LinkedIn·Tuesday, 11 August 2026·15d ago
With now 850K copies sold on Steam, around 30K on other PC stores, and another 61K copies sold on Xbox, Roadside Research sales are still…
Mike Coeck
Co-Founder & CEW (Chief Executive Walrus) at Cybernetic Walrus
With now 850K copies sold on Steam, around 30K on other PC stores, and another 61K copies sold on Xbox, Roadside Research sales are still pretty crazy when you think about it!
And next week we’re releasing our latest major update for Roadside Research. But this one comes with something else as well: an increase in price.
Now Early Access pricing is always an interesting discussion.
When we launched Roadside Research into Early Access, we deliberately launched at a lower price. The idea was simple: you’re buying into a game that isn’t finished yet.
But Early Access also means the game shouldn’t stay the same.
Since launch, we’ve been listening closely to our community and working on three major updates, adding new content, new mechanics, more automation and customization, improving systems that weren’t working as well as we wanted, and pushing the game closer to our vision for 1.0.
And halfway through Early Access, after those three major updates, we’re planning to increase the price of Roadside Research.
Our thinking is that the value of the game has increased significantly compared to what players bought at launch.
It also means there is a benefit to supporting a game early: you get it at a lower price, help shape development through your feedback, and automatically receive everything we add along the way.
Of course, we’re probably a little biased here. 😅
So I’m curious what others think?
Is increasing the price of an Early Access game halfway through development fair, assuming the developer has delivered substantial updates and significantly expanded the game? Or should an Early Access game keep its launch price all the way until 1.0?
Really interested to hear how people look at this.
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