Private companies№ 18Games and software · Cary, North Carolina
Epic Games
Private maker of Fortnite and Unreal Engine, cutting costs while it fights Apple and Google in court.
Private companyUpdated 17 min readPedrum Shokouhi
Can be disrupted
This company is private. It has no public share price and you cannot buy it on an exchange. Valuations come from funding rounds and press reports and can be out of date. No IPO plan reported. Research, not investment advice.
Key facts
- HeadquartersCary, North Carolina13
- Founder and CEOTim Sweeney (reported majority holder)12
- EmployeesAbout 4,000 after March 2026 cut of about 1,00013
- Revenue 2024About $5.7 billion (Sacra estimate); 2025 not disclosed14
- Epic Games Store spend 2025$1.16 billion, up 6% (Epic-reported)15
- Latest valuation$22.5 billion post-money, Feb 2024 (press-reported)14
- Total raisedAbout $8.1 billion across 15 rounds14
- Tencent stakeAbout 28% in 2026 press; about 40% in 201212
The answer
- Epic Games is a private company that makes Fortnite, sells the Unreal Engine to other studios and runs the Epic Games Store, and no public market sets its price.
- The last primary round in February 2024 was press-reported at $22.5 billion, yet Disney’s own filing points nearer $19 billion, and Epic has since cut about 1,000 jobs because Fortnite engagement fell.
- My base case is about $11 billion, with a wide range of $3 billion to $26 billion, because there are no audited accounts and the Apple and Tencent outcomes are open.
Six questions, one line each
- Why does the business win?
- Fortnite and Unreal Engine give Epic an audience and a developer base; legal wins on phone stores added a third lever.
- What is the moat?
- Contestable: real, but Fortnite engagement is falling and rivals are free or entrenched.
- What is the advantage?
- Unreal’s installed base, Fortnite’s social reach, and court rulings that allow cheaper payment routes on phones.
- Who runs it?
- Founder Tim Sweeney, reported majority holder; Tencent, Disney and Sony hold large minority stakes.
- What is the margin of safety?
- My base is about $11 billion, so a 25% discount gives about $8 billion, far below the last mark.
- What is the price?
- $22.5 billion post-money in February 2024, press-reported; Disney’s 10-K points nearer $19 billion.
What it does
Epic Games is a privately held video game and software company based in Cary, North Carolina13. It is not listed on any stock exchange, so you cannot buy its shares on the open market, and there is no public daily price. Anything said here about its value is an estimate or a private deal price.
It runs four linked businesses. The first is Fortnite, a free-to-play game that earns money from in-game items. The second is Unreal Engine, the software other studios use to build games, films and other 3D content, which Epic licenses for a royalty. The third is the Epic Games Store, a shop for PC games that also now runs on mobile15. The fourth is a set of creator tools that let outside people build and sell their own Fortnite experiences. Epic’s own court filings describe it as a company that makes Fortnite and runs the Epic Games Store2.
Epic reached about 972 million cross-platform accounts by the end of 2025 and more than 317 million PC customers on its store, according to Epic’s own year-in-review as summarised by a trade site15. The business is led by founder and CEO Tim Sweeney, who is reported to hold a majority interest12. After a layoff in March 2026, Epic said it has about 4,000 employees13.
How it makes money
Epic does not publish accounts, so how it makes money has to be pieced together from court records, its own statements and outside estimates. I treat any company-wide revenue number as an estimate unless I say otherwise.
Fortnite is the engine. Players pay for cosmetic items and a seasonal pass. Epic keeps most of that money on PC and console, but on phones the platform owner historically took 30%. Unreal Engine earns royalties from games that ship on it above a revenue threshold, plus licences from film, television and automotive users. The research firm Sacra estimates Unreal Engine revenue at about $275 million in 2023, though it does not state how it got that figure14. The Epic Games Store takes 12% of sales above the first $1 million a developer earns per product, and 0% below that since June 202515.
The company-wide totals disagree. Sacra estimates revenue of about $5.7 billion in 2024, up roughly 10% on 2023, but the same page is inconsistent about 2023, giving both $4.4 billion and $5.2 billion14. Epic has not disclosed 2025 revenue14. So the best public picture is: roughly $5 billion to $6 billion a year at the peak, flat to down since, with no audited figure to check.
