23 Daily — According to gamesindustry.biz, the number of games released through Steam's Early Access program has significantly increased in recent years. SteamDB data shows that as of mid-October 2026, 2,924 Early Access games had launched on Valve's platform, marking an 18% increase from 2025 and a 60% rise compared to 2020. The share of Early Access titles among all Steam releases also rose from 10.4% in 2024 to 13.7% in 2026.
Early Access as a Critical Phase Equivalent to Official Launch
Since Steam introduced the Early Access program in 2013, it has provided solo developers and smaller studios the opportunity to raise funds mid-development while gathering essential player feedback and building hype, helping improve game quality and market presence. Successful titles such as Don't Starve, Baldur's Gate 3, and Dead Cells exemplify how a constructive Early Access period contributes to long-term success.
However, the Early Access launch has evolved into a phase just as important as the official 1.0 release. GameDiscoverCo reports that only 21% of Steam Early Access graduates earned more revenue in their first 30 days after the 1.0 launch than during Early Access. This shifts the responsibility to developers to treat Early Access releases with the same seriousness as official launches, focusing on quality and player experience.
Rising Standards and Intense Competition Drive Quality Improvements
Developers behind games like Phasmophobia and Paralives highlight that the quality bar for Early Access releases has risen significantly. For instance, Paralives delayed its Early Access launch from December 2025 to May 2026 to refine tutorials and other features based on pre-release testing.
Richard Svensson, CEO of Valheim developer Iron Gate, estimates that player expectations for Early Access games are about 20% lower than for full releases but still high, expecting polished gameplay.
Meanwhile, independent developers face challenges as major publishers with vast resources also employ Early Access as a marketing and revenue tool. Denis Dyack, CEO of Apocalypse Studios, points out that AAA games using Early Access to generate significant revenue can distort player expectations, disadvantaging smaller studios. He cites Subnautica 2 and Path of Exile as examples that have reshaped the landscape and player mindset.
Editor's take: Early Access as a Real Launch Presents Both Opportunities and Challenges for Entrepreneurs
The Early Access model has evolved from a mere fundraising and testing platform into a critical pre-launch battleground. For startups, the rising standards require prioritizing polished gameplay and user experience early in development and actively incorporating player feedback to build trust and community.
Verification methods include conducting focused internal testing to optimize game performance, leveraging Steam's review systems to monitor player sentiment, and partnering with influencers to enhance visibility and reputation. Entrepreneurs should treat Early Access as a key part of both brand building and market competition, not just a development phase.