Starting on September 9, Epic Games will require anyone in Australia who wishes to download or purchase games rated R18+ on the Epic Games Store to first prove that they are at least 18 years old. This new requirement is designed to bring the digital storefront into compliance with Australia’s online safety regulations, which mandate that adult‑only content be shielded from under‑age users. The policy does not affect games that a player already owns, nor does it apply to titles that carry a rating lower than R18+; those can continue to be accessed without any additional checks. The age‑verification step will be handled through Epic’s pre‑existing Kids Web Services (KWS) infrastructure, a system originally built to protect younger audiences from unsuitable material.
To make the process as flexible as possible, Epic is integrating several third‑party verification services into KWS. Users will be able to choose from a range of methods: * **Selfie verification via Yoti** – Players can submit a live selfie that is matched against a government‑issued ID using Yoti’s facial‑recognition technology. * **Credit‑card verification through Stripe** – By entering a valid credit‑card number, the system can confirm the cardholder’s age based on the issuing bank’s records.
* **Government‑issued ID check via Veriff** – This option allows users to upload a scan or photo of an official identification document, which Veriff then validates for authenticity and age. A fourth verification pathway, linked to bank‑account confirmation via ConnectID, is slated to roll out later in September, giving Australian gamers even more choices for satisfying the age‑check requirement. Epic has emphasized that any personal data collected during these checks 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 combined with other data Epic holds about a player’s activity or preferences. The move follows a broader industry trend toward stricter age‑gating for adult content in the region.
Just a month earlier, Microsoft announced that its Xbox and Microsoft Stores would begin enforcing similar age‑verification protocols for Australian users. Under that scheme, players must verify their age before they can purchase or launch any R18+ titles on either console or PC platforms, aligning Microsoft’s approach with the Australian Classification Board’s guidelines. Microsoft’s own rollout in the United Kingdom began in July 2025, shortly after the Office of the eSafety Commissioner introduced new obligations for digital platforms to protect minors. Valve, the company behind Steam, has also implemented a comparable age‑verification system for UK users, ensuring that access to mature‑rated games is restricted to adults.
The Australian government’s online safety code, which came into effect earlier this year, requires all digital distributors of adult content to put robust age‑gate mechanisms in place. The code was created to address concerns that younger audiences were inadvertently encountering explicit material while browsing game stores, streaming services, or other online marketplaces. By mandating age verification, regulators aim to give parents and guardians greater confidence that their children will not be exposed to inappropriate content without explicit consent. For gamers, the new process should be relatively straightforward.
After selecting an R18+ title, the store will prompt the user to choose one of the available verification methods. Once the chosen method confirms that the user meets the age threshold, the purchase or download will proceed as normal. If verification fails, the user will be denied access to the adult‑rated game, though they will still be able to browse and acquire any other content that falls under a lower rating.
Industry analysts view Epic’s decision as a pragmatic response to regulatory pressure rather than a radical shift in policy. By leveraging its existing KWS framework and partnering with established identity‑verification providers, Epic can roll out the age‑gate quickly and with minimal disruption to its user base. Moreover, offering multiple verification options helps to accommodate different user preferences and privacy concerns, which could mitigate potential backlash. From a privacy standpoint, the separation of verification data from the main Kids Web Services database is a notable safeguard.
It ensures that sensitive personal information—such as facial images, credit‑card numbers, or government IDs—is not stored alongside a player’s gaming history, purchase records, or in‑game behavior data. This compartmentalization aligns with best practices for data minimization and reduces the risk of cross‑service profiling. Looking ahead, the introduction of age verification on the Epic Games Store may set a precedent for other regions that have yet to adopt similar measures.
Countries with emerging digital‑content regulations could look to Australia’s model as a template, especially given the collaborative approach Epic has taken with third‑party verification services. As the global gaming market continues to expand, the balance between accessibility and responsible content delivery will remain a central challenge for platform operators. In summary, Epic Games is rolling out an age‑verification requirement for Australian players wishing to access R18+ titles on its store, effective September 9.
The system will run through the company’s Kids Web Services platform and will offer several verification pathways—including selfie checks, credit‑card validation, and government ID verification—with an additional bank‑verification method slated for later in the month. Data gathered for age confirmation will be kept separate from other user information, and the move aligns Epic with both local regulations and recent industry‑wide shifts toward stricter age gating for adult content.