Our 70s heisting simulator went through Steam Greenlight and Early Access, culminating in its release in the beginning of June. We built the game "out in the open", sharing stuff we worked on actively and doing our best to involve the community. This is a post mortem of that experience, with focus on how we handled building, involving and managing the community.
This panel will discuss experiences and lessons learnt in Early Access – which approaches to take in communications upfront and during launch, when to go for Early Access and when not, what to expect when going for it and which best practices everyboday learnt and would advise on in general.