# Early Access Done Right: How to Turn Beta Players Into Revenue and Advocates
Article 7 of 7 | Game Design Insights Series Read Time: 10 min | Monetization & Community | Updated: November 2025The early access paradox
The Promise: Launch unfinished, get paid while you develop, build with your community. The Reality:- 60% of EA games never reach 1.0
- 40% have worse reviews in EA than at launch (should be opposite)
- Only 15% successfully convert EA players to long-term community
- Hades: 2 years EA → GOTY, 5M+ sales
- Valheim: Small team EA → $1M week 1 → 12M+ sales
- V Rising: EA launch → $10M month 1 → 3M+ total sales
- Baldur's Gate 3: 3 years EA → Biggest RPG of decade
Here's how to do it right.
Step 1: the ea readiness assessment
The Biggest Mistake: Launching EA because you need money. The Hard Truth: If your game isn't EA-ready, launching won't save it—it'll kill it.The ea readiness checklist
Core Loop: Must Be Complete (Non-Negotiable)- [ ] 2-4 hours of polished gameplay exists
- [ ] Core mechanics feel good (not perfect, but good)
- [ ] Players can articulate what the game is about
- [ ] Zero game-breaking bugs in core systems
- [ ] Moment-to-moment gameplay is satisfying
- [ ] Enough content to justify asking price
- [ ] Clear roadmap of what's coming (visible progress path)
- [ ] Systems designed for expansion (not replacement)
- [ ] Save compatibility plan for future updates
- [ ] At least 3-5 hours of content at minimum
- [ ] Discord/community platform set up and active
- [ ] Update schedule planned for 6+ months
- [ ] Feedback collection system ready (not just hoping)
- [ ] Dedicated person for community management (doesn't have to be full-time)
- [ ] Crisis communication plan (for when things go wrong)
- [ ] Runway for 12+ months of development post-EA launch
- [ ] Pricing strategy defined (see below)
- [ ] Revenue projections based on realistic conversion (not hopeful)
- [ ] Legal/tax structure for receiving payments
Industry case study: hades ea readiness
What Supergiant had at EA launch:- Complete first zone (Tartarus), fully polished
- 4 weapons, each with distinct feel
- Core combat loop felt amazing
- 3-5 hours of content, replayable
- Clear communication: "This is 20% of final game"
- Final zones (added over 2 years)
- Full story (evolved with community)
- All weapons (added based on feedback)
Step 2: the ea pricing strategy
The Common Mistake: Pricing EA lower because "it's unfinished." The Better Approach: Price based on current value, use completion % to determine discount.The ea pricing formula
Full Game Intended Price: $X
Current Completion %: Y%
Base EA Price = X × 0.70 (assume 70% of full value)
EA Discount = (1 - Y) × 0.30 (discount for incompletion)
Launch EA Price = Base EA Price - EA Discount
Example:
- Full game target: $25
- Base EA price: $25 × 0.70 = $17.50
- Completion at EA: 40%
- EA discount: (1 - 0.4) × 30% = 18% off base
- Launch EA price: $17.50 × 0.82 = $14.35
- Round to: $14.99 or $12.99
The price increase strategy
The Psychology: Rising prices create urgency. The Schedule:EA Launch (30% complete): $12.99
40% complete: $14.99 (+15%)
60% complete: $17.99 (+20%)
80% complete: $19.99 (+11%)
1.0 Release: $24.99 (+25%)
Each increase:
1. Rewards early supporters (they paid less)
2. Creates FOMO for wishlisters (buy now before increase)
3. Signals progress (price = development stage)
Industry examples
V Rising EA Pricing:- EA launch: $19.99 (game was 50% complete, very polished)
- Justified by quality: Combat felt AAA despite EA
- No price increases during EA (already at target price)
- 1.0 release: Stayed $19.99 (kept promise)
- Result: $10M month 1, players felt it was worth it
- EA launch: $19.99 (game was 30% complete by plan)
- During EA: Stayed $19.99 (under-promised, over-delivered)
- 1.0 release: Still $19.99 (generous to community)
- Result: 12M+ sales, beloved by community
- EA launch: $59.99 (AAA price, but Act 1 was 25+ hours)
- No price increase during 3-year EA
- Justified by Larian quality and content volume
