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SoFi and Templum Launch Exclusive Private Market Opportunity in Epic Games and Stripe
Prnewswire· 2025-12-09 13:45
Epic Games and Stripe, selected for their continued innovation and market leadership, are driving the future of digital entertainment and commerce: Templum and SoFi are already preparing a robust 2026 calendar featuring new offerings across high-growth sectors including Robotics, FinTech, Defense Tech, and Cloud Infrastructure. This is a limited, time-sensitive opportunity to invest in two of the most influential private companies of the decade. Limited December window gives accredited investors access to t ...
Epic CEO谈虚幻引擎未来:堡垒之夜UGC分成超50亿,UE6预计两年半完成
Sou Hu Cai Jing· 2025-12-09 01:21
Core Insights - Epic Games is experiencing significant growth, particularly with the launch of Unreal Engine 5 and its integration into numerous high-profile games, including titles like "ARC Raiders" and "Black Myth: Wukong" [3] - The company has established a robust UGC ecosystem through "Fortnite," which has become one of the largest UGC platforms globally, attracting considerable attention from the industry [3][10] Group 1: Unreal Engine and Development Tools - Epic provides a suite of development tools, including Unreal Engine, MetaHuman, and RealityScan, to support developers [3] - The company plans to launch a cross-platform marketplace called "Fab" in October 2024, allowing asset sharing across various game engines, including Unity and Godot [3] Group 2: Epic Online Services and Social Features - Epic has surpassed 900 million registered accounts and 6 billion connections among friends on its Epic Online Services [3] - Starting next year, Epic will introduce the "Epic Social Overlay" feature across all platforms, enabling developers to easily integrate social functionalities into their games at no cost [5] Group 3: Epic Games Store and Revenue Sharing - Since its launch, Epic has distributed $2.1 billion (approximately 14.8 billion RMB) to developers from the Epic Games Store, maintaining a favorable revenue-sharing model [7] - The mobile version of the Epic Games Store has reached 53 million installations, with expectations to exceed 70 million by the end of the year [9] Group 4: UGC Ecosystem and Creator Economy - Epic has paid UGC creators $722 million (approximately 5.1 billion RMB) since the launch of "Creator Economy 2.0" in 2023, promoting new monetization opportunities through in-game item sales [10] - The total playtime for third-party content created in "Fortnite" has reached 11.2 billion hours, with 260,000 games developed within the platform [9] Group 5: Long-term Vision and Future Developments - Tim Sweeney envisions a metaverse with interoperability, allowing players to transfer their in-game assets across different games, enhancing the gaming experience [10] - Epic is developing a new programming language called Verse and a Scene Graph for better content management, aiming for integration in the next-generation Unreal Engine 6, expected in the next two and a half years [11]
X @Sui
Sui· 2025-12-03 02:13
Game Industry & Technology - Sui is enabling a new standard for shooter games with seamless assets and fast-reflex gameplay [1] - Sui provides speed and scale for games [3] Game Release & Platform - Xociety is now live in Early Access on the Epic Games Store [2] - Xociety is powered by Sui and playable on SuiPlay0X1 [3]
Epic CEO批评Steam:给游戏划分AI标签毫无意义
Sou Hu Cai Jing· 2025-11-28 13:51
Epic GamesCEO Tim Sweeney表示,他不明白为何数字商店要标记一款游戏在开发过程中使用了AI。 原因在于,本月初,X用户Matt Workman发帖称:"Steam和所有数字市场都应该放弃'AI制作'的标签。 这已经无关紧要了。" 周三,Sweeney在看到了这篇文章后进行了回复,表示他同意Workman的观点,因为在他看来,未来AI 将大规模地应用到游戏中,以至于它的存在几乎是不可避免的。 "同意,AI标签对于艺术展览中披露作者身份以及数字内容授权市场(买家需要了解版权情况)都很有 用。但对于游戏商店来说就毫无意义了,因为人工智能几乎将参与未来所有游戏的制作。" 当另一位用户表示"顾客有权知道"时,Sweeney回复道:"为什么只局限于人工智能的使用?我们完全可 以强制披露开发者使用的洗发水品牌。顾客有权知道,哈哈。" 自2024年初以来,Steam要求开发者在向Steam提交游戏时披露游戏中是否使用了生成式AI。 除了披露是否使用了生成式AI之外,开发者还必须详细描述其具体使用方式。这些信息随后会出现在 游戏商店的"人工智能生成内容披露"板块。 例如,《ARC Raiders》的Ste ...
飞速扩张20多年后,Steam走向垄断了吗?
