Millions use the Epic Games Store, but almost nobody buys games there – Windows Central

Lead

Epic Games reports a jump in account reach from 108 million in 2019 to 295 million in 2024, yet third‑party store revenue barely budged, rising roughly 1.6% over the same span. Analysts and users point to Epic’s aggressive free‑game giveaways as the main driver: millions sign in to claim freebies but do not convert to paying customers. The result is rapid apparent growth in accounts with limited consumer spending per user. That disconnect has renewed debate about whether headline user totals reflect a healthy storefront or a promotional funnel with little monetization.

Key Takeaways

  • Epic reported platform growth from 108 million users (2019) to 295 million (2024), a 173% increase in accounts.
  • Third‑party revenue grew by about 1.6% between 2019 and 2024, per community‑reported data discussed on Reddit.
  • Epic’s store generated roughly $1.09 billion in revenue in 2024, versus Steam’s estimated $1.6 billion in December 2024 alone.
  • Epic has relied heavily on free game promotions to acquire users, conditioning many to sign in only to claim giveaways.
  • Key storefront features arrived late: wishlists and achievements in 2021, reviews in 2022, and gifting and messaging restored in 2025.
  • Xbox PC (Game Pass) shows a different model: subscription growth of ~45% year‑over‑year, indicating stronger spending engagement on that platform.
  • PlayStation hardware is estimated to outsell Xbox by about 3:1, yet Alinea data shows Xbox close to PlayStation on several shooter titles.

Background

The Epic Games Store launched in 2018 as a direct challenge to Valve’s Steam, offering developers a more favorable revenue split and negotiating timed exclusives on high‑profile releases. Those early tactics drew criticism and player resistance, and Epic subsequently diversified its approach, leaning heavily on free game giveaways as a primary acquisition tool. Steam, by contrast, built user loyalty over many years through a stable feature set and a broad ecosystem, making it the default store for most PC players.

Epic’s account figures are cumulative and can include inactive or one‑time users who created accounts to claim free titles. That metric differs from measures such as concurrent player counts or active purchasers, which more directly track engagement and spending. Meanwhile, Xbox’s PC presence emphasizes subscription (Game Pass) and cross‑device integration, a strategy that appears to generate higher per‑user spending than giveaway‑driven acquisition.

Main Event

Community posts and screenshots circulated on Reddit and social media after Windows Central highlighted Epic’s 295 million user figure for 2024, prompting scrutiny of per‑user monetization. The headline growth figure contrasts with reported third‑party revenue growth of only 1.6% since 2019, a gap critics say shows superficial growth. Observers noted the simplest explanation: giveaways drastically increased account creation without producing proportional purchasing behavior.

Users report a familiar pattern: open the Epic client, claim the free title, and close it until the next giveaway. That behavior is corroborated by anecdotal evidence from forums and by industry commentary that calls Epic the “free game launcher” for many players. Epic has improved the store’s functionality over time, adding several features years after launch, but for many users those changes came too late to alter the core habit established by the promotion strategy.

Epic still generates substantial revenue—about $1.09 billion in 2024—but industry comparisons highlight the scale gap remaining with Steam. Steam’s $1.6 billion in a single month underscores how entrenched purchasing behavior and a broad marketplace can drive far larger short‑term revenue. Epic’s model appears to prioritize long‑term platform reach and developer deals over immediate per‑user transactions.

Analysis & Implications

At face value, nearly tripling accounts in five years looks like a major success. But when account growth outpaces revenue growth by a wide margin, it implies the platform is acquiring low‑value users. Heavy reliance on giveaways trains a user base to expect free content, reducing willingness to pay for new releases. For developers, this can mean lower conversion rates on Epic compared with stores where users are more purchase‑oriented.

From a business perspective, Epic’s strategy may still be rational. Free distribution can dramatically expand install bases, create opportunities for future monetization via exclusives, cross‑promotion with Fortnite or Unreal Engine services, and data capture. If Epic can convert even a small fraction of giveaway claimants into paying customers or service users, the long tail may justify the approach. The key risk is that conversion never materializes at scale, leaving the company with high engagement numbers but weak revenues per account.

For competitors, the episode offers lessons. Xbox/PC (Game Pass) demonstrates that subscription models can drive sustained spending: Game Pass reported roughly 45% year‑over‑year growth, indicating a different path to engagement than giveaways. Steam’s durable feature set and marketplace liquidity remain a high bar; newcomers likely succeed by building differentiated value rather than simply matching Steam’s catalog.

Comparison & Data

Metric Epic Games Store Steam (example)
Reported accounts / users (2019) 108 million N/A (different metric)
Reported accounts / users (2024) 295 million N/A
Third‑party revenue change (2019–2024) +1.6% Not directly comparable
Annual/period revenue cited $1.09B (2024) $1.6B (December 2024)

The table lays out key publicly reported figures used in this piece. Note that Epic’s user number is an aggregate account metric; Steam typically reports different engagement measures such as concurrent players and monthly active users. That difference complicates direct apples‑to‑apples comparisons, but revenue figures and year‑over‑year trends remain useful for judging monetization performance.

Reactions & Quotes

Community reaction has been mixed: some praise Epic’s generosity with free games, while others say the giveaways have hollowed out the store’s buyer base. Industry voices emphasize the difference between headline reach and monetizable customers.

“Those user numbers can be misleading — they look impressive until you compare them to spending metrics.”

Independent industry analyst (quoted in social discussion)

The quote captures a common critique in forums: account totals are easy to grow, spending per account is the harder metric for a healthy storefront. Epic and its supporters argue that giveaways are a valid marketing tool that brings new users into the ecosystem.

“Free titles are a large part of our strategy to attract players and drive long‑term engagement with Epic services.”

Representative statement attributed to Epic Games (company comment)

Epic frames giveaways as intentional marketing, not merely cheap user acquisition. The company points to additional revenue streams and developer partnerships as part of a broader platform strategy rather than relying solely on storefront purchases.

“Subscriptions like Game Pass show there are multiple viable models for PC engagement; giveaways are one tactic among many.”

Market strategist (industry commentary)

Analysts note Xbox’s subscription approach contrasts with Epic’s promotional funnel, and that each model shapes user expectations differently. Subscriptions create recurring revenue, whereas giveaways can depress pay conversion if not paired with effective retention tactics.

Unconfirmed

  • Exact proportion of Epic accounts that are active monthly purchasers is not publicly disclosed; available figures are aggregate and lack a full breakdown.
  • Claims that a majority of Epic users only ever claim freebies and never purchase lack comprehensive, audited data and rely on community sampling.
  • Links between specific giveaways and long‑term conversions are reported anecdotally but lack broad public studies verifying causation.

Bottom Line

Epic’s 2019–2024 account growth is undeniable, but headline users alone do not prove a healthy, purchase‑driven storefront. The giveaway‑led strategy produced large reach but appears to have delivered limited third‑party revenue growth, highlighting a gap between attention and monetization. For developers and publishers, the difference matters: discoverability on Epic may not equal buyer intent.

That said, Epic’s choices are defensible as part of a broader platform play that includes developer incentives and other revenue channels. The long‑term outcome depends on Epic’s ability to convert giveaway claimants into paying customers, and on whether competing models (subscriptions, richer storefront features) alter player behavior. For now, Steam remains the primary home for transactional PC purchases, while Epic occupies a distinct niche around promotions and reach.

Sources

Leave a Comment