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Early Access Revenue Calculator

Model an Early Access run end to end: EA launch sales, the monthly tail, price increase at 1.0, the 1.0 spike, and whether the extra development months pay for themselves.

Disclaimer: Store cuts, refund rates, and regional pricing change constantly, and platform terms differ by contract. This models scenarios; it is not a forecast or financial advice.

$19.99
9,000
18%
14
4
70%
25%
2
12
30%
9%
$28,000
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Early Access run economics

Early Access is a financing decision as much as a development one. You trade a lower price and a smaller 1.0 spike for revenue that arrives early enough to pay salaries. The model is worth it when EA revenue funds most of the remaining build and updates keep the tail alive.

Net = Σ EA month units × EA price × keep + Σ post-1.0 month units × (EA price × (1 + increase)) × keep − burn × EA months
Typical EA duration
12–24 months
Common price increase at 1.0
20%–35%
1.0 spike vs EA launch
0.8×–2× for most titles
Monthly decay between updates
15%–25%
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<iframe src="https://www.revenuelab.fyi/embed/early-access-revenue-calculator?eaPrice=19.99&eaLaunchUnits=9000&tailDecay=18&eaMonths=14&updateBumps=4&bumpLift=70&priceIncrease=25&launchMultiple=1.6&postLaunchMonths=12&storeCut=30&refundRate=9&monthlyBurn=28000" width="100%" height="680" style="border:0;border-radius:12px;max-width:100%" loading="lazy" title="Early Access Revenue Calculator"></iframe>
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Updates are the whole tail

Without content updates, EA sales decay geometrically and the game is dead six months before 1.0. Each major update produces a visibility spike plus a smaller permanent lift. Set the update count honestly against what your team can actually ship — an optimistic cadence is the most common way this model breaks.

The 1.0 spike is not guaranteed

Whether launch beats your EA opening depends on things you control unevenly.

  • Wishlist accumulation during EA — the single strongest predictor of the 1.0 spike.
  • Whether the community reads 1.0 as a real milestone or a formality.
  • Review score at launch, which by then is largely set by EA players.
  • Press and creator coverage, which is much harder to earn twice for the same game.

Price it once, raise it once

Repeated price changes train buyers to wait. Set an EA price you can defend, announce the 1.0 increase early, and let the deadline drive a pre-increase sales bump — that pre-announcement window is often the second-best sales month of the whole run.

FAQ

Should I discount during Early Access?

Sparingly. Discounts during EA pull forward sales you'd have made at 1.0 and make the price increase harder to justify. Seasonal sale participation is usually enough.

How much bigger is the 1.0 launch?

Highly variable — anywhere from smaller than the EA opening to double it. Model 1.0–1.6× unless you have wishlist data suggesting otherwise.

Does EA hurt review score?

It can, because players review an unfinished game. The offset is that engaged EA communities also produce your most positive reviews. Budget for a dip in the middle months.

What if EA doesn't fund the build?

That's the key output here. If EA revenue covers only a few months of burn, either shorten the EA window, cut scope, or line up funding before you launch — don't rely on the 1.0 spike to rescue it.

How this calculator is built

Independently maintained

Written by Sam Doshi and the RevenueLab editorial team. We don't sell the data feeds this tool is built on.

Sourced from primary data

Benchmarks come from public AdSense / Stripe / IRS disclosures and reader-submitted data — never third-party "$X per view" claims. Full methodology.

Last editorial review

Reviewed on a rolling quarterly cycle. Dated reviews are published on the methodology record for each calculator.

Editorial standards

See our editorial policy and disclaimer. Results are estimates, not advice.