Starting on September 9, Epic Games will require Australian users to prove 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 digital storefront into compliance with Australia’s online safety code, which mandates that adult‑only content be restricted to users who have verified their age. The policy will not affect games that are already owned by a player, nor will it impact titles that carry a rating below R18+. Those categories will continue to be accessible without any additional checks.

The age‑verification process will be integrated into Epic’s existing Kids Web Services (KWS) infrastructure. To give users flexibility, Epic is adding several third‑party verification methods to the KWS platform. Players will be able to choose from a selfie‑based identity check powered by Yoti, a credit‑card verification service provided by Stripe, or a government‑issued identification check managed by Veriff.

Each of these options is intended to confirm the user’s age while keeping the experience as smooth as possible. A fourth verification pathway, which will rely on bank‑account validation through ConnectID, is scheduled to roll out later in September. This additional method will broaden the range of choices available to users who may prefer a bank‑based confirmation over the other options.

Epic has emphasized that any personal data gathered through these verification mechanisms will be used solely for the purpose of confirming the user’s age. The company states that the information will be collected independently of the broader Kids Web Services system, thereby limiting the scope of data handling and protecting user privacy. The move by Epic follows a broader industry trend toward stricter age‑gate enforcement in Australia.

Just last month, Microsoft announced that its Xbox platform would begin applying similar age‑verification requirements for Australian users. Under Microsoft’s new policy, players must verify their age before they can access R18+ games on both the Microsoft Store and the Xbox Store, whether they are playing on a console or a PC.

This aligns Microsoft’s approach with the Australian government’s regulations concerning adult content. Microsoft’s age‑verification rollout in Australia mirrors earlier actions taken in other markets. In July 2025, the company introduced a comparable system in the United Kingdom after the Office of the eSafety Commissioner (OSA) introduced new rules for online platforms. Around the same time, Valve implemented age‑verification procedures for Steam users in the UK, allowing the platform to continue offering mature‑rated titles while complying with local legal requirements.

The introduction of age checks on the Epic Games Store reflects a growing recognition among digital distributors that they must take proactive steps to ensure that adult content does not fall into the hands of under‑age players. By leveraging established verification services like Yoti, Stripe, Veriff, and soon ConnectID, Epic aims to create a verification flow that balances regulatory compliance with user convenience. The company’s statement that the collected data will be isolated from its broader Kids Web Services system is intended to reassure users that their personal information will not be used for unrelated purposes such as marketing or profiling.

From a broader perspective, these developments indicate a shift in how the gaming industry addresses the challenges of age‑appropriate content delivery in the digital age. As more jurisdictions introduce stricter rules around the distribution of adult material, platforms are increasingly required to adopt robust verification mechanisms.

This trend not only helps protect younger audiences but also provides a clear framework for publishers and developers to market their mature‑rated titles responsibly. For Australian gamers, the practical impact of Epic’s new policy will be relatively straightforward.

When attempting to download or purchase an R18+ game, users will be prompted to select one of the available verification methods. After successfully completing the chosen verification step, the system will grant access to the requested title.

If a user fails to verify their age, the platform will block the transaction and prevent the game from being installed on the user’s device. It is worth noting that the verification requirement applies only to new purchases and downloads of R18+ games.

Existing owners of such titles will retain access without needing to re‑verify, ensuring that the policy does not disrupt players who have already legally obtained the content. This approach mirrors the treatment of other age‑gate systems worldwide, where the focus is on preventing new under‑age acquisitions rather than retroactively restricting previously purchased material. Overall, Epic Games’ decision to implement age verification for adult‑rated games in Australia underscores the company’s commitment to adhering to local regulations while maintaining a user‑friendly experience. By offering multiple verification pathways and assuring users that their data will be handled responsibly, Epic aims to set a standard for how digital game stores can responsibly manage mature content in a global market.