The Epic Games Store reported record monthly active users and stronger sales of third-party games in 2025, while overall playtime declined. Its annual figures offer a snapshot of how player spending, free-game promotions and developer programs performed across the PC and mobile storefront.
Epic Games Store revenue and player activity in 2025
Players spent $400 million on third-party PC games through the store, a 57% year-over-year increase. That figure excludes in-game purchases made through third-party stores, which are not subject to the store’s commission. Total PC player spending on the Epic Games Store reached $1.16 billion, up 6% from the previous year.
Engagement results were mixed. Time spent in third-party games rose 4% to 2.78 billion hours, but total gameplay time across the store fell 14% to 6.65 billion hours. The company attributed the overall decline to lower activity in first-party titles, without providing further detail.
The store recorded 78 million monthly active users in December 2025, up 6% year over year. The December figure was supported by a giveaway of Hogwarts Legacy. Across the full year, average monthly active users were 67 million, down 1%, while average daily active users reached 31 million, a 2% decline.
Other reported platform figures
- 972 million cross-platform accounts, up 8%.
- More than 317 million PC players.
- Over 6,000 games listed in the store.
For readers comparing annual metrics, it is useful to distinguish December’s peak monthly user count from the lower average across the year. The two figures describe different periods and are not contradictory.
Top games and free-game promotions
The leading PC games on the platform in 2025 were Fortnite, Wuthering Waves, Honkai Star Rail, Rocket League and Genshin Impact. The next group included EA SPORTS FC 26, Zenless Zone Zero, GTA 5, Dead by Daylight and Infinity Nikki. Individual sales figures for these games were not disclosed.
The store offered 100 free games during the year, and players claimed 662 million copies. The reported total value was $2,316 per player, with an average score of 78% across the free games. Epic also said that more than 77% of promoted titles reached their all-time peak concurrent player count during their giveaway period. It reported a 40% uplift in Steam concurrent users while a title was free on the Epic store, describing this as a broader benefit for the PC games market.
Image credit: Epic Games
Developer programs and competition with Steam
Epic said developer participation in Epic First Run reached an all-time high. The program gives developers 100% of revenue for a game’s first six months when it launches exclusively on the Epic Games Store; participation totals were not shared.
In October 2025, the company introduced Web Shops for PC and mobile. The service uses Epic’s ecommerce platform and lets developers receive their first $1 million in revenue without commission, after which the stated revenue split is 88/22.
Despite its growth, the Epic Games Store remained well behind Steam in revenue. A November survey found that Steam accounted for more than 75% of revenue for a majority of developers. Epic Games Store general manager Steve Allison said the company’s goal was not to topple Steam, and described growth as increasing the share of sales for games released on both platforms rather than relying on exclusives.
What the Epic Games Store 2025 results show
The Epic Games Store’s 2025 results point to significant growth in third-party game spending and a December user record, alongside lower overall gameplay hours and a slight decline in average monthly and daily activity. Free-game claims and developer initiatives remained central parts of the platform’s approach. For players, the figures are most useful when viewed together: spending and user peaks rose, but annual engagement was uneven.