Starting on September 9, Epic Games will require players residing in Australia to prove that they are at least 18 years old before they can purchase or download any game classified as R18+ on the Epic Games Store. This new requirement is intended to bring the digital storefront into compliance with Australia’s online safety regulations, which mandate that adult‑only content be shielded from minors. The policy change was first reported by PocketGamer.biz, which quoted Epic as saying the adjustment aligns the company’s practices with the country’s online safety code that governs access to mature material.

Importantly, the age‑check will only apply to newly acquired R18+ titles; games that users already own, as well as any titles rated below the R18+ threshold, will remain fully accessible without additional verification. To carry out the age checks, Epic will rely on its pre‑existing Kids Web Services (KWS) infrastructure. The KWS platform is being expanded with a suite of third‑party verification tools that give users a choice in how they confirm their age. The options currently available include: * **Selfie verification via Yoti** – Players can submit a live selfie that is cross‑checked against a government‑issued ID using Yoti’s facial‑recognition technology.

* **Credit‑card verification through Stripe** – By entering a valid credit‑card number, the system can confirm that the cardholder is an adult, as credit‑card issuance typically requires the user to be 18 or older. * **Government‑issued ID verification with Veriff** – Users may upload a scan or photo of a passport, driver’s licence, or other official identification, which Veriff will authenticate. A fourth verification pathway, which will involve bank‑account confirmation via ConnectID, is slated to become available later in September. This staggered rollout gives Epic time to integrate the new method smoothly while offering early adopters a range of alternatives to suit their privacy preferences and technical comfort levels.

Epic has 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 states that the information will be processed independently of the core KWS system and will not be retained for marketing or other non‑essential purposes. This approach is meant to address privacy concerns while still satisfying regulatory requirements. The move mirrors actions taken by other major platform holders in the region.

Just last month, Microsoft announced that its Xbox and Microsoft Stores would begin enforcing age verification for Australian users who wish to access R18+ games on both console and PC. The verification process on those platforms also requires users to prove they are 18 or older before they can purchase or download adult‑rated titles, aligning Microsoft’s policy with the same Australian online safety code.

Microsoft’s age‑check system was first introduced in the United Kingdom in July 2025, shortly after the UK’s Online Safety Act (OSA) came into force. The UK legislation similarly obliges digital services to prevent minors from accessing content that is deemed unsuitable for their age group. Following the UK rollout, Microsoft expanded the requirement to other jurisdictions, including Australia, to maintain a consistent compliance framework across its global operations. Valve, the company behind the Steam platform, has also implemented comparable age‑verification measures for its UK user base.

Steam’s system requires users to verify their age before they can view or purchase mature‑rated games, ensuring that the platform adheres to the OSA’s stipulations. While Valve’s verification is currently limited to the United Kingdom, the precedent demonstrates a broader industry trend toward stricter age‑gating for adult content. The introduction of these safeguards reflects a growing recognition among game distributors that digital storefronts must take a proactive role in protecting younger audiences.

By integrating multiple verification methods, Epic Games aims to strike a balance between user convenience, privacy, and regulatory compliance. Players who prefer a quick, low‑friction experience might opt for the credit‑card check, whereas those who are more privacy‑concerned could choose the selfie or government‑ID route. Critics of age‑verification systems often argue that they can be circumvented or that they place an undue burden on legitimate adult gamers. Epic’s multi‑option framework attempts to mitigate these concerns by offering redundancy; if one method fails or is unavailable, users have alternative pathways to complete the verification.

Additionally, the phased introduction of the ConnectID bank‑verification option provides an extra layer of security for users who may not possess a credit card or who wish to avoid sharing facial data. From a technical standpoint, integrating third‑party verification services into an existing platform like KWS requires careful coordination to ensure data is transmitted securely, processed accurately, and deleted in accordance with privacy policies. Epic has indicated that all verification data will be encrypted in transit and stored only for the duration necessary to confirm age, after which it will be purged.

Overall, the upcoming age‑verification requirement on the Epic Games Store represents a significant step toward aligning the platform with Australian legal standards for online content. It also underscores a broader shift in the gaming industry toward more robust age‑gating mechanisms, a trend that is likely to continue as governments worldwide tighten regulations around digital media consumption. Players in Australia can expect a smoother, more secure purchasing experience for adult‑rated titles, while developers and publishers will benefit from clearer compliance guidelines and reduced risk of inadvertently exposing minors to inappropriate content.