Steam's secret Early Access rules reveal Valve's hands-off approach

[Editor's Note: These are Steam's rules and guidelines for Early Access development, provided in full below. Although I haven't edited the rules, I have added some text formatting, such as bolding and paragraph breaks, to make this page more readable.]

Overview
Steam Early Access is a framework of messaging that helps customers identify and learn more about products that are currently under development with the involvement of the community.

Rules & Guidelines for Steam Early Access
When you launch a game in Steam Early Access, there is an expectation by customers that you will continue development to a point where you have what you consider a 'finished' game. We know that nobody can predict the future, and circumstances frequently change, which may result in a game failing to reach a 'finished' state, or may fail to meet customer expectations in some other way. We work hard to make sure this risk is communicated clearly to customers, but we also ask that developers follow a set of rules that are intended to help inform customers and set proper expectations when purchasing your game.

Don't overcharge Steam customers.
We expect Steam customers to get a price for the Early Access game no higher than they are offered on any other service or website. Please make sure that’s the case.

Don’t launch in Early Access if you can’t afford to develop with very few or no sales.
There is no guarantee that your game will sell as many units as you anticipate. If you are counting on selling a specific number of units to survive and complete your game, then you need to think carefully about what it would mean for you or your team if you don't sell that many units. Are you willing to continue developing the game without any sales? Are you willing to seek other forms of investment?

Don't launch in Early Access without a playable game.
If you have a tech demo, but not much gameplay yet, then it’s probably too early to launch in Early Access. If you are trying to test out a concept and haven't yet figured out what players are going to do in your game that makes it fun, then it's probably too early. You might want to start by giving out keys to select fans and getting input from a smaller and focused group of users before you post your title to Early Access. At a bare minimum, you will need a video that shows in-game gameplay of what it looks like to play the game. Even if you are asking customers for feedback on changing the gameplay, customers need something to start with in order to give informed feedback and suggestions.

Don't launch in Early Access if you are done with development.
If you have all your gameplay defined already and are just looking for final bug testing, then Early Access isn’t the right place for that. You’ll probably just want to send out some keys to fans or do more internal playtesting. Early Access is intended as a place where customers can have impact on the game.

Is Early Access Right For You?
Early Access is a tool to develop your game with the community by giving them access to your title before it is officially released. During Steam Dev Days, in January 2014, five developers shared what they have learned from being on Early Access; how it affected their development, their sales, and when does Early Access make sense. 

How should I describe my Early Access game to customers?
It’s very important to provide an accurate Early Access description where you clearly define the current state of your game build and pricing plan up until launch. This allows customers to be informed when making their decision to purchase the game now or wait for the full release. In addition if you choose to offer details of the features that will be offered in the final release build of the game, this list should be as accurate as possible to avoid unhappy future customers.

Evan Lahti
Strategic Director

Evan's a hardcore FPS enthusiast who joined PC Gamer way back in 2008. After an era spent publishing reviews, news, and cover features, he now oversees editorial operations for PC Gamer worldwide, including setting policy, training, and editing stories written by the wider team. His most-played FPSes are Hunt: Showdown, Team Fortress 2, Team Fortress Classic, Rainbow Six Siege, and Counter-Strike. His first multiplayer FPS was Quake 2, played on serial LAN in his uncle's basement, the ideal conditions for instilling a lifelong fondness for fragging.