STOCKHOLM, July 21 — A single payment option, 10 euros, added within a month of the alpha release of a browser-based building game in 2009, effectively codified a funding model that now underpins a significant portion of the independent video game industry. That game was Minecraft. The model is early access.
According to historical documentation of the model, early access — also known as alpha access, alpha founding, paid alpha, or game preview — is a funding mechanism in which consumers play a game during its pre-release development phases, such as pre-alpha, alpha, or beta, while the developer uses the proceeds to continue building it. Participants typically help debug, provide feedback and suggestions, and may receive special in-game materials.
The approach is common for funding indie games and may be used alongside crowdfunding. Minecraft is cited as one of the best-known early examples. Its development began in 2009 by Markus Persson, who worked on it initially for web browsers while maintaining a full-time job.
The alpha version proved popular enough that, within a month of its release, Persson added a payment option of 10 euros — approximately US$15 — to access the game. That income allowed him to fund further development.
The mechanics of early access
Under the early access model, games are typically offered when playable but not feature-complete, possibly months or years from a final release. Interested players buy in, gain access to the working software, and are encouraged to stress-test it and provide feedback that helps tune direction, art, and mechanics. Unlike some crowdfunding projects that solicit funds without a playable game, all early access games offer an immediately playable but unfinished version.
The record shows that traditionally, game publishers do not release unfinished versions to the public, relying instead on in-house testing with non-disclosure agreements to prevent piracy and limit competitor information. Publishers fund full development through completion but are less willing to risk experimental titles.
For indie games distributed without a publisher, funding is less readily available; smaller companies use personal funds, larger ones seek investments, and crowdfunding via platforms such as Kickstarter or Patreon has become a viable route.
Risks and benefits
Early access alleviates both funding and testing problems for independent developers. Players who buy in accept that the game may never reach final release. Benefits include preliminary word-of-mouth via social media or streaming broadcasts, which can stimulate interest.
Once the game is officially released, players may continue access or receive the final title and extras such as sound effects or credit mentions. The Minecraft case illustrates the model’s core dynamic: a developer, working alone, turned an unfinished alpha into a self-sustaining project by asking players to pay before the product was complete.
That transaction, 10 euros per player, provided the capital to continue building without a publisher’s backing. Looking forward, early access remains a fixture of the indie game landscape, with new projects routinely launching in a playable but incomplete state, relying on the same feedback loop that Persson used in 2009. Whether the model will sustain its current prevalence as more developers enter the space is an open question, but its roots in a single alpha-purchase option are firmly documented.