- Result: Funded massive development, biggest RPG of 2023
Step 3: the roadmap that sells dreams
Your EA roadmap isn't just a plan—it's a product that sells future value.The three-tier roadmap structure
Tier 1: Near-Term (1-3 months) - SPECIFICMust include:
- Exact features with names
- Screenshots or concept art
- Concrete delivery windows ("February update")
- These are promises—don't list unless 90% sure
March 2025: The Frozen Wastes Update
- New biome: Frozen Wastes (ice caves, blizzards)
- 3 new enemy types (Ice Wraith, Frost Giant, Snow Drake)
- Cold weather survival mechanics
- 5 new weapons (ice-themed)
Can include:
- Major systems described generally
- Visual concept art (not promises)
- Flexibility for community feedback
- "We're planning..." language
Summer 2025: Multiplayer & Social Features
- Co-op gameplay (2-4 players planned)
- Shared base building
- PvP arenas (subject to community feedback)
- Friends list and matchmaking
Should include:
- High-level goals
- "Dream features" you want to build
- Community-voted content
- Maximum flexibility
Late 2025 / Early 2026: Endgame & Beyond
- Raid-style boss encounters
- Prestige systems for veteran players
- Mod support and workshop integration
- Community-requested features from feedback
The buffer system (critical)
Never promise what you can't deliver:Internal Plan: Ship Feature X in March
Roadmap Promise: Ship Feature X in "Q1" or "Early 2025"
Buffer: 4-6 weeks for unexpected issues
Result: If you ship in March, you're "on time"
If you ship in April, you're still "on time"
Players get "bonus" content (you had buffer all along)
Industry example: how hades used roadmap masterfully
Supergiant's approach:- Near-term: Exact weapon and zone additions with dates
- Mid-term: "We're working on story content" (vague intentionally)
- Long-term: "We want 4 full zones" (vision, not promise)
- Under-promised on timeline
- Over-delivered on quality
- Adjusted roadmap based on feedback
- Never missed a promised delivery
Step 4: the community flywheel
The EA Success Formula: Engaged Community → Valuable Feedback → Better Game → More Engaged Community (repeat)Building the flywheel
Week 1-2: Foundation Phase- Launch Discord/forum before EA launch
- Daily developer presence (doesn't have to be long, just consistent)
- Quick wins: Address 3-5 easy player requests immediately
- Establish communication rhythm (when you'll post updates)
- Highlight player contributions in patch notes
- Create "community heroes" role for helpful players
- Feature player creations (screenshots, videos, fanart)
- Run first community event/contest
- Player polls for feature priority (let them choose)
- Beta test program for major features (inner circle)
- Name features/locations after community members
- Implement top 3 community requests
- Community creates organic content
- Players recruit other players
- Self-moderating community emerges
- Community becomes your marketing team (unpaid, but eager)
Industry example: valheim's community flywheel
How Iron Gate built advocacy: Week 1: Launched with active Discord Month 1: Devs responded to every major bug report Month 2: Implemented top community QoL requests Month 3: Community started creating mods, guides, content Month 6: Community was self-sustaining, recruiting new players Result:- 28% of sales attributed to community word-of-mouth
- 180K+ Discord members (unpaid advocates)
- Thousands of hours of user-generated content
- Community defended game during slow update periods
The 2-hour daily rule
Time investment: 2 hours per day of community engagement Split:- 30 min: Read feedback, triage issues
- 45 min: Respond to top discussions
- 30 min: Create update post/content
- 15 min: Personal touches (thank contributors, etc.)
Step 5: the update cadence that keeps players engaged
EA lives or dies on update consistency.The proven cadence
Weekly (Small Updates):- Bug fixes
- Minor balance changes
- Small QoL improvements
- Impact: Shows active development, builds trust
- Small content additions (new item, enemy, etc.)
