Starting on September 9, Epic Games will introduce a mandatory age‑verification step for Australian users 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 prove that they are at least 18 years of age.
The policy does not affect games that are already owned by a user, nor does it apply to any titles that carry a rating below R18+. In essence, the change only targets new transactions involving the most mature content on the platform. The decision was disclosed in a report from PocketGamer.biz, which quoted Epic as saying the move aligns the store with Australia’s online safety code that governs the distribution of adult material over the internet. By adopting a formal verification mechanism, Epic aims to ensure compliance with local regulations and to protect younger gamers from inadvertently accessing content that is not appropriate for their age group.
To carry out the verification, Epic will rely on its existing Kids Web Services (KWS) infrastructure, a system originally built to manage parental controls and age‑related settings for younger players. The company is expanding KWS with a suite of third‑party verification providers, giving users a selection of methods to confirm their age. One option is a selfie‑based check powered by Yoti, which uses facial recognition technology to match a live photo with an official ID document. Another alternative is a credit‑card verification through Stripe, where a small transaction or token is used to confirm that the cardholder is an adult.
A third pathway involves a government‑issued identification check facilitated by Veriff, a service that validates passports, driver’s licenses, and other official documents. In addition to these three options, Epic announced that a fourth verification route will be added later in September. This upcoming method will involve bank‑account verification via ConnectID, allowing users to confirm their age by linking a verified bank account to their Epic profile.
By offering multiple avenues, Epic hopes to accommodate a wide range of user preferences and to reduce friction in the checkout process. Epic emphasized that any personal data collected through these verification channels will be used solely for the purpose of confirming a player’s age.
The company stated that the information will be handled separately from the core Kids Web Services database, thereby limiting the exposure of sensitive data and ensuring that it is not repurposed for other uses such as marketing or profiling. The rollout of age checks on the Epic Games Store follows a broader industry trend toward stricter age‑gate enforcement in Australia.
Just last month, Microsoft began deploying a similar verification system for its Xbox and Microsoft Store platforms. Australian gamers who wish to purchase or play R18+ titles on Xbox consoles or PC must now undergo an age‑verification process that complies with the same national regulations. Microsoft initially introduced the age‑gate in the United Kingdom in July 2025, shortly after the Office of the eSafety Commissioner (OSA) launched its own set of rules for adult content. Valve, the operator of the Steam platform, has also implemented age verification for UK users, allowing them to access mature‑rated games only after their age has been confirmed.
These parallel moves by major digital distribution platforms reflect a growing recognition of the need to protect younger audiences while still providing adult gamers with access to the content they seek. The Australian government’s online safety code, which mandates age verification for adult‑rated digital media, is part of a larger legislative framework aimed at curbing exposure to inappropriate material on the internet. By complying with these standards, companies like Epic, Microsoft, and Valve demonstrate a commitment to responsible distribution practices.
For Australian players, the practical impact of Epic’s new policy will be relatively straightforward. When a user attempts to purchase or download an R18+ game, they will be prompted to select one of the available verification methods. After completing the chosen verification—whether by uploading a selfie, entering credit‑card details, submitting a government ID, or linking a bank account—the system will confirm the user’s age and 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 a different method or to seek assistance from Epic’s support team.
From a privacy standpoint, Epic’s assurance that verification data will be kept separate from the broader Kids Web Services ecosystem may reassure users concerned about data security. The company’s statement indicates that the age‑verification information will not be merged with gameplay data, purchase histories, or other personal identifiers stored in the main Epic account. This segregation is intended to limit the risk of data breaches and to comply with privacy regulations such as the Australian Privacy Principles. Looking ahead, the introduction of age verification could have broader implications for the Australian gaming market.
Retailers and developers may need to consider the additional step when planning releases of mature‑rated titles, as the verification process could affect conversion rates and user experience. However, the industry consensus suggests that the benefits of protecting minors and aligning with legal requirements outweigh any potential friction. In summary, Epic Games is set to enforce age verification for R18+ games on its Australian store from September 9, utilizing its Kids Web Services platform and partnering with third‑party providers like Yoti, Stripe, Veriff, and soon ConnectID.
This initiative aligns with national online safety regulations, mirrors similar steps taken by Microsoft and Valve, and underscores a collective effort among major gaming platforms to safeguard younger audiences while maintaining access for adult gamers.