What we can say with more confidence is that Epic is spending more than it earns right now. In March 2026 Sweeney told staff that engagement in Fortnite had fallen since 2025 and that the company was spending significantly more than it was making, which is why about 1,000 jobs, roughly 20% of staff, were cut13. Epic said it also found more than $500 million in other savings from contracting, marketing and unfilled roles, according to press coverage of the memo; I could not open the memo itself13.
Reported and estimated revenue pieces (USD)
| Metric | Value | Source |
|---|---|---|
| Epic Games Store player spending, 2025 (reported by Epic) | $1.16 billion, up 6% | 15 |
| Third-party PC game spending on the store, 2025 | $400 million, up 57% | 15 |
| Developer revenue share above $1M per product | 12% to Epic (88/12 split) | 15 |
| Company revenue, 2024 (Sacra estimate) | About $5.7 billion | 14 |
| Company revenue, 2025 | Not disclosed | 14 |
| Unreal Engine revenue, 2023 (Sacra estimate, basis not stated) | About $275 million | 14 |
The market and the competition
Epic competes on three fronts, and the rivals are different on each. In games, Fortnite fights for hours of attention against Roblox, Minecraft, Call of Duty, short video and social apps. Roblox is the closest comparison: it reports 138 million daily users and almost 34 billion hours of engagement in a quarter19. Epic’s own Epic Games Store reports total playtime of 6.65 billion hours for all of 2025, down 14%15. These are different measures, but they show the scale gap in attention.
In engines, Unreal Engine competes with Unity, the open-source Godot engine, and the in-house engines of big publishers. In stores, the Epic Games Store competes with Steam on PC and, on phones, with Apple’s App Store and Google Play. Epic reports 78 million monthly active users in December 2025, its highest ever, and $1.16 billion of player spending in 2025, up 6%15. Of that, third-party games made $400 million, up 57%15. At the 12% rate, that implies Epic’s own cut of third-party sales was well under $100 million, which is my arithmetic, not a reported number. The store is useful as a way to reach players that Epic does not have to share with Apple, but it is small next to Fortnite.
The market itself has turned harder. Epic’s CEO told staff that conditions were the most extreme he had seen in years13. Roblox’s bookings (its measure of cash spent by players) fell 12% year on year in its third quarter of 2026, and it guided to a 10% to 15% fall in the fourth quarter19. When the leading rival for young players is also shrinking against a strong comparison, that tells us the whole category is under pressure, not just Epic.
The moat and how it could be disrupted
Epic has real advantages. Unreal Engine is a professional engine that many studios build on, and a game built on one engine is costly to move to another, so that developer base is slow to leave. Fortnite has a large social graph, big licensed partnerships, and a creator economy on top. Epic also controls its own storefront on PC. Together they give Epic more ways to earn a dollar from the same player than most game studios have.
But I rate the moat as contestable, not strong. Fortnite is a single product whose engagement depends on fashion and on a steady stream of fresh content; the company itself says engagement has fallen13. Players can move to another game in seconds at no cost. Unreal Engine’s royalty is paid only when games succeed, and rivals such as Unity and Godot are free or cheaper to start with. The Epic Games Store charges 12% on sales above $1 million15, yet Steam is entrenched, and nothing I opened shows the store taking share from the leader. Its growth in third-party sales, from a small base, is encouraging but does not settle the question.
The most interesting part of Epic’s position is regulatory, not technical. Courts forced Apple and Google to open their phone stores to link-outs and alternative billing. If those rules hold, Epic can sell items on its own channels and keep more of the money. That is an advantage built by lawyers, and it depends on judges and, now, the Supreme Court. It could shrink or be priced away, which I cover below.
How it could be disrupted: a new game or format pulls young players away from Fortnite; AI-based engines or cheaper tools weaken Unreal’s grip; Apple or Google find a way to charge fees that is permitted by the courts; or Epic runs through cash before the new businesses mature. The 2026 layoffs show management itself sees the cost base as too high for current income13.
Unreal Engine and Fortnite’s audience are real assets, but Fortnite engagement is falling and rivals are free or close behind.