3 6 Ke· 2025-11-20 23:59
Core Insights - Steam's simultaneous online user count has doubled from 20 million in 2020 to over 40 million, with peak in-game concurrent users surpassing 12 million [1] - In 2024, Steam's game release revenue is expected to reach a historical high, with 224 games generating over $1 million in revenue [1] - However, there are growing concerns about Steam's dominance, with 72% of developers believing it holds a monopoly in the PC gaming market [2] Revenue and Dependency - Steam accounts for over 75% of total revenue for most game studios, leading to a significant dependency on the platform [2] - Many developers express concerns about over-reliance on Steam, indicating a potential risk for the industry [2] Monopoly Allegations - Steam has faced ongoing antitrust lawsuits since 2021, with developers alleging that its 30% commission structure constitutes anti-competitive behavior [4][5] - Wolfire Studios initiated a lawsuit claiming that Valve exploits its dominant position to artificially inflate game prices and impose restrictive terms [4] - The U.S. courts have allowed the case to proceed, indicating a broader potential for collective action against Valve from multiple developers [6] Commission Structure - Steam's commission structure has been criticized for being excessively high, with a standard 30% cut from game sales [10] - Valve's tiered commission model favors larger titles, further exacerbating the financial strain on smaller developers [10][12] Competitive Landscape - Despite the emergence of competitors like Epic Games Store and Microsoft Store, Steam's user base has continued to grow, indicating its strong market position [15] - Epic's attempts to lower commission rates have not significantly impacted Steam's dominance, as it still leads in user engagement and sales volume [15][19] Developer Sentiment - A significant portion of developers believe that platform commission rates should be below 10%, highlighting dissatisfaction with the current structure [13][14] - The challenges faced by competitors in replicating Steam's ecosystem demonstrate the platform's entrenched position in the market [19][22] User Experience and Ecosystem - Steam's ecosystem is not just a game store; it includes social networking, user reviews, and a robust community, making it difficult for competitors to attract users [19][21] - The platform's focus on user experience and continuous improvements has solidified its position, despite criticisms regarding its commission policies [24]
张一鸣要再造一个Steam,Epic未挑战成功Steam字节行吗?
Sou Hu Cai Jing· 2025-11-06 23:08
Core Viewpoint - ByteDance is launching a new gaming distribution platform called GameTop, aimed at overseas markets, which signifies a strategic shift in its gaming business focus from traditional development and distribution to a self-owned platform model [2][6][22]. Group 1: GameTop Platform Launch - GameTop is designed to provide personalized gaming content and integrate game distribution, creation tools, and social features for users [2]. - The platform aims to leverage TikTok's global influence to promote its offerings and reduce reliance on third-party platforms like Google Play and App Store [22][23]. - ByteDance's recruitment for GameTop indicates that the platform is still in its early stages, focusing on user engagement and monetization strategies [19]. Group 2: Strategic Adjustments in Gaming Business - ByteDance's gaming strategy has evolved from aggressive expansion to a more focused approach, emphasizing resource integration and innovation for long-term stability [6][8]. - The company has previously invested heavily in the gaming sector, with over 300 billion yuan spent on 22 investments across 19 gaming companies from 2019 to 2022 [7]. - The management's goal is to potentially achieve an independent IPO for its gaming business while ensuring stable operations rather than seeking short-term explosive growth [6][8]. Group 3: Competitive Landscape - ByteDance's GameTop will face significant competition from established platforms like Steam, which currently holds a dominant market share of approximately 70%-75% in the global PC gaming distribution market [13][14]. - Unlike Steam, which caters primarily to hardcore gamers, GameTop is targeting casual gamers, which may limit its ability to directly compete with Steam's established user base [19]. - The gaming market is witnessing a shift towards mobile platforms, and GameTop aims to capitalize on this trend, potentially positioning itself as a "mobile version of Steam" [20]. Group 4: Market Opportunities - The global gaming market is projected to see substantial growth, with Chinese game exports expected to reach $18.557 billion in 2024, marking a 13.39% increase year-on-year [22]. - ByteDance's GameTop could benefit from the growing trend of game exports, particularly in regions like Southeast Asia and the Middle East, where competition is less intense compared to Western markets [22]. - The platform's focus on casual gaming and social interaction may create new opportunities for user engagement and retention, leveraging TikTok's existing user base [19][22].
Supreme Court Denies Google's Stay Request in Epic Games Case
PYMNTS.com· 2025-10-07 00:29
Core Viewpoint - The Supreme Court has denied Google's request to pause a lower court's ruling requiring changes to its Play app store, which is a significant development in the ongoing antitrust case filed by Epic Games against Google [2][3]. Group 1: Legal Developments - The Supreme Court's denial of Google's request occurred on October 6, 2023, without any comments [2]. - A jury ruled in favor of Epic Games in 2023, leading to a judge's order in October 2024 that mandates Google to allow users to download rival app stores and make its app catalog available to competitors [3]. Group 2: Company Responses - A Google spokesperson expressed concerns that the changes ordered by the U.S. District Court could jeopardize user safety in downloading apps, while also stating that the company would continue its appeal [4]. - Epic Games CEO Tim Sweeney highlighted that the Supreme Court's decision allows developers to direct U.S. Google Play users to out-of-app payments without additional fees or complications, aligning with similar rights for Apple App Store users [4]. Group 3: Market Implications - Sweeney noted that various vendors are preparing to establish deals with developers in the U.S. and potentially the EU, despite challenges from big tech companies [5]. - Epic Games has launched Web Shops, enabling developers to sell in-game content directly to players, which is expected to gain traction in the U.S. following the court's injunction allowing steering [5][6].
