Starting on September 9, Epic Games will require players in Australia to confirm that they are at least 18 years old before they can purchase or download any game that carries an R18+ rating on the Epic Games Store. This new requirement is designed to bring the platform into compliance with Australia’s online safety framework, which mandates that adult‑oriented digital content be restricted to users who have verified their age. The policy does not affect games that a user already owns, nor does it apply to any titles that are rated below the R18+ threshold; those will remain freely accessible as before. The age‑check mechanism will be integrated into Epic’s pre‑existing Kids Web Services (KWS) infrastructure.

To make the process as convenient as possible, Epic is partnering with several third‑party providers to give users a choice of verification methods. One option allows players to submit a selfie that is processed through Yoti’s identity‑verification technology, which matches facial features against a government‑issued ID. Another method uses Stripe’s credit‑card verification system, where a small transaction or token is used to confirm that the cardholder is an adult.

A third alternative employs Veriff’s document‑checking service, which requires users to upload a scan or photo of a government‑issued identification document for manual or automated review. In addition to these three pathways, Epic has announced that a fourth verification route will be added later in September. This new option will rely on ConnectID’s bank‑verification service, which can confirm a user’s age by checking banking records or performing a low‑value transaction linked to the user’s account. By offering multiple avenues, Epic hopes to accommodate a wide range of preferences and privacy concerns, ensuring that the verification step does not become an obstacle for legitimate adult gamers.

Epic emphasizes that any personal data collected during the verification process will be used solely for the purpose of confirming a user’s age. The company states that this information will be stored separately from the main Kids Web Services database and will not be used for marketing, profiling, or any other purpose beyond age validation. This separation is intended to address privacy worries and to comply with both Australian privacy law and Epic’s own internal data‑handling policies. The move by Epic follows a broader industry trend toward stricter age‑gating for mature content in Australia.

Just last month, Microsoft rolled out a comparable age‑verification system for its Xbox and Microsoft stores, requiring Australian users to prove they are 18 or older before they can access R18+ games on console or PC. Microsoft’s rollout mirrors the same regulatory pressures that have been shaping the digital entertainment market in the region. Microsoft’s age‑verification framework was first introduced in the United Kingdom in July 2025, shortly after the Office of the eSafety Commissioner (OSA) announced new rules mandating age checks for adult content online.

The UK implementation served as a pilot that demonstrated how verification could be integrated into existing storefronts without causing major disruption to the user experience. Following the UK example, other platforms have begun to adopt similar measures.

Valve, the company behind the Steam platform, also introduced an age‑verification requirement for UK users in order to unlock mature titles. Steam’s system leverages a combination of credit‑card checks and government‑issued ID uploads, similar to the methods Epic is now offering. These industry‑wide changes reflect a growing consensus that age‑appropriate access controls are essential for protecting younger audiences while still allowing adults to enjoy a full range of gaming experiences. For Australian gamers, the upcoming Epic verification process means that before they can download a new R18+ title—whether it’s a horror game with graphic violence, a mature‑themed RPG, or any other adult‑rated experience—they will be prompted to select one of the available verification options.

After successful verification, the user’s account will be flagged as age‑approved for that session, allowing the download or purchase to proceed. If verification fails or the user chooses not to provide the required information, the platform will block access to the adult‑rated content, displaying a message that explains the restriction in accordance with local regulations. The introduction of these checks is also expected to have implications for developers and publishers who distribute their games through the Epic Games Store. They will need to ensure that their product listings correctly indicate the R18+ rating so that the system can trigger the appropriate verification flow.

Moreover, developers may see a slight shift in sales patterns as some users might be deterred by the extra step, although industry analysts predict that the impact will be minimal given the growing familiarity with age‑verification processes across other platforms. Overall, Epic Games’ decision to implement age verification for R18+ titles in Australia aligns the company with emerging global standards for digital content safety.

By leveraging multiple third‑party verification services and committing to strict data‑privacy safeguards, Epic aims to create a seamless yet secure experience for adult gamers while upholding the regulatory expectations set by Australian authorities.