![]() ![]() Imagine: you make the best game you can, just as if this was the typical development process. But Early Access is an exciting new direction. We’ve done that with games like Painkiller or Bulletstorm or The Vanishing of Ethan Carter. We’ve done the classic development before. ![]() And that reason to go with Early Access is to make the best game possible before it’s released. ![]() For us, and of course to many others as well. There is a more important reason for us, though. For ours as well, but more to keep us 100% independent. What is the point of Early Access? Is it to get money to keep the studio alive and keep working on the game? For some studios, maybe, sure. But on September 20 th, we’re not releasing the game, are we? We’re releasing the Early Access version of the game. Designing new features, implementing them, making the game better. This is exactly what we’ve been doing for the last seven years. I wanted to take a look at this list of tasks and maybe kill something to make space for the new thing. Just didn’t have the time to implement the feature. He came around, eventually, but it didn’t change the fact he had more than enough on his plate. Initially, the programmer was not convinced. In my mind, it significantly enhanced the experience. I really wanted – no, needed! – a certain feature in the game. I cannot imagine the game without it.” – I replied. “I won’t be able to squeeze that in” – said the programmer. ![]()
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