Here’s how much money the Epic Games Store made in 2019

Milo Webb • January 18, 2020 7:56 pm

The Epic Games Store has seen massive growth over the course of the year.

Despite a rocky start full of security issues and pushback from gamers, the Epic Games Store attracted an estimated 108 million store customers. That figure comes from Epic Games in a blog post, with the publisher also flaunting how gamers spent approximately $680 million on the Epic Games Store during the year. $251 million of this was spent on third-party titles released through the Epic Games Store.

These stats will undoubtedly fluster the many PC gamers that vented frustration over Epic Games’ attempts to create an alternative to Steam.

Epic Games launched its digital storefront in a somewhat hostile manner by gaining the exclusive PC distribution rights for Metro: Exodus after Steam had already taken preorders for the game. From there, Epic did the same for several other prominent titles including Borderlands 3, Super Meat Boy Forever, and Tom Clancy’s The Division 2.

This approach frustrated some, which wasn’t helped by a variety of bugs and UI issues with the Epic Games Store in the months following its release. A combination of patches and time has seen the complaining largely quieted.

Additionally, the implementation of the popular weekly free game program has kept users returning to the store each week. The program proved so popular that Epic announced that it would return in 2020.

The Epic Games Store is continuing to grow along at an unprecedented pace, but it still has a long way to go before catching up with the Steam storefront which reportedly has over one billion users. Epic will continue to expand its library, as well as its exclusive game offering, in 2020.

“In 2020 we’ll continue to lead the way in open and developer-friendly store terms, with 88% revenue sharing, support for developer and publisher payment systems,” Epic Games said.


Thorin and Montecristo on the future of Flashpoint, Cloud9, FPX, more

Nick Johnson • April 26, 2020 3:19 pm

How Riot Games and Tencent bend to the Chinese government’s will

Steven Rondina • September 4, 2020 4:46 pm

CLG’s missharvey talks women in esports and sexism in CSGO

Olivia Richman • December 12, 2019 6:00 pm

The importance of programming as iGaming and esports continue to rise

Albert Sheng • June 30, 2020 7:32 pm

FlyQuest coach: “We feel we can go to Worlds 2020 with these players”

Olivia Richman • March 9, 2020 12:02 am

Markets with the biggest potential for growing gambling revenue in the coming years

Albert Sheng • December 15, 2021 1:07 am