Where the advantage comes from
- Unreal Engine installed base among developers, with switching costs once a game is built on it
- Fortnite audience, licensed partnerships and a creator economy that sits on top of it
- Own PC storefront with a 12% fee that undercuts the 30% app-store norm
- Court rulings that opened Apple and Google phone stores to link-outs and rival billing
How it could be disrupted
- A new game or format pulls young players away from Fortnite, as engagement has already slipped
- Unity, Godot or AI-based tools erode Unreal Engine’s lead for small and mid-size studios
- The Supreme Court narrows the Apple ruling or the district court sets a high link-out commission
- Steam remains the default PC store, so the Epic Games Store stays a small side business
- Losses continue and Epic must raise money at a lower price
Scale: very hard to disrupt, strong moat, can be disrupted, thin moat. Rated for the company as it is today.
The numbers we can see
The numbers we can see are thin. The cleanest are the ones from outside filers who hold Epic shares. Disney’s annual report for fiscal 2025 says it holds an 8% interest in Epic, carried at $1.6 billion, and that it accounts for it as a security without a readily determinable fair value9. That means Disney records it at cost, adjusted only for specific events, so the $1.6 billion is not a market price. Disney said in February 2024 that it was investing $1.5 billion and did not disclose a valuation10. Sacra puts the round at a $22.5 billion post-money valuation, a figure first reported by the press rather than confirmed by either company14.
There is a tension in those numbers. If $1.5 billion bought 8%, the implied post-money value is about $19 billion. If it bought the 9% that one outlet cites, it is about $17 billion912. $1.5 billion at $22.5 billion would be about 6.7%. The gap could come from how stakes are counted (fully diluted versus not) or from extra rights Disney received, and I cannot tell which. I therefore treat the $22.5 billion headline as press-reported and the Disney filing as a cross-check that points lower.
Epic’s own funding record, per Sacra, is about $8.1 billion raised across 15 rounds, with the latest in February 202414. The April 2022 round, with Sony and others, valued Epic at $31.5 billion14. So the last primary mark is a roughly 29% fall from the 2022 peak, and it is now more than 20 months old.
How I turn this into a value. I build three cases of Epic’s equity value in five years’ time and bring each back to today. Each case needs a revenue path, a margin, a multiple and a discount rate. The multiple is the hard part, because there is no listed company that looks like Epic. The closest public comparison is Roblox, which trades at about 5.0 times trailing revenue while losing money20, with bookings now falling19. The best private-market comparison is Electronic Arts, taken private at a headline $55 billion, about 7.3 times its FY2026 net revenue of $7.53 billion and 6.9 times net bookings of $8.03 billion1718. That is my arithmetic from the headline figure, and the buyers paid for a profitable, steady franchise business with a control premium.
Epic has neither the margins nor the steadiness of EA right now, so I use 3.0 times revenue for the base case, 1.5 times for the bear case and 5.0 times (Roblox-like) for the bull case. Those choices are judgements. A reader who prefers a higher multiple should see how fast the result moves: at 5.0 times in the base case, the equity value would rise from about $11 billion to about $17 billion. The valuation section below has the full assumptions, and the model file is kept with the page notes.
One more check on the headline price. At the Roblox multiple of 5.0 times, a $22.5 billion value needs about $4.5 billion of revenue today, which Epic probably has14. So the price is not absurd if you accept a Roblox multiple for a smaller, slower business. The doubt is whether a business with falling engagement and spending above income deserves a growth multiple. That is the whole argument, and I cannot settle it with public data.
What the ownership and funding record shows
| Item | Value | Source |
|---|---|---|
| Disney stake (10-K, FY2025) | 8%, carried at $1.6 billion | 9 |
| Disney cash invested (Feb 2024) | $1.5 billion | 10 |
| Press-reported post-money valuation, Feb 2024 | $22.5 billion | 14 |
| Implied post-money if $1.5B bought 8% (my arithmetic) | About $19 billion | 9 |
| Prior round valuation, April 2022 | $31.5 billion | 14 |
| Total raised, 15 rounds | About $8.1 billion | 14 |
| Tencent stake, 2012 deal | About 40% of total capital for $330 million | 11 |
| Tencent stake, 2026 press report | About 28% (not confirmed by filing) | 12 |
| Employees after March 2026 layoff | About 4,000 | 13 |
Who runs it and who owns it
Tim Sweeney is the founder and CEO and is reported to control a majority of the company, with a reported net worth above $5.1 billion12. That matters: he can make long bets and fight Apple and Google for years without needing a board’s agreement, but outside investors have limited power to push for a different course.
