Starting on September 9, Epic Games will mandate that all Australian users confirm they are at least 18 years old before they can purchase or download any game classified as R18+ on the Epic Games Store. This new requirement aligns the store’s policies with Australia’s online safety framework, which governs the accessibility of adult-oriented digital content.
It’s important to note that the age check will only apply to newly acquired R18+ titles; any games that players already own, as well as titles rated below the R18+ threshold, will remain unaffected and can be accessed without additional verification. The verification mechanism will be integrated into Epic’s pre‑existing Kids Web Services (KWS) infrastructure.
To make the process as user‑friendly as possible, Epic is expanding KWS with several third‑party verification partners, giving players a choice of how they wish to prove their age. The first option allows users to submit a selfie that is analysed by Yoti, a digital identity platform that matches facial features against a government‑issued ID database.
The second option leverages Stripe’s payment processing system, where a valid credit or debit card can serve as proof of adulthood, as financial institutions typically require the cardholder to be over 18. The third alternative employs Veriff, a service that conducts a real‑time check of a government‑issued identification document such as a driver’s licence or passport. In addition to these three methods, Epic has announced a fourth verification route that will become available later in September.
This option will involve ConnectID, a bank‑verification service that confirms a user’s age by securely linking to their banking information. By offering multiple pathways, Epic aims to accommodate a broad range of user preferences and privacy concerns, while still meeting the regulatory demands set by Australian authorities.
Epic has emphasized that any personal data collected during the verification process will be used solely for the purpose of confirming a player’s age. The company states that this information will be stored separately from the core Kids Web Services data, ensuring that age‑verification details are isolated from other user activity and are not repurposed for marketing or other non‑essential functions. The move by Epic follows a broader industry trend toward stricter age‑gating for adult content in the region. Just a month earlier, Microsoft rolled out a similar age‑verification system for its Xbox and Microsoft Store platforms in Australia.
Under that scheme, users must verify their age before they can access any R18+ games on either console or PC, in direct compliance with the Australian government’s online safety regulations. Microsoft’s initiative was itself part of a global rollout that began in the United Kingdom in July 2025, shortly after the UK’s Online Safety Act (OSA) came into effect. The OSA introduced mandatory age checks for mature content across a range of digital services, prompting major platforms to adapt their policies. Valve, the company behind the Steam marketplace, also introduced age verification for its UK users around the same time, allowing only verified adults to purchase or download games with mature ratings.
These developments reflect a growing consensus among major game distributors that robust age‑verification tools are essential for protecting younger audiences from exposure to explicit material, while still preserving the ability of adult gamers to enjoy mature titles. By integrating verification directly into the purchasing flow, platforms can reduce the likelihood of accidental exposure and ensure compliance with local laws without imposing excessive friction on the user experience. For Australian gamers, the upcoming changes mean that before finalising the purchase of an R18+ title, they will be prompted to select one of the available verification methods. After completing the chosen process—whether uploading a selfie, entering credit‑card details, submitting a scanned ID, or linking a bank account—the system will confirm the user’s age and, if the user is verified as 18 or older, allow the transaction to proceed.
If the verification fails or the user cannot provide the required documentation, the purchase will be blocked, and the user will be advised to try an alternative method or contact Epic’s support team for assistance. While the new policy introduces an extra step for adult gamers, Epic has indicated that it will strive to keep the process swift and secure.
The company plans to employ encryption and strict data‑handling protocols to safeguard any personal information submitted during verification. Moreover, Epic assures that the age‑verification data will not be shared with third parties beyond the verification providers themselves, and will be deleted after the verification is complete, unless the user opts to retain it for future purchases. In summary, Epic Games’ upcoming age‑verification requirement for R18+ titles in Australia represents a significant shift toward greater regulatory compliance and user safety.
By leveraging its existing Kids Web Services platform and partnering with reputable identity‑verification services, Epic aims to provide a flexible, secure, and user‑centric solution that meets the demands of both the Australian government and the gaming community. Existing owners of R18+ games and all titles below the R18+ rating will continue to be accessible without interruption, ensuring that the new system targets only new purchases of adult‑rated content. This approach mirrors similar steps taken by Microsoft, Valve, and other industry leaders, underscoring a broader move toward responsible content distribution in the digital age.