Starting on September 9, Epic Games will introduce a mandatory age‑verification step for Australian customers who wish to purchase or download games classified as R18+ on the Epic Games Store. This new requirement means that before a player can access any adult‑rated title, they must first confirm that they are at least 18 years old. The policy does not affect games that are already owned by a user, nor does it apply to titles that carry a rating lower than R18+.

In other words, only fresh transactions involving mature content will trigger the verification flow. The decision, reported by PocketGamer.biz, aligns Epic’s store with Australia’s online safety code, which mandates that digital platforms enforce age‑appropriate access to adult material. By adopting this measure, Epic is ensuring that its marketplace complies with local regulations that aim to protect younger audiences from exposure to explicit content while still allowing adult gamers to enjoy the full range of titles available.

To carry out the age check, Epic will lean on its pre‑existing Kids Web Services (KWS) infrastructure. KWS, originally designed to help parents and guardians manage what younger players can see, is being expanded with additional third‑party verification partners. Users will be offered a selection of methods to prove their age, giving them flexibility and choice.

The options currently available include: 1. **Selfie verification via Yoti** – Players can upload a live selfie that is cross‑checked against a facial‑recognition algorithm to confirm the user’s age.

2. **Credit‑card verification through Stripe** – By entering a valid credit‑card number, the system can verify that the cardholder is an adult, as credit‑card issuance generally requires the holder to be over 18. 3. **Government‑issued ID verification via Veriff** – This method involves scanning a passport, driver’s licence, or other official identification document, which is then validated by Veriff’s secure identity‑checking service.

A fourth verification pathway, which will be linked to bank‑account confirmation through ConnectID, is slated to roll out later in September. This addition will broaden the suite of tools available to users, ensuring that even those who prefer not to use facial recognition or credit‑card data have a reliable alternative.

Epic has emphasized that any personal data collected during the verification process will be used solely for the purpose of confirming the player’s age. The company states that this information will be stored separately from the rest of the Kids Web Services data pool, thereby limiting the risk of cross‑referencing or unintended data sharing. By keeping the age‑verification data isolated, Epic aims to maintain user privacy while still meeting regulatory obligations.

The move by Epic mirrors similar steps taken by other major gaming platforms in the region. Just last month, Xbox began deploying an age‑verification system for Australian users. Under that scheme, gamers must verify their age before they can access R18+ titles on both the Microsoft Store and the Xbox Store, whether they are playing on a console or a PC. This rollout was also driven by the same Australian online safety requirements that now affect Epic.

Microsoft’s broader compliance strategy includes a rollout in the United Kingdom, where age verification was introduced in July 2025 following the launch of the Online Safety Act (OSA). The OSA imposes strict duties on digital service providers to prevent minors from accessing harmful or adult‑oriented content.

By implementing verification checks, Microsoft ensures that its platforms remain in line with the law while still offering a full catalogue of games to adult users. Valve, the operator of the Steam platform, has taken a comparable approach in the UK.

Steam now requires users to undergo an age‑verification process before they can view or purchase mature‑rated games. This step helps Valve comply with the OSA and demonstrates a growing industry trend: major digital storefronts are increasingly required to prove that they are taking proactive measures to safeguard younger audiences.

The broader context for these changes is the evolving regulatory landscape surrounding digital content. Governments worldwide are tightening rules around the distribution of adult material online, especially in the realm of interactive media such as video games. The rationale behind these policies is to create a safer digital environment for minors, who might otherwise encounter explicit content without parental oversight.

For gamers, the practical impact of Epic’s new policy will be relatively straightforward. When a player attempts to download or purchase an R18+ game, they will be redirected to a verification screen. After selecting their preferred method—whether a selfie, credit‑card, ID scan, or later the ConnectID bank check—the system will process the information and, if the age criteria are met, grant access to the requested title. If the verification fails, the user will be informed that they cannot proceed with the purchase until they can provide acceptable proof of age.

From a privacy standpoint, it is worth noting that the verification providers (Yoti, Stripe, Veriff, and ConnectID) are established companies with robust security protocols. They specialize in handling sensitive personal data and are subject to strict data‑protection regulations in their respective jurisdictions. Epic’s decision to partner with these firms reflects an effort to balance regulatory compliance with the protection of user information. In summary, Epic Games Store’s introduction of age verification for R18+ games in Australia represents a significant step toward aligning with national online safety standards.

By leveraging its existing Kids Web Services platform and integrating multiple third‑party verification options, Epic offers Australian players a clear and flexible path to prove their eligibility for adult‑rated content. This initiative follows similar moves by Xbox, Microsoft, and Valve, underscoring a broader industry shift toward responsible content distribution in an increasingly regulated digital world.