Tencent, the Chinese technology group, bought roughly 40% of Epic’s total capital for $330 million in 201211. Its deal carried the right to nominate directors11. A 2026 article puts Tencent at about 28%, and in another place says nearly 30%, after later share issuances to others12. I could not find a Tencent filing that confirms the current figure, so please treat the 28% as press-reported. The same article reports that the Trump administration is weighing whether Tencent may keep large stakes in American-owned game companies, including Epic; I found no decision12. A forced sale or a restriction on Tencent’s rights would be a real event for Epic’s cap table, but I cannot judge how likely it is.
Other holders: Sony is reported to hold about 5% after a 2022 investment of $2 billion, and Disney holds about 8% to 9% depending on the source912. Between them, Sweeney, Tencent, Disney and Sony are most of the register, which means a sale, buy-back or listing would have to be agreed among a small group.
Valuation: is the last price supported?
Equity value in US$ billions. Not a share price: a private company has none. Latest mark: primary round, post-money (press-reported; Disney 10-K implies about $19 billion).
What the last valuation assumes
At $22.5 billion, the 2024 price is about twice my base value. To justify it from my model you would need Epic to return to about $8 billion to $9 billion of revenue by 2031 with high margins, or for investors to pay a Roblox-like 5 times revenue on a mid-case revenue path. That means Fortnite stabilises, the Apple and Google rulings stay favourable, and Unreal and the store each become much larger profit lines. The price also assumes control by the existing holders is unthreatened by the Tencent review.
Bear, base and bull
| Case | Equity value |
|---|---|
| Bear | $3B |
| Base | $11B |
| Bull | $26B |
| Margin-of-safety value | $8B |
| Last valuation (Feb 2024) | $22.5B |
- Bear. Revenue starts at $4.2 billion in 2026 and falls 3% a year as Fortnite engagement keeps sliding. EBITDA margin reaches only 8% by 2031. Terminal value is 1.5 times revenue, discounted at 15% for five years, plus $0.5 billion of net cash (my assumption, Epic’s cash is not public), less 3% dilution. Result: about $3.1 billion.
- Base. Revenue starts at $4.9 billion in 2026 (below the $5.7 billion 2024 estimate) and grows 4% a year to about $6.0 billion in 2031. EBITDA margin recovers to 18% after the cost cuts. Terminal value is 3.0 times revenue, about 17 times EBITDA, discounted at 12% (my choice for a large, illiquid private company), plus $1.0 billion net cash assumed, less 3% dilution. Result: about $10.8 billion.
- Bull. Revenue starts at $5.5 billion and grows 10% a year to about $8.9 billion in 2031, with new mobile channels and Unreal growth. EBITDA margin reaches 28%. Terminal value is 5.0 times revenue, in line with Roblox today, discounted at 12%, plus $1.5 billion net cash, less 3% dilution. Result: about $25.8 billion.
Comparables used
| Company | Metric | Value | Source |
|---|---|---|---|
| Electronic Arts (take-private, closed Aug 2026) | Headline value $55B / FY2026 net revenue $7.53B (my arithmetic) | 7.3x revenue; 6.9x net bookings | 17 |
| Electronic Arts FY2026 net bookings | Net bookings | $8.03 billion | 18 |
| Roblox | Enterprise value / sales, trailing twelve months | 5.0x | 20 |
| Roblox Q4 2026 guidance | Bookings change year on year | -15% to -10% | 19 |
Where I come down
The last mark of $22.5 billion is above my base of about $11 billion, and above the $19 billion implied by Disney’s own disclosure. It is also 20 months old, set before the 2026 layoffs. The market may still be right: Epic has won significant court rulings against both Apple and Google, Unreal Engine is a sticky product, and strategic buyers such as Disney paid cash. Games companies also trade at very different multiples, as the $55 billion EA deal at 7.3 times revenue shows. But EA is profitable with steady bookings and Epic is, by its CEO’s own words, spending more than it makes. My 25% margin-of-safety value of about $8 billion is the level at which I would feel the price left room for error. This is research, not advice.
