The Long Road to 1.0: Secrets to a Successful Early Access

Tuesday, August 25, 2026 4:15 PM to 5:15 PM · 1 hr. (Europe/Berlin)
Stage 7 - Confex Level 2
Talk
~All~Community ManagementPR & MarketingProduction

Information

Early Access is more than a brief break for player feedback on the journey to launch. For many notable games, it is the critical step that turns team vision into a triumph. ROCKFISH Games Communications & PR Director Lee Guille shares tips & tricks to craft your Early Access marketing plan using strategies and examples from the award winning Steam Early Access Platinum Graduate AA space adventure EVERSPACE 2. Join this talk for an in-depth discussion on how to craft impactful communications that speak to players, make the most of marketing beats, build community superfans, and structure your project’s time in Early Access.
Topics
~All~Community ManagementPR & MarketingProduction
Track
Production
Session Type
Talk
Target Audiences
Communications and marketing professionals, producers, and community managers
Experience Level
Intermediate
Key Take Aways
Talk attendees will come away with a solid understanding of communications tips and tricks for communications and marketing during Steam Early Access. The talk focuses on assets and beats that best highlight a game, how to build community and superfans around a new title, and how to create visibility with media, influencers, and platform holders. Talk highlights will be accompanied by examples from the EVERSPACE 2 Steam Early Access campaign showing historical data from major beats. Talk Overview and Compelling Rationale: This session offers a data-driven, deeply practical look at how a mid-sized studio (ROCKFISH Games) engineered and executed the Early Access campaign for the award-winning AA single-player title EVERSPACE 2. By showing metrics attached to individual beats, attendees can take lessons learned from this project and apply them to their own. Key Hook for Gamescom Dev Audience: Many indie and AA developers grapple with the decision to go into Steam Early Access or have found projects stagnating during development. This real-world, transparent case study shows practical, battle-tested techniques, common pitfalls, and metrics-driven decision opportunities to help push projects towards Steam Early Access Platinum Graduate status. Supporting Data and Specific Findings to Be Shared: Player Attention & Engagement: View and clickthrough data from Steam Early Access messaging and platform visibility. Concrete sales and wishlist figures: net revenue earned during Steam Early Access compared to 1.0 date range. Wishlist Attribution and Conversion: A granular look at how a 24% global wishlist-to-purchase conversion rate was shaped through major beats and marketing activations.
Available to Ticket Type(s)
  • gcdev Student Pass
    • gcdev Content Pass
      • gcdev Trade Pass
        • gcdev Press Pass
          • gcdev Speaker Pass
            • gcdev VIP Pass

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