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“AAA publishers are abusing Early Access,” RPG dev says
Denis Dyack, head of Apocalypse Studios, says major publishers’ use of Early Access is raising players’ expectations and putting independent developers at a disadvantage. He argues that releasing polished games through the programme as a marketing event can undermine its original purpose: gathering feedback while a game is still being developed.
Dyack points to Subnautica 2 and Path of Exile as examples that have shifted expectations, while Apocalypse’s Deadhaus Sonata faced barriers to reaching players and launched with performance problems. Creative director Ethan McKinnon says players compare games in the same marketplace, so smaller teams face higher standards; Subnautica 2 creative director Anthony Gallegos says Early Access lets his team make meaningful changes based on player feedback.
In short
- Dyack says big publishers are changing expectations for Early Access.
- Smaller studios may face higher standards as a result.
- Subnautica 2’s team says the programme supports meaningful changes.
Steelman: both sides, in good faith
The strongest fair case each way — we don't pick a winner.
The case for
Early Access works best when it gives players a genuine chance to shape a game in development. When major publishers present polished releases as major marketplace events, players may come to expect that level of polish from every Early Access title, disadvantaging smaller teams with fewer resources. That could weaken the programme’s role as a way to gather feedback and build a game with its community.
The case against
A polished Early Access release can still be a meaningful development process if the team listens and makes substantial changes in response to players. Larger publishers may bring more players into the programme and demonstrate how feedback can improve a game, as Subnautica 2’s creative director argues. Players can reasonably judge each title by the experience offered, while smaller studios can use Early Access to reach audiences and learn from them.
Explained simply
Early Access lets players buy and play a game while it is still being made. Developers can use feedback from players to find problems and shape later versions, though the amount of content and polish can vary.
Major publishers have large teams and budgets, while independent developers often have fewer resources. Players may compare games available through the same Early Access programme, even when they differ in size and development stage.
Denis Dyack leads independent studio Apocalypse Studios, which released Deadhaus Sonata with performance problems. Subnautica 2 and Path of Exile are larger-profile examples cited in the debate; their developers have described Early Access as a way to respond to player feedback.