- Feature iterations based on feedback
- Community requests implemented
- Impact: Keeps active players engaged
- Significant content (new biome, boss, system)
- Roadmap milestone completions
- Big feature additions
- Impact: Brings back lapsed players, drives sales
- Game-changing features
- Major content drops
- Press-worthy announcements
- Impact: Media coverage, revenue spikes, wishlist conversion
The never-miss-update rule
Critical: Never miss a scheduled update, even if you have to ship something smaller. Why: Missing updates destroys trust faster than shipping smaller updates. Example:Bad:
- Promise monthly update
- Miss deadline
- Players lose trust
- "Abandoned EA game" narrative starts
Good:
- Promise monthly update
- Feature not ready by deadline
- Ship smaller update on time (bug fixes + one small feature)
- Explain: "Big feature delayed for quality, here's what's ready"
- Players appreciate transparency
Industry example: v rising update cadence
Stunlock Studios rhythm:- Weekly: Hotfixes and small balance
- Bi-weekly: Small content patches
- Monthly: Major patches (new content)
- Quarterly: Massive updates (game-changers)
Step 6: the feedback filtering system
EA generates massive feedback. 95% of it is noise.The four-tier filter
Tier 1: Critical (Ship Immediately)- Game-breaking bugs
- Save corruption
- Progression blockers
- Major balance that makes game unplayable
- Frequent player requests (30+ independent mentions)
- Moderate balance issues
- High-impact QoL improvements
- Features that enhance core loop
- Creative suggestions from community
- Niche requests (5-10 mentions)
- Long-term features that need design work
- Polish and "extra" content
- Contradictory to core vision
- Requested by single players only
- Would require complete redesign
- Doesn't fit genre/style
The transparent communication
Don't just ignore Tier 4—explain why:Bad Response:
(Silence)
Good Response:
"Thanks for the suggestion! We've considered adding [Feature X],
but it doesn't align with our vision for the game because [Reason].
We're focusing on [Alternative] instead, which solves the same
problem while staying true to the core experience."
Result: Players respect your vision when you explain it.Industry example: hades feedback management
Supergiant's approach:- Implemented 100% of Tier 1 (critical bugs)
- Implemented ~70% of Tier 2 (important requests)
- Implemented ~25% of Tier 3 (nice-to-haves)
- Politely declined Tier 4 with clear reasoning
Step 7: the revenue sustainability model
EA isn't just initial sales—it's sustained revenue through development.The three revenue streams
Stream 1: Base Game Sales (60-70% of revenue)Drivers:
- Price increases create urgency
- Major updates drive wishlist conversion
- Community word-of-mouth generates organic sales
What to offer:
- Higher-tier EA access with bonus cosmetics
- Exclusive Discord channels (behind-the-scenes)
- Credits in game (special thanks)
- Early access to beta features
- Base game: $15
- Supporter Edition: $25 (+cosmetic pack, Discord access)
- Deluxe Edition: $40 (+more cosmetics, name in credits)
Rules:
- NEVER gameplay-affecting content
- Only cosmetics (skins, decorations, etc.)
- Optional for all players
- Priced fairly ($3-8 per pack)
Industry example: v rising revenue model
Breakdown:- Base game ($19.99): 68% of EA revenue
- Supporter pack ($29.99): 27% of EA revenue
- Cosmetic DLC ($5-7): 5% of EA revenue
- Each tier served different player types
- No pay-to-win (kept trust)
- Revenue enabled ambitious roadmap
Step 8: the path to 1.0 release
The Final Challenge: Graduating EA without killing momentum.The 6-month launch countdown
Month 6 Before 1.0:- [ ] Announce target release date publicly
- [ ] Feature lock (no new features after this)
- [ ] Polish phase begins (make existing perfect)
- [ ] Marketing ramp-up starts
- [ ] Release candidate builds for testing
- [ ] Performance optimization sprint
- [ ] Final content completion
- [ ] Press outreach and review copies
- [ ] Release trailer production
- [ ] Price increase announcement (if planned)
- [ ] Thank EA community publicly
- [ ] Launch event planning (Twitch, Discord party)
- [ ] EA players get special recognition (badge, item, etc.)
