Starting on September 9, Epic Games will introduce a mandatory age‑verification step for Australian customers who wish to purchase or download games that carry an R18+ rating on the Epic Games Store. This new requirement is designed to ensure that only players who are legally recognised as adults can access content that is classified as suitable for mature audiences.
The policy aligns the store’s practices with Australia’s online safety framework, which mandates that digital platforms restrict access to adult material for users under the age of 18. The upcoming change will not affect games that are already owned by a user, nor will it impact titles that are rated below the R18+ threshold. In other words, any game that a player has previously downloaded, or any game that falls into a lower age‑rating category such as M (Mature) or PG, will remain fully accessible without the need for additional verification. To carry out the age check, Epic will leverage its pre‑existing Kids Web Services (KWS) infrastructure.
This system, originally built to help parents manage and monitor younger gamers’ activity, is being expanded with a suite of third‑party verification tools. Players will be able to choose from several methods to prove they are at least 18 years old: * **Selfie verification via Yoti** – Users can submit a real‑time selfie that is matched against an ID document using Yoti’s facial‑recognition technology. * **Credit‑card verification through Stripe** – By entering a valid credit‑card number, the system can confirm the cardholder’s age as part of the payment network’s anti‑fraud checks. * **Government‑issued ID verification via Veriff** – This option allows players to upload a scanned copy of a passport, driver’s licence, or other official identification, which Veriff then validates.
A fourth verification pathway, based on bank‑account authentication through ConnectID, is slated to become available later in September. This additional method will give users yet another convenient way to satisfy the age‑check requirement without having to rely on a selfie or a credit‑card. 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 the information will be stored separately from the main Kids Web Services database, thereby limiting the risk of cross‑referencing or unintended data sharing.
The move mirrors similar steps taken by other major gaming platforms in the region. Last month, Microsoft rolled out an age‑verification system for its Xbox and Microsoft Stores in Australia, requiring users to prove they are adults before they can purchase or download R18+ titles. That initiative was part of a broader compliance effort with Australian regulations that aim to protect younger audiences from adult‑oriented content.
Microsoft’s verification framework was first introduced in the United Kingdom in July 2025, shortly after the Office of the eSafety Commissioner (OSA) mandated stricter age‑gating for digital content. Following Microsoft’s lead, Valve also implemented an age‑verification requirement for Steam users in the UK, allowing the platform to unlock mature‑content filters only after a player’s age had been confirmed. The introduction of these age‑gate mechanisms reflects a growing trend among digital distributors to adopt more robust identity‑checking solutions.
While the primary goal is to comply with local legislation, the added layer of security also helps to reassure parents and guardians that younger gamers are less likely to stumble upon inappropriate material. From a technical perspective, integrating third‑party verification services poses challenges such as ensuring data privacy, handling false‑positive rejections, and maintaining a smooth user experience. Epic’s decision to keep the verification data isolated from its core Kids Web Services architecture suggests a careful approach to data governance, aiming to balance regulatory compliance with user trust. For gamers in Australia, the practical impact of the new policy will be relatively straightforward.
When they attempt to download or purchase an R18+ game, they will be prompted to select one of the available verification methods. After successfully completing the chosen check, the transaction will proceed as normal.
If verification fails or the user declines to provide the required information, the purchase will be blocked, and the game will remain inaccessible. Overall, the introduction of age verification on the Epic Games Store underscores the industry's shift toward more responsible content distribution. By adopting multiple verification options, Epic not only meets legal obligations but also offers flexibility to users, catering to different preferences and levels of comfort with sharing personal data.
As more platforms adopt similar measures, the gaming ecosystem is likely to see a more consistent and reliable framework for protecting younger audiences while still delivering a rich catalogue of mature‑rated experiences to adult players.