Australian court finds Apple, Google abused app store market power
TechCrunch· 2025-08-12 13:00
Core Viewpoint - Epic Games has achieved a significant legal victory against Apple and Google regarding their app store policies, with the Federal Court of Australia ruling that both companies engaged in anti-competitive conduct in app distribution [1]. Group 1: Legal Ruling - The Federal Court of Australia found that Apple and Google abused their dominant market positions to limit competition in app distribution [1]. - The court rejected Epic's claims of "unconscionable conduct" by the tech giants [1]. Group 2: Implications for Epic Games - Following the ruling, Epic Games' CEO Tim Sweeney indicated that the Epic Games Store and Fortnite would soon return to the Apple App Store in Australia [2]. Group 3: Responses from Apple and Google - Google expressed disagreement with the court's characterization of its billing policies and practices, while welcoming the rejection of Epic's demands regarding app store distribution [3]. - Apple stated that its app store is the safest way for users to obtain apps and disagreed with some aspects of the court's ruling on Epic's claims [4].
日经Gaming精选:比肩Apple、Google的游戏商店--Epic Games CEO专访
日经中文网· 2025-08-06 03:01
Core Viewpoint - Epic Games is expanding its Epic Games Store to mobile platforms, particularly targeting the Japanese iOS market by 2025, amidst ongoing disputes with app stores like Apple and Google [4][6]. Group 1: Competitive Advantages - Epic Games Store has a competitive edge in social features and cross-platform compatibility [6]. - The user base for PC on Epic Games Store is projected to reach 295 million by the end of 2024, with an average monthly active user count of 67.2 million, making it the second-largest PC game store after Valve's Steam [6]. Group 2: Developer Support - The fee structure for game sales on Epic Games Store ranges from 0% to 12%, significantly lower than the typical 30% charged by competitors, which encourages more developers and publishers to join the platform [6]. - Since its launch, Epic Games Store has reportedly paid over $2.1 billion to developers and publishers [6]. Group 3: Market Expansion - Epic Games is planning to open iOS stores in Japan, the UK, and Brazil, indicating a strategic move to increase its presence in mobile gaming [7].
CJ访谈 | AppsFlyer大中华区总经理王玮:游戏出海“中性化”趋势显现,中小厂商需靠数据驱动破解买量困境
Mei Ri Jing Ji Xin Wen· 2025-08-02 06:45
Group 1 - The core viewpoint of the article is that China's gaming industry is transitioning from rapid expansion to a phase of "high-quality growth," facing deep restructuring in strategy, monetization logic, and market structure [1][2][5] - The report by AppsFlyer indicates that 2025 will be a critical turning point for the global gaming industry, moving from "traffic dividends" to "structural changes," with a nearly 400% increase in global game app installations since 2016, but entering a growth plateau starting in 2024 [1][2] - The gaming industry is shifting from "expansion" to "efficiency," with rising customer acquisition costs and scarce user attention making "high-quality overseas expansion" a strategic imperative for Chinese gaming companies [1][2] Group 2 - The gaming industry is experiencing a "neutralization" trend, where companies must adopt refined operations to tackle high customer acquisition costs, and the industry should focus on adjusting store revenue-sharing models [2][5] - The overall gaming market has been stagnant or slightly shrinking due to global economic slowdown and intensified competition, although "lightweight games" continue to grow, with casual games increasing their share in non-organic installs by 10 percentage points from the first half of 2021 to the first half of 2025 [5][6] - There is a noticeable differentiation in the regions chosen by Chinese gaming companies for overseas expansion, as different regions have varying player preferences for game types and gameplay [6][7] Group 3 - The concept of "mini-games" has not gained the same popularity overseas as in China due to the lack of widely used platforms like WeChat and Douyin, making it necessary to adapt successful domestic mini-games into app formats for overseas markets [8] - Multi-platform strategies are becoming increasingly common among leading companies, driven by inconsistent growth in the mobile gaming market, with efforts to reach new user sources through web-to-app models and developing PC and console versions [9][10] - The PC gaming ecosystem remains underdeveloped, with limited user acquisition channels and insufficient platform support, making effective strategies and tactics a significant challenge for companies [12] Group 4 - The rising customer acquisition costs pose a challenge for Chinese gaming companies, as the industry has shifted from relying on organic growth to needing paid advertising for user acquisition, particularly affecting smaller developers [17][18] - The high revenue-sharing model (typically 30%) in overseas markets is becoming increasingly difficult for developers to accept, especially as profit margins decline, leading to calls for changes in the revenue-sharing structure [18] - The core of refined management is data-driven decision-making, requiring companies to analyze user retention and acquisition metrics in detail to optimize their marketing strategies effectively [19]