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Early Access is a Skill Tree: Why Your Game Needs Endgame First

Posted by Gemma Ellison
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July 26, 2025

Early Access: A Brutal Exam You Can Ace

Early Access isn’t a release; it’s a test. A test of your game, sure, but more importantly, a test of your ability to build something people want to play for hundreds of hours.

Think of Early Access as a skill tree in your game. You don’t dump all your points into random abilities. You strategically invest in the core skills first, those that define your character and your playstyle. Your game should be the same.

Endgame First: The Core Tenet of Early Access Success

Most developers approach Early Access like building a house, starting with the foundation and working their way up, room by room. That’s a recipe for disaster. Players don’t want a half-finished house. They want a functional, engaging core experience.

Your “endgame” – that core, repeatable activity that keeps players hooked even when content is limited – needs to be your priority. It needs to be compelling, polished, and clearly defined before you even think about launching in Early Access.

What does this endgame look like? It varies from game to game.

  • For a survival game, it might be mastering base building and defending against increasingly difficult waves.
  • For a crafting game, it’s creating the ultimate item or automating a complex production chain.
  • For a roguelike, it’s unlocking all the characters and items, achieving the highest difficulty runs, or discovering secret character builds.
  • For a strategy game, it could be world domination or perfecting a specific economic build.

The common thread? A clearly defined goal and a satisfying loop that keeps players engaged even after dozens of hours.

Identifying Your Endgame Loop

This is where the real work begins. Ask yourself: what’s the most addictive part of my game? What activity will players want to repeat over and over?

Don’t assume you know the answer. Playtest extensively. Watch players. Analyze their behavior. Where are they spending the most time? What are they complaining about?

A great example of a well-defined Early Access endgame is Deep Rock Galactic. The core loop of mining, fighting aliens, and upgrading your dwarves was compelling from day one. Sure, the game lacked content compared to the full release, but the fundamental gameplay was addictive and rewarding.

Contrast this with games that launch in Early Access with a vague promise of “more content coming soon.” Players wander around a sparse world, complete a few shallow quests, and then get bored. There’s no long-term goal, no reason to keep playing.

Prioritization: Sharpening the Core

Once you’ve identified your endgame loop, ruthlessly prioritize its development. Every feature, every mechanic, every asset should contribute to making that loop more engaging.

Cut anything that doesn’t directly support the core. Focus on polish. Fix bugs. Improve performance. Make sure the endgame is as fun and addictive as possible.

Remember, you’re not building the entire game at once. You’re building a solid foundation on which to expand.

A mistake I see often is developers adding more content instead of polishing existing content. It’s tempting to add new areas, new items, new quests. But if the core gameplay is flawed, more content won’t fix it. It will just spread the flaws thinner.

A small, polished, addictive loop is far more valuable than a large, buggy, unfocused mess.

Iteration: Listening to Your Players

Early Access is a dialogue, not a monologue. You’re not just releasing a game; you’re inviting players to help you shape it.

Actively solicit feedback. Read the forums. Watch streams. Respond to comments. Use player data to identify pain points and areas for improvement.

Be prepared to change your plans. Players may latch onto features you didn’t expect or find exploits you never considered. Embrace the unexpected and adapt.

This is where transparency is crucial. Be open about your development process. Share your roadmap. Explain your decisions. Let players know that their feedback is being heard.

I learned this the hard way on my last project. We were resistant to changing a core mechanic that players hated. We thought we knew better. We were wrong. Eventually, we relented and implemented the changes players were asking for. The game improved dramatically, and player engagement skyrocketed.

Managing Expectations: Honesty is Key

Be upfront about the incomplete state of your game. Emphasize that it’s a work in progress. Let players know what features are planned, what features are experimental, and what features might never make it into the final game.

Avoid overpromising. It’s better to underpromise and overdeliver than the other way around.

Set realistic expectations for updates. Don’t promise weekly releases if you can only deliver monthly.

Be clear about the price. Explain why you’re charging what you’re charging. Justify the price with the value of the current endgame.

A game I admire that does this extremely well is Baldur’s Gate 3. Larian was upfront that only Act 1 would be available during Early Access, but that players would be able to iterate on the first 20-30 hours of the game. They didn’t try to sell it as a fully completed product. They sold it as a collaborative project.

Beyond Early Access

Early Access isn’t a shortcut to success. It’s a challenging, demanding process that requires careful planning, diligent execution, and a willingness to listen.

But if you get it right, it can be an incredibly rewarding experience. You’ll not only build a better game, but you’ll also build a community of passionate players who are invested in your success.

Remember: Endgame first. Polish over content. Listen to your players. Be honest and transparent.

Treat Early Access as a skill tree, not a free-for-all. Invest wisely, and you’ll emerge stronger on the other side.