Starting on September 9, Epic Games will introduce a mandatory age‑verification step for Australian customers who wish to download or purchase games classified as R18+ on the Epic Games Store. This new requirement is designed to ensure that only individuals who are at least 18 years old can access content that is deemed suitable for adults, aligning the store’s practices with Australia’s online safety regulations concerning adult material. The policy does not affect games that are already owned by players, nor does it apply to titles that carry a rating lower than R18+. Those existing libraries and lower‑rated games will remain fully accessible without any additional checks.

The focus is strictly on newly acquired or newly downloaded R18+ titles, which will now be subject to a verification process before the transaction can be completed. To carry out these checks, Epic will leverage its existing Kids Web Services (KWS) infrastructure, a system originally built to protect younger users from inappropriate content. The company is expanding this framework by integrating several third‑party verification services, giving users a choice of how they prove their age.

The options currently available include: 1. **Selfie verification via Yoti** – Users can submit a live selfie that is matched against an identity document using Yoti’s facial‑recognition technology. 2.

**Credit‑card verification through Stripe** – By entering a valid credit‑card number, the system can confirm that the cardholder is of legal age, as credit‑card issuers typically require users to be 18 or older. 3.

**Government‑issued ID verification with Veriff** – This method involves uploading a scan or photo of an official identification document, such as a driver’s licence or passport, which Veriff then validates. A fourth verification pathway, linked to bank‑account confirmation via ConnectID, is slated to become available later in September. This addition will further broaden the range of methods players can use, catering to those who may prefer a banking‑based check over the other options.

Epic has emphasized that any personal data collected through these verification channels will be used solely for the purpose of confirming a user’s age. The information will be processed independently of the broader Kids Web Services ecosystem, meaning it will not be merged with other user data or used for unrelated purposes. This separation is intended to address privacy concerns and comply with data‑protection standards. The move by Epic follows a similar trend among other major gaming platforms.

Earlier last month, Microsoft rolled out age‑verification requirements for its Xbox and Microsoft Store services in Australia. Australian users now must verify their age before they can purchase or play R18+ titles on either console or PC via Microsoft’s ecosystem, ensuring compliance with the same regulatory framework. Microsoft’s age‑verification system had already been introduced in the United Kingdom in July 2025, shortly after the UK’s Online Safety Act (OSA) came into effect.

The OSA mandates that digital platforms implement robust mechanisms to restrict adult content from under‑age users. Following the UK rollout, Valve also implemented a comparable age‑verification process for Steam users in the United Kingdom, allowing mature‑rated games to be accessed only after a user’s age has been confirmed. These industry‑wide changes reflect a growing emphasis on responsible content distribution in the gaming sector. By requiring age checks, platforms aim to protect younger audiences while still providing adult gamers with access to the full range of titles they desire.

The adoption of multiple verification methods acknowledges the diverse preferences and privacy expectations of users, offering flexibility while maintaining regulatory compliance. For Australian gamers, the upcoming September 9 deadline means that anyone wishing to explore new R18+ releases on the Epic Games Store will need to complete one of the offered verification steps before the transaction can proceed. Existing game libraries remain untouched, and lower‑rated titles continue to be available without interruption.

Epic’s approach, which isolates verification data from its broader Kids Web Services system, seeks to balance user privacy with the necessity of age‑appropriate content control. Overall, the introduction of age verification on the Epic Games Store is part of a broader shift toward more stringent content controls across major digital distribution platforms. As governments worldwide tighten regulations around adult content online, gaming companies are responding by integrating sophisticated verification tools that respect user privacy while ensuring compliance.

The result is a safer, more regulated environment for both younger players and adults seeking mature gaming experiences.