Starting on September 9, Epic Games will roll out a new age‑verification requirement for Australian gamers who wish to purchase or download titles classified as R18+ on the Epic Games Store. This policy change is designed to bring the platform into compliance with Australia’s online safety code, which mandates that adult‑oriented digital content be accessible only to users who are legally recognised as adults. The new rule will apply solely to games that carry the R18+ rating; any titles that are already owned by a player, as well as games rated below R18+, will remain unaffected and can be accessed without additional checks. The verification mechanism will be integrated into Epic’s existing Kids Web Services (KWS) infrastructure, a system already used to manage age‑related controls for younger audiences.

To give users flexibility, Epic is expanding KWS with a suite of third‑party verification partners. Players will be able to choose from several methods to prove they are at least 18 years old: 1. **Selfie verification via Yoti** – Users can submit a live selfie that is cross‑checked against facial‑recognition technology to confirm age. 2.

**Credit‑card verification through Stripe** – By entering a valid credit‑card number, the system can validate the cardholder’s age based on the issuing bank’s records. 3.

**Government‑issued ID verification with Veriff** – This option allows users to upload a scan or photo of an official identification document, such as a passport or driver’s licence, which is then authenticated by Veriff’s secure ID‑checking service. A fourth verification pathway, which will be added later in September, involves bank‑account confirmation via ConnectID.

This will enable users to verify their age by linking directly to their banking information, offering yet another convenient alternative. Epic has emphasized that any personal data collected through these verification channels will be used strictly for the purpose of confirming a user’s age. The information will be processed independently of the broader Kids Web Services database, ensuring that it is not repurposed for other functions such as marketing or profile building.

The move follows a broader industry trend toward stricter age‑gating for adult content in Australia. Just last month, Microsoft announced that its Xbox and Microsoft Store platforms would also begin enforcing age verification for Australian customers seeking R18+ games on both console and PC. Similar to Epic’s approach, Microsoft’s system requires users to prove they are 18 or older before they can access mature‑rated titles, aligning the company’s practices with national regulatory expectations. Microsoft’s age‑verification rollout is not limited to Australia.

The company introduced comparable measures in the United Kingdom in July 2025, shortly after the UK’s Online Safety Act (OSA) came into effect. The OSA mandates that digital platforms implement robust safeguards to prevent under‑aged users from accessing harmful or adult content. Following Microsoft’s lead, Valve’s Steam platform also launched an age‑verification system for UK users, allowing the service to unlock mature‑rated games only after a user’s age has been confirmed. These regulatory shifts reflect a growing recognition among governments and digital distributors that the internet’s global reach necessitates consistent, enforceable standards for protecting younger audiences.

By requiring age checks, platforms aim to reduce the likelihood that minors will inadvertently encounter graphic violence, explicit sexual content, or other material deemed unsuitable for their age group. For Australian gamers, the practical impact of Epic’s new policy will be relatively straightforward.

When a player attempts to download or purchase an R18+ title, they will be prompted to select one of the available verification methods. After successfully completing the chosen verification step, the user will gain immediate access to the game. If verification fails or the user declines to provide the necessary information, the purchase will be blocked, and the game will remain inaccessible on that account. Critics of age‑gating argue that such systems can be circumvented through the use of false documents or borrowed credit‑card details, but proponents contend that even a partial barrier is preferable to none.

Moreover, the involvement of reputable third‑party services like Yoti, Stripe, Veriff, and ConnectID adds layers of security and credibility that make it more difficult for under‑aged individuals to bypass the checks. From a privacy standpoint, Epic’s decision to keep verification data separate from its broader Kids Web Services ecosystem is intended to address concerns about data aggregation. By isolating the age‑verification information, the company aims to comply with both Australian privacy legislation and international best practices regarding user data handling. In summary, Epic Games’ upcoming age‑verification requirement for R18+ titles in Australia represents a significant step toward aligning the Epic Games Store with national online safety standards.

The integration of multiple, user‑friendly verification options—ranging from selfie authentication to credit‑card and government‑ID checks—offers flexibility while maintaining a strong focus on protecting minors. This initiative mirrors similar moves by Microsoft and Valve in other jurisdictions, underscoring an industry‑wide shift toward more rigorous age‑gating for adult content. As the rollout progresses, Australian players can expect a seamless verification experience that balances accessibility for adults with safeguards for younger audiences.