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Parents of kids who bought things on the popular "Fortnite" video game may soon be able to claim a refund. The Federal Trade Commission announced last year that Fortnite maker Epic Games would pay ...
Epic Games's founder and CEO Tim Sweeney. Since 2015, Epic Games's founder and CEO Tim Sweeney had questioned the need for digital storefronts like Valve's Steam, Apple's App Store for iOS devices, and Google Play, to take a 30% revenue sharing cut, and argued that when accounting for current rates of content distribution and other factors needed, a revenue cut of 8% should be sufficient to ...
Epic released Fortnite Battle Royale for computers and consoles in 2018 as a free to play title supported by microtransactions, allowing players to buy in-game "V-bucks" currency for cosmetic items. When Fortnite was brought to mobile devices, Epic initially released the game through sideloading as to avoid giving Google any revenue from in ...
A battle royale mode in Counter-Strike: Global Offensive for up to 16 or 18 players. It is possible to play with group of friends as a squad of two or three players, or to play solo. Showdown mode in Brawl Stars for up to 10 players. The game features squads of three players using pre-made characters, called "Legends".
More complex issues, and issues that caused you to go past the 14 day purchase and 2-hour playtime thresholds may take more time, and Steam Support may contact you to request more information.
The company later announced a sequel, The Culling 2, which was released in July 2018, amid the popularity of Fortnite Battle Royale. The game received a negative reception from players, leading Xaviant to pull the sequel from marketplaces, and instead restart work on adapting The Culling as a free-to-play title. The game servers were finally ...
The Epic Games Store officially changed its refund policy this week, according to Epic Games' Director of Publishing Strategy Sergey Galyonkin. Galyonkin took to Twitter on Friday to announce that ...
Fortnite Battle Royale quickly gained an audience, amassing over 125 million players by May 2018 with estimates of having earned over $1 billion by July 2018 through microtransactions, including its battle pass system. Epic Games, which had been valued at around $825 million at the time of Tencent's acquisition, was estimated to be worth $4.5 ...