- cross-posted to:
- pcgaming@lemmy.ca
- pcmasterrace@lemmy.world
- cross-posted to:
- pcgaming@lemmy.ca
- pcmasterrace@lemmy.world
Personally I treat early access like kickstarters at this point, I just avoid them by and large because of the rampant issues with delivery.
Unless the policy changes for early access and allow me to request a full refund if the game is abandoned and allow for something like a week of evaluation after 1.0 to determine if crap was released, I doubt I would buy most early access games at this point.
I find that playing early access as a normal game, for some genres, is… idk, good? Better?
Like games like timberborn and whiskerwood and other base-building or colony-building games that I obsess over. Getting to try those in their early stages is awesome because people start modding them early just for a change of pace over what they already play. Then a lot of those mods end up being features in the game, which sort of makes the whole thing a group project, which is genuinely awesome. Probably also helps push them to 1.0.
If you happen to be a sort who likes mods, and like those sort of games, getting into them early can be a decent opportunity to influence the development path of the game, even if its only in a small way. And if you aren’t a modder, its low-key fun to watch how new features get added to the game as new versions come out.
As long as they are playable enough to mod, everything else can (and probably will) be added by the player base, even if the project gets abandoned, but that requires people playing them as if they were done - why would you mod a game you wouldn’t want to play for hundreds of hours?
It feels like it’s a license to disappoint customers with how some studios use it.
The biggest issue I have is with devs releasing games for full price in early access then to never finish it (like ksp2) or just spam it with new content instead of fixing bugs (like Ark). In most cases it’s not the player base treating it like it’s a finished game, it’s the devs selling it as a nearly finished game (while it’s not even at a playtesting state) then to move on onto a new project as soon as sales drop leaving it unfinished, scamming the players.
Steam early access became an excuse to release unfinished junk. The sport for devs is to create content which is a bit over 2 hours, so it’s past the refund period. Think of long loading screens, unskippable intro videos and conversations, long waiting time for connecting to servers etc, extremily long unskippable instructions during the mandatory tutorial, so the actual crappy gameplay won’t be seen within the first 2 hours.
There are also devs that do try and mean well, they usually sell the game at a discount in early access to compensate the player base for bug testing for them (like ksp1).
Sadly the majority are just scammers.
How does Steam even allow paid DLC content for an early access game… Wtf.
People just buy an early access game like they buy a normal game and treat it like that’s the game."
As they should tbh
They shouldn’t buy it based on future expectations that may never arrive
They should buy and okay it for what it is.
If it gets even better. Great. If not, they know what they paid for going in.
I see a lot of games that should be “early access” that instead opt for a less functional “full” release.
Iirc that’s good as it allows for a full refund at release
Yeah, i guess successful people tend to be out of touch. People don’t buy EA simply for the promise, people buy EA because of what they’re able to play now and the potential it has, the current behaviour is basically people done getting scammed by dev that abandoned game, and there’s shit tons of EA games being abandoned. Pocketpair also ditch Craftopia in favour of Palworld, and now only decided to finish it. If Palworld doesn’t give them fuck you money you bet they will also ditch Craftopia and Palworld and move on to newer and shinier project.
I tend to forget tehy exist, then see someone say “There’s a 1.0 release!” like just popped up for Valheim.
I mean I did the same with PalWorld, though…
The pathing was so atrocious I gave up and didn;t bother trying again until the 1.0 release.
But I bought that more to say “Fuck You!” to Nintendo than for itself :P
“This continuing migration, I’ll call it, of hyper-casual mobile culture, and hyper-casual gaming culture, and live service gaming culture is washing through Steam right now. Now the culture has changed and early access, essentially, has lost its meaning. People just buy an early access game like they buy a normal game and treat it like that’s the game.”
Personally, I don’t buy early access games ever. I know I’ll likely only play a game once; and I don’t want to “ruin” my experience with the unfinished version. I’m happy to wait for full release.
However, I think Buckley is off-mark here. It’s got nothing to do with “hyper casual culture”, which sounds completely made up by the way. It’s simply the media pipeline for gaming has changed.
Many people learn about games, especially indie games, through streamers or independent content creators now. Those content creators are then incentivised to jump on a game as soon as it’s available to get ahead of the hype. It’s not economical to sit back and wait for every game to leave early access before playing / reviewing it; they would just get left behind.
That has the side effect of pulling the trigger on the hype train way earlier than 10 years ago. Users see their favourite streamer playing and want to play too. 10 years ago early access was, as in the article, feedback for the developers. In 2026, your game kind of has to be presentable and “mostly done” in early access, with some polish left to go. Very different landscape and reception.
For better or worse, publishers and developers need to adapt to this market reality.
Hades 2 handled early access really well. The game was mechanically pretty much done, but they were still working on the rest of the story, weapons, and upgrades. The game played very similarly when I originally got it and after three content patches and the eventual launch. To your point, though, I’m honestly not even sure if I ever went back and finished the story.
I think most games seem to handle it pretty well, actually. It’s a tough balance to strike, though. Having to carefully manage and schedule essentially two releases seems difficult. v0.5 and v1.0, where the first release is often to secure additional funding to make it the whole way; especially for indie games
I currently have 5 early access games in my library and I’m happy with all:
- Genokids
- Spirit X Strike
- Counterclocking
- Kings of Hell
- Dead as Disco
All 5 were a “proof of concept” when they started and are building on top of it. I bought these games understanding they may take years to get to 1.0, but I also was conscious of the 2-hour refund window when I bought them and decided they offered me enough to keep them and look forward to their full release.
I also looked up everything I could about their developers and publishers and how they communicate with the community just to be safe.
It’s not an ideal scenario for either: the developer, provided they’re honest, or the player; however, extreme conditions demand extreme responses. Not many developers make this kind of action game any longer, so if the player needs to shoulder some of the risk, that’s only fair.
I am very happy with having bought Paralives when it debuted in Early Access. I had followed their work online ever since the first videos the creator posted back around eight years ago and the team seems really dedicated on making a good game.
Virtual dollhouse-style life simulators are full of moving parts and I understand that there’s still a lot to grow from what’s currently on the game (even more so considering the size of the dev team), and with the frequent game updates they’ve been shipping I can’t wait to see where they take it.
(them wresting the life sim monopoly from EA’s hands is a nice bonus.)
What does “early access” provide?
What are its shortcomings?
How should it be fixed?
It usually means the game is cheaper than the release price. So it’s like getting it on sale. And you can play it while it’s still undergoing changes and testing. That’s all I know
I’m not even sure in that, some Early Access games seem to have a pretty substantial price tag. But those also usually don’t feel as unpolished
Early access means getting access to the game prior to its 1.0 release. It also usually means you can provide feedback to the dev(s) and help shape the game’s development. EA games can also be priced less than their 1.0 launch price.
Shortcomings of the system are mainly that there’s no guarantee the game will be finished or the dev may just slap 1.0 on it and call it done, despite it being in an unfinished state.
I don’t know if there’s a way to “fix” the system and I think it works well for the most part. I think people need to not buy into hype so quickly and also be aware that they’re buying an unfinished product that has no guarantee of actually being completed.



