Epic Video games Retailer launched a bevy of stats to point out off how its sport storefront grew in 2020 in comparison with 2019, its launch yr. It introduced that there are over 160 million accounts now on PC, up from the 108 million users registered in 2019. It nearly doubled in month-to-month lively customers from 32 million in December 2019 to 56 million final month. Epic additionally noticed its day by day lively consumer rely go as much as 31.three million, which the corporate claims is a 192 p.c enhance. Its peak concurrent participant rely hit 13 million in 2020, nearly doubling its 7 million peak in 2019.
Unsurprising to nobody, making a gift of free video games every week is a pleasant approach to hold folks coming again to your storefront. (It additionally helps when your retailer is the only supplier of Fortnite on PC.) There have been 103 free video games final yr, and players claimed over 749 million copies. And excellent news: Epic has dedicated to persevering with this in style custom of making a gift of titles in 2021.
All of this to say that Epic Video games Retailer is rising. Players spent $700 million throughout the PC sport retailer in 2020, with $265 million of that being the precise quantity spent by players on third-party video games not made by Epic (excluding the worth of coupons and promos used on these video games, in addition to the worth of Epic’s personal funding of those builders).
Wanting ahead, Epic says it’s working to make it simpler for builders to publish video games on the Epic Video games Retailer. For everybody else, it says it’s engaged on community-oriented options, together with an overhaul to its social parts, participant profiles, and updates to its achievements and wishlist options. Maybe, it’ll develop on its efforts to host more than just games, too.
Barring some completely unpredictable shift in tide within the subsequent 10 years, Steam will all the time have larger numbers than the Epic Video games Retailer. However its strong efficiency in 2020 proves that there’s room within the business for an additional competitor to continue to grow. And it appears to validate that the ways in which Epic’s technique differs from Valve’s (making offers for timed-exclusive video games, paying builders extra per sport buy) are nonetheless resonating with builders and publishers.