- [ ] Community celebration event
- [ ] Press embargo lifts
- [ ] Launch discount (lower than EA price for newcomers)
- [ ] Maintain update cadence (don't abandon)
- [ ] Continue community engagement
- [ ] Post-launch content roadmap
- [ ] Convert EA players to long-term community
Industry example: hades 1.0 transition
What Supergiant did right: 6 months out: Announced release window 3 months out: Feature lock, polish phase 1 month out: Epic trailer, press previews Launch: EA players got exclusive cosmetics Post-launch: Continued updating (DLC possibility) Result:- EA players: 91% stayed active after 1.0
- Sales spike: +340% on release week
- Reviews: Maintained 98% positive
- GOTY awards across the board
The ea success checklist
Before EA Launch:- [ ] Core loop complete and polished (2-4 hours fun)
- [ ] Pricing strategy defined (see formula above)
- [ ] Roadmap created (3-tier system)
- [ ] Community platform ready (Discord, etc.)
- [ ] 12+ month runway secured (funding)
- [ ] Update cadence planned (weekly/monthly rhythm)
- [ ] Feedback system ready (how will you collect/process)
- [ ] Never miss scheduled update
- [ ] 2 hours daily community engagement
- [ ] Implement Tier 1-2 feedback quickly
- [ ] Transparent communication on roadmap changes
- [ ] Maintain review scores >80%
- [ ] Build advocacy (community becomes marketers)
- [ ] Multiple revenue streams active
- [ ] Feature lock 6 months out
- [ ] Polish existing content
- [ ] Marketing ramp-up
- [ ] EA player recognition planned
- [ ] Post-launch roadmap ready
Common ea mistakes (and how to avoid them)
Mistake 1: launching too early
Symptom: Core loop isn't fun yet Result: Negative reviews you can never fully recover from Fix: Delay until readiness checklist is 100% checkedMistake 2: radio silence
Symptom: Weeks between updates/communication Result: "Abandoned game" narrative starts Fix: Weekly minimum communication, even if "still working"Mistake 3: overpromising roadmap
Symptom: Miss deliverables on roadmap Result: Community loses trust Fix: Use buffer system, under-promise, over-deliverMistake 4: ignoring feedback
Symptom: Community requests go unacknowledged Result: Players feel unheard, leave negative reviews Fix: Acknowledge all feedback, implement Tier 1-2, explain Tier 4 rejectionsMistake 5: no revenue plan
Symptom: EA sales dry up, can't fund development Result: Abandon EA, ruin reputation Fix: Multiple revenue streams, 12+ month runway before EAConclusion: ea is a partnership, not a shortcut
Early Access isn't a way to ship unfinished games and get paid. It's a way to build games with your community, turning players into partners.
The Framework:1. Launch ready: Core polished, 2-4 hours fun
2. Price smart: Formula-based, increase over time
3. Communicate constantly: Roadmap + 2 hours daily engagement
4. Update religiously: Never miss schedule
5. Filter feedback: Implement critical, consider important, explain rejections
6. Sustain revenue: Multiple streams, fund development
7. Graduate gracefully: 6-month plan, reward EA supporters
The Reality:- Done right: Fund development, build community, create advocates
- Done wrong: Permanent reputation damage, wasted opportunity
Series Complete:
1. The Virality Patterns - 7 mechanics that make players share
2. DNA of Successful Games - Fundamental elements of hits
3. Crisis-Proof Development - Surviving when everything breaks
4. The Genre Twist Method - Finding white space in markets
5. Steam Visibility Playbook - Algorithm mastery
6. The 5 Metrics - Pre-launch success prediction
7. Early Access Done Right - This article
This article is part of our Game Industry Insights series. Analysis based on successful EA launches, community management best practices, and revenue data from indie studios 2018-2024.