from players
Both indie projects and large AAA games appear in Early Access. A prime example of this is the Belgian studio Larian, which offers its latest RPGs, including both Original Sin titles and Baldur's Gate III, in Early Access. These projects give players the opportunity to experience new mechanics and storylines firsthand, while allowing developers to receive feedback to improve the game before its official release. Early Access is becoming an important tool in the video game industry, enabling the creation of higher-quality products that meet audience demands.
I truly value the Early Access model, although it comes with its own challenges. An experienced user community knows exactly what they want, and changing the chosen direction becomes quite difficult. You can promise players a new feature, only to find that it doesn't work. But there are also positive aspects: the process of collecting statistics and presenting new ideas is significantly simplified. We present a new build and receive immediate feedback. However, to obtain such information, you need a large player community.
Sven Vincke is the founder and creative director of Larian Studios, a renowned gaming company that has created popular RPGs. Under his leadership, the studio has developed such successful projects as the Divinity: Original Sin series, which has received critical and player acclaim for its deep storytelling and innovative gameplay. Vincke is actively involved in game development, paying attention to detail and interacting with the community. His vision and passion for creating high-quality games have made Larian Studios one of the leading developers in the industry, attracting attention to new projects and ensuring high standards in development.
The developers actively explore forums such as RPG Codex and RPG Watch, where players share their problems and bugs, as well as suggest possible solutions. Larian has a dedicated staff member who collects and analyzes feedback from various platforms daily to compile reports and improve the quality of games.
For Divinity: Original Sin, the Belgian studio used the Kickstarter platform to conduct a crowdfunding campaign. Open development, as well as regular feedback from players through developer blogs, play a key role in both crowdfunding and the Early Access system. This allows players to monitor progress and make suggestions, which significantly improves the final product and contributes to a higher-quality gaming experience.
For successful development, it is important to actively support Early Access with regular updates and establish a dialogue with players. Otherwise, both the purpose of the project and its audience can be lost. Many users are wary of Early Access, as some teams abandon their projects. However, if a studio is open to communication, the early access process becomes more comfortable for players. Furthermore, early access doesn't necessarily mean bugs: with proper planning, serious mistakes can be avoided.
Leonid Gorbachev is the head of Moon Moose, a studio known for its innovative approaches to game development. Under his leadership, the studio creates unique projects that gain popularity among both players and critics. Gorbachev actively develops creative ideas and integrates modern technologies into gameplay, allowing Moon Moose to remain at the forefront of the industry. His experience and vision are key to the studio's success and its reputation as a leader in video game development.
A recent success story in the video game world is the survival simulator Valheim. A five-person team at the Swedish studio Iron Gate developed the game in Early Access with minimal bugs. The developers note that the player community had a significant influence on the project's evolution: many features were changed and refined based on user feedback. This approach to development demonstrates the importance of interaction between creators and players, which contributes to the creation of a high-quality product in the video game market.
Early Access fosters a community around the game. Players feel valued when their feedback and suggestions help improve the project. Such players tend to stay in the game longer and are more tolerant of its flaws. Furthermore, those who enjoyed the game in Early Access can become the foundation of a future community for the fully completed project. This creates a strong bond between developers and players, which in turn contributes to the successful development of the game and its popularity in the market.
Daria Morgunova is an experienced game designer at Wargaming. In her work, she focuses on creating engaging game mechanics and compelling stories that engage players. Daria actively participates in project development, using her skills and knowledge to improve gameplay. Her approach to game design is based on a deep understanding of audience needs and current trends in the gaming industry. Thanks to this, the games that Daria works on become popular and in demand among players all over the world.

Prior to the current open early access formula, players often had the opportunity to win or purchase access to beta versions of various games. A prime example is the Halo 3 multiplayer beta invitation included with Crackdown. This approach significantly boosted sales for the latter, highlighting the importance of beta testing for game success. Open early access has become a new strategy, allowing developers to attract attention to their projects while simultaneously receiving player feedback before the official release.
Early access gives games the opportunity to achieve legendary status, creating myths about unlimited resources and hidden Easter eggs. It's a kind of exclusive club for true connoisseurs, existing for a limited period of time. However, for such myths to become an effective marketing tool, the game must undergo a full release and gain popularity among a wider audience.
Daria Morgunova is a talented game designer at Wargaming. With experience in the gaming industry, she makes a significant contribution to the development and improvement of the company's game projects. Her creative approach and deep understanding of gameplay help create engaging and captivating games. At Wargaming, Daria actively contributes to the development of mechanics and concepts that make games more engaging and accessible to a wider audience. Her professionalism and passion for game design contribute to the company's success and strengthening its position in the video game market.

The Czech studio Bohemia Interactive actively uses the early access model, which is especially noticeable in the game ArmA 3 was one of the first games on Steam Early Access. The game initially began as a modification for the second ArmA game, DayZ, which spent five years in Early Access. DayZ lacked a clearly defined plot, and players created their own stories based on clues and hints left by the developers in the game world. Bohemia Interactive's latest project was the post-apocalyptic action game Vigor, which was also released in Early Access. The Early Access model allows developers to collect player feedback and make changes to the game, improving the gameplay and creating more engaging content.
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