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7 Days to Die Early Access promotional image showing zombies and a stamped "Early Access" label in front of a haunted house. Fix Gaming Channel watermark in top left.

How Long Is Too Long? Rethinking Early Access in 2025

Posted on July 21, 2025September 25, 2026 By Ronny Fiksdahl

Early Access was meant to help games grow. But if your game’s been “early” longer than a Marvel movie phase… maybe it’s just your final form.

Early Access was once a noble idea. A handshake between devs and players. “Here’s the game, it’s not done, but we’re building it together.” And for a while, it worked beautifully. Hades did it right. Baldur’s Gate 3 crushed it. RimWorld thrived in it. That’s the dream scenario.

But it’s 2025 now. And let’s face it—some games have been in Early Access longer than most people’s Steam wishlists have existed. We’re not in “early” territory anymore. We’re in “Did you forget to finish this?” land. We later looked at that question through Mist Survival’s seven-plus years in Early Access.

Forever in Early Access? These Games Say Yes.

Let’s name names. These games didn’t just visit Early Access — they bought property, built a cabin, and settled in for the long haul:

  • 7 Days to Die: Entered Early Access in 2013. Finally hit version 1.0 in June 2024. That’s not a dev cycle — that’s a generational saga.
  • Project Zomboid: In Early Access since 2013. Still technically in it. Still good. Still going. Immortal, apparently.
  • DayZ: Spent five years in Early Access (2013–2018). Even after 1.0, it felt like the tutorial was missing.
  • Space Engineers: Five years in Early Access before leaving in 2019. Still gets updates. Still breaks. You know the type.
  • Starbound: Spent three years in Early Access — and still left players wondering what happened to the game shown in the trailer.
This chart shows the number of years selected games remained in Early Access before full release—if they ever left at all.
Time spent in Early Access across several popular titles. Some used it as a launchpad. Others built a retirement home.

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Case Study: Conan Exiles Did It Fast—But Was It Ready?

Let’s give credit where it’s due—Conan Exiles didn’t overstay its welcome in Early Access. It launched in January 2017 and was “done” by May 2018. A quick 16-month sprint, right? Gold star for speed.

But then you actually played it. And realized that “1.0” didn’t mean polished. Or complete. Or fully stable. It meant, “We hit our marketing deadline, good luck out there.”

Since then, the game has changed a lot. New content, expansions, a battle pass. And hey, it’s in a pretty good state now! But the full launch back then? It was like ordering a steak and getting a cow with a note that says “some assembly required.”

You Can Burn Out Before 1.0 Ever Drops

I’ll be honest—I had hundreds of hours in Conan Exiles before the full release even happened. I built fortresses, climbed towers, got eaten by crocodiles, farmed steel—and I did all of it before they even added horses.

So when they finally said, “We’re officially out of Early Access!” my reaction wasn’t excitement. It was more like, “…Wait, that wasn’t 1.0 already?”

That’s the twisted beauty of Early Access: if it goes on long enough, you forget you’re part of an experiment. You start treating the game like it’s done—because for you, it is. You’ve already played the hell out of it, bugs and all. Then one day, they pop the champagne and call it a full release… and you’re like:

“Conan Exiles launched… but I’d already left the party.”

The crowd’s already gone. Some stick around. Some leave. Sure, there’ll be new players coming in—but what’s the point of Early Access if it lasts so long that your core fans burn out before the starting line?

How Long Is Too Long?

There’s no hard rule, but here’s how I’d frame it:

  • 1–3 years: Totally fine, especially for small indie teams or evolving mechanics.
  • 4–5 years: Okay, but you better have a public roadmap, regular updates, and a community that’s still talking to you.
  • 6+ years: You’re either building a masterpiece… or hiding behind a never-ending dev cycle. Pick one.

For reviewers like me, it creates a mess. Are we judging a beta? A live product? A placeholder? At a certain point, it’s not Early Access anymore—it’s just the game. No asterisk. No excuse.

It’s not early anymore… it might actually be too late.

Early Access Isn’t a Hall Pass

Here’s the deal: Early Access can still be a powerful tool. But it’s not a magic label that excuses years of silence, broken promises, or games that never stop being “almost done.”

If you’re going to take money from players early, respect their time. Communicate. Deliver. And eventually… finish.

Because if your game’s been “early” for 7+ years, guess what? No one thinks it’s early anymore. We’re just waiting to see if you’ll ever call it done—or if you’ll quietly fade out behind another Steam sale banner.


Written by Ronny Fiksdahl, Founder & Editor-in-Chief at Fix Gaming Channel.

Send interview pitches, corrections, tips, or developer stories to contact@fixgamingchannel.com.

Support independent games coverage on Ko-fi.

Also read: What It Takes to Run an Indie Gaming Outlet Today

Gaming News, Indie, Industry News, Inside Fix Gaming Tags:Early Access, editorial, game development, Indie Games, Steam

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