The data shows that users have been trained to only visit the store to get their weekly free games, and barely any of that traffic translated to actual spending, despite Epic's efforts. It seems free game claiming is the only area where the Epic Games Store achieved massive growth in 2020, which could be a problem for Epic down the line. In 2019, 73 free games were offered ($1,455 total value), and were claimed over 200 million times. In 2020, Epic gave away 103 games, totalling $2,407 in value, and they were claimed over 749 million times. This takeaway is in nowhere better represented than in the free games section of the infographic. In other words, the new 52 million users the Epic Store attracted in 2020 pushed overall revenue by just $20 million, or $14 million for third-party games.Ĭonsidering how many digital businesses, in games and everywhere else, boomed in 2020 due to the pandemic, it doesn't make sense that $20 million was all it was for the Epic Store. As Epic points out, in both cases, subsidies like the $10/$15 coupons are not being factored into these numbers. Spending in 2019 amounted to $680 million overall, with $251 million on third-party games. These figures are only marginally up over 2019's. Customers spent $700 million on the store overall in 2020, and only $265 million of that were spent on third-party games, i.e., anything that isn't Fortnite and Rocket League. Despite the big player activity and number gains, new users barely spent any money in 2020. Built on a collection of 40,000+ popular, high-quality books from 250+ of the worlds best publishers. However, a more careful look at 2020's statics in comparison to 2019's, reveals a worrying trend among the users Epic attracted to the platform. Epic reaches 75 million kids in class and after school. In December alone, Epic recorded over 56 million monthly active users. In 2020, the Epic Store had over 160 million customers, up from 108 million the year before. Initially, the numbers look good, with growth in every area. To see this content please enable targeting cookies. ago Steamcharts is a great feature to indicate how new releases are doing (Dev's tend to either just lie or go silent if things go south for them). Similar to 2019's year-in-review, the company highlighted total players, monthly active users, customer spending and so on. Epic Games Gaming 32 comments Best Add a Comment tolbolton 2 yr. Past performance is not indicative of future results.The Epic Games Store's year-in-review statistics don't paint a great picture about the future of the platform.Įpic has revealed several key stats and data points generated by the Epic Games Store over the course of 2020. Nothing contained in this article may be relied upon as a guarantee or assurance as to the future success of any particular company. Due to various risks and uncertainties, actual events, results or the actual experience may differ materially from those reflected or contemplated in these statements. The monthly active user base is 56 million. Launched in December 2018, the platform already has over 180 million PC users. No assumptions should be made that investments listed above were or will be profitable. 27, 2023 The Epic Games Store is a video game distribution service. Companies mentioned in this article may be a representative sample of portfolio companies in which Contrary has invested in which the author believes such companies fit the objective criteria stated in commentary, which do not reflect all investments made by Contrary. Information provided reflects Contrary’s views as of a time, whereby such views are subject to change at any point and Contrary shall not be obligated to provide notice of any change. Disclaimer: Nothing presented within this article is intended to constitute investment advice, and under no circumstances should any information provided herein be used or considered as an offer to sell or a solicitation of an offer to buy an interest in any investment fund managed by Contrary LLC (“Contrary”).
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