Epic revealed some impressive figures on the Epic Games Store, and as it turns out - they're well ahead of any and all expectations and growth forecasts they previously had. Needless to say, $680 million in a year is no small feat.
There was no doubt that Epic's storefront made a splash, but gauging just how deep or wide it is was mostly based on guessing, which was helped by the fact that Epic are not a publicly-traded company. Challenging Steam was never going to be easy, but so far it seems to be easier than planned.
EGS general manager Steve Allison recently talked to GameDaily, where he also provided a few numbers that are an even more reason to raise their expectations in the future.
Namely, out of a staggering number of 300 million Epic accounts registered across all the platforms, i.e. PC, consoles and mobile, as many as 108 million bought a PC version of a product, free or paid.
"Epic Games Store third-party game revenue in 2019 is roughly 60% higher than our initial forecast at launch, and the pace of free game installs is several times higher than we originally expected. We are very happy with the outcome and grateful to our partners and customers", he said.
The company's insistence on giving out free games weekly and even daily for certain periods may be perceived as loss by some, but the exposure it brings is severely underrated as marketing method. That's in addition to the traditionally generous compensation Sweeney and Co are known for.
"Epic pays each developer or publisher for the opportunity to distribute their game free for a week. The paid amounts are negotiated to ensure that the developer gains more from the Epic payment and resulting new customer influx than they would expect to lose in paid sales as the result of the free week. Some of the free launches have been timed in partnership with the developers to raise awareness of their game in advance of their new product launch", Epic said.