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(3 edits)

The way I would do early access is the way I've seen it with some games I've bought EA with on Steam.  Where say you pay $5 and that gets you content x.  Then content y comes out but since you already paid $5 you get content y for free.  But price for newcomers goes up cuz there's more content (so ie. $7 instead of $5).  Though some games (like V Rising) added more content during EA that wasn't included with your base EA price and was extra paid DLC.

I have multiple devlogs already cuz I decided to do a lot more with the game after I released the Prologue.  Not gameplay wise but features wise.  And would release something to fix an issue asap or add something, then get a report or notice something later and want to fix/add that asap. I mean I could wait 3 days to release larger notes and fixes, but that potentially leaves something broken for 3 days instead of getting it fixed right away.  As an example, I added a reflect mechanic to my game, did my testing (it's just me working on the game) and it seemed fine. So released it. Then someone else played it and found reflect in a scenario caused a crash. Do I leave that broken for 3 days just to not have a devlog update so soon even though I have a fix, or release the fix asap so the game is playable?

And thanks for the responses.

The way I would do early access is the way I've seen it with some games I've bought EA with on Steam.  Where say you pay $5 and that gets you content x.  Then content y comes out but since you already paid $5 you get content y for free.  But price for newcomers goes up cuz there's more content (so ie. $7 instead of $5).  Though some games (like V Rising) added more content during EA that wasn't included with your base EA price and was extra paid DLC.

But you do not pay for content. You pay for a game. An unfinished game. If you imply game will have content x and y and release y only as a dlc, that is a move that regularly gets backlash and disgruntles players.

Increasing price during development and approxiamting release price is just another way of giving discount. And often the developer/publisher is not sure how much to ask for a game.

I have multiple devlogs already cuz I decided to do a lot more with the game after I released the Prologue.  Not gameplay wise but features wise.

Releasing a hotfix to a broken game is one thing. But did you read your last devlog? "- Added a couple lines to credits". 12 devlogs in 6 days is a bit much. Those appear in https://itch.io/devlogs and if you keep up that frequency, you might lose privilege to post such things or get delisted. It can be seen as spamming and trying to game the system is something Itch does not like. I do not know if they ever delisted someone for such a thing, but I also have never seen a game with multiple devlogs a day.

I suggest you look at similar popular games like your's and look at their devlogs. How often and what they log about. It will be the frequency and type of update your target audience will expect.

Oh, and if you know more about what your game will be, maybe flesh out the tags. You can have 11 tags in total. Also look for those on similar games like your's for the same reason: your target audience will look for such games under these tags.