Starting on September 9, Epic Games will require anyone in Australia who wishes to download or purchase games classified as R18+ on the Epic Games Store to first prove that they are at least 18 years old. This new requirement aligns the store with the Australian online safety code, which mandates that adult‑only digital content be shielded from under‑age users. The policy does not affect games that a player already owns, nor does it apply to any titles that carry a rating lower than R18+. The age‑check process will be integrated into Epic's pre‑existing Kids Web Services (KWS) infrastructure.

To make the verification as convenient as possible, Epic is rolling out several third‑party solutions that users can choose from. One option lets players submit a selfie that is analyzed by Yoti, a company specializing in digital identity verification. Another method uses Stripe’s credit‑card verification system, which confirms age based on the billing information linked to a valid card. A third alternative employs Veriff, which validates a government‑issued identification document such as a driver’s licence or passport.

A fourth pathway, which will be added later in September, will rely on ConnectID’s bank‑account verification service. Epic has emphasized that any personal data gathered through these verification channels will be used solely for the purpose of confirming a user’s age.

The information will be processed separately from the main Kids Web Services database, ensuring that it is not mixed with other user data collected for different purposes. The move follows a broader industry trend toward stricter age‑gating for mature content in Australia. Just a month earlier, Microsoft announced that its Xbox and Microsoft Store platforms would begin requiring Australian users to verify their age before they could access R18+ games on both console and PC. The verification on Microsoft’s side is also designed to comply with the same Australian regulations that govern online adult content.

Microsoft’s age‑verification system was first introduced in the United Kingdom in July 2025, shortly after the Office of the eSafety Commissioner (OSA) rolled out new rules for adult‑only digital media. Valve, the company behind Steam, has taken a similar approach, implementing age checks for UK users to ensure that only those of legal age can purchase or download mature‑rated titles on its platform. By adopting these verification mechanisms, Epic Games is not only meeting legal obligations but also responding to growing concerns about the exposure of younger gamers to explicit material. The company’s decision reflects an industry‑wide acknowledgment that digital storefronts must take proactive steps to protect minors while still providing adult gamers with access to the content they seek.

For players, the verification process should be straightforward. After selecting an R18+ title, the store will prompt the user to choose one of the available verification methods. If a selfie is selected, the user will be guided through a short capture process, after which Yoti’s AI will assess the image for age‑related cues. If a credit‑card option is chosen, the user will enter their card details, and Stripe will confirm that the cardholder meets the age requirement.

For those who prefer to use a government ID, Veriff will request a clear photo of the document, perform optical character recognition, and cross‑reference the data with known age thresholds. The upcoming ConnectID method will allow users to link a bank account, with the verification service confirming that the account holder is of legal age. All of these methods are designed to be secure and privacy‑focused. Epic has stated that the data will be stored only for as long as necessary to complete the age check and will be deleted thereafter, in accordance with both Australian privacy law and Epic’s own internal policies.

Users will also have the ability to request the removal of their verification data at any time. The introduction of age verification on the Epic Games Store may have broader implications for the Australian gaming market.

Developers and publishers who produce mature‑rated content will now have a clear pathway to reach Australian adults without risking inadvertent exposure to younger audiences. At the same time, the added verification step could serve as a deterrent for under‑age users attempting to bypass restrictions, thereby fostering a safer online environment. In summary, Epic Games’ new age‑verification requirement for R18+ titles in Australia represents a significant step toward compliance with national online safety standards. By leveraging a suite of third‑party verification tools within its existing Kids Web Services framework, Epic aims to balance regulatory adherence with user convenience and data privacy.

This initiative joins similar efforts by Microsoft and Valve, underscoring a growing industry commitment to protecting younger gamers while still catering to the adult market.