Initially launched in 2017 by Epic, a United States-based
studio supported by Tencent, the world’s largest gaming company, Fortnite
swiftly gained popularity with its “battle royale” format where the last player
standing wins, attracting millions of dedicated players.
However, in August 2020, both Apple and Google removed
Fortnite from their app stores due to a violation of their guidelines, which
occurred when Epic introduced a payment feature. This action resulted in
multiple lawsuits challenging the companies’ policies that imposed commissions
of up to 30% on transactions.
At the time of its removal, Epic boasted 116 million users
solely on Apple's platform.
The implementation of the EU's Digital Markets Act (DMA) has
enabled Epic to launch its game store within the region, although Apple
continues to restrict access to Fortnite and its game store for users outside
Europe, according to the company.
Epic CEO Tim Sweeney expressed gratitude towards the
European Commission for enacting the DMA, which fosters competition among
stores, and for actively ensuring that Apple and Google do not hinder
competitors.
"They made significant efforts to impede our progress
and attempted to halt us on several occasions, but the European Commission
consistently intervened to facilitate market entry for competitors," he
stated to reporters.
The store will debut with Fortnite, Rocket League Sideswipe,
and the newly released Fall Guys for mobile, with Epic collaborating with other
developers to offer their games and applications through its platform.
With 75 million monthly active users in its PC store, Epic
anticipates adding 100 million new mobile users by the year's end.
Additionally, the games will be available via independent
mobile stores such as AltStore.
However, the installation process is lengthy with a 15-step
installation process on iOS devices, confusing device settings and scare
screens, Epic said.
Apple said that to enable the new capabilities for
developers in the EU, it worked to make them as easy as possible for users
while also trying to protect their privacy and security.
"We probably lost over a billion dollars of revenue by
losing access to the iOS customer base worldwide for four years, but what's the
cost of freedom?," Sweeney said.