What I cannot judge
I cannot see Epic’s audited revenue, margins, cash or debt, so my revenue starting points are estimates built from a single research firm and Epic’s store data. I could not open the Sweeney memo itself, only coverage of it. I did not verify with a court docket that the Google settlement was withdrawn. I also did not use the lower secondary-market marks shown on several investor websites, because I could not open them or confirm how they were built. I cannot judge how the Supreme Court rules, what rate the district court sets, or what the US government decides about Tencent.
The IPO
No IPO plan reported. I found no filing and no credible report of an IPO plan in the sources I opened. Epic has taken private money from Disney in 2024 and from Sony in 2022912, and its CEO has described cash pressure in 202613. No exchange, ticker, bank or size has been reported. A listing would also bring the Tencent question into view.
What to watch
- Any confidential or public registration statement with the SEC
- A new primary round or tender offer, which would reset the valuation
- Disney’s fiscal 2026 annual report, due around November 2026, for any change in how it carries Epic
- The Supreme Court argument and ruling in Apple v. Epic, No. 25-1311
- The US government decision on Tencent’s stake
- Whether Fortnite engagement stabilises after the March 2026 cuts
What could go wrong
The main thing that could destroy the business is simple: Fortnite stops being a reliable money machine before the rest of the company can pay for itself. Epic’s cost base grew when Fortnite did. Sweeney has now said spending exceeds income13. If engagement keeps falling, there is a point at which Epic has to cut deeper or raise money at a lower price.
The Apple case is the biggest legal swing. The Ninth Circuit upheld in December 2025 a finding that Apple was in contempt of the 2021 injunction, saying Apple acted in bad faith, but it also reversed the zero-commission sanction and said Apple may charge a fee limited to what is genuinely and reasonably necessary for link-outs2. The Supreme Court declined to pause the order in May 20263, then agreed on 30 June 2026 to hear Apple’s appeal, with argument expected in the term starting October 2026 and a ruling expected by June 202714. Apple cannot collect a commission on link-outs until the district court sets a rate3. A win for Apple on the contempt question would weaken the leverage that has let Epic and other developers bypass the 30% fee. A loss would leave only the rate to be fought over.
The Google case is murkier. Epic won a jury verdict in December 2023 and the injunction was upheld on appeal6. In November 2025 Epic and Google proposed a settlement that would cut Google’s standard fee to 20% or 9% for different purchases75. The judge was sceptical7 and a summer 2026 hearing was set8. One report says the parties withdrew the settlement on 15 July 2026, leaving the 2024 injunction in force5. A second report says Google is still appealing6. I could not confirm the withdrawal on a court docket, so I treat it as press-reported. Epic did not ask for damages in this case5.
Other risks: the Tencent review noted above12; loss of key people after layoffs; a weaker games market as shown by Roblox’s falling bookings19; and the plain risk that private-company valuations are marked on stale information. I also cannot see Epic’s cash balance or debt, so I cannot judge how long it can fund losses.
To make the 2024 valuation correct, several things have to go right together. Fortnite engagement must stabilise (I put that near 55%), Epic must cut costs enough to reach decent profit margins (about 60% given that), and phone-store rules must keep working in Epic’s favour (about 60%), with Unreal Engine and the store each growing. Multiplied, that is roughly 20%, which is a judgement call, not a measurement. It is why my base case sits well below the last round.
What an owner could actually take out. Epic has said it is spending more than it makes13, so there is no dividend to speak of today. Value reaches owners by a sale, a listing, or a tender offer in which the company or a new investor buys some existing shares. Minority holders such as Disney carry the stake at cost9, and I found no public market where they could sell it. Any exit depends on Sweeney, who holds the control12.
The next best alternative for the same dollar. Roblox is listed, reports quarterly and trades at about 5.0 times revenue2019; it is the nearest public way to hold an exposure to young players’ spending, though it carries its own risks and is also seeing bookings fall. Electronic Arts is no longer listed after its take-private16. I do not compare returns further, because I do not know what price an outside buyer could pay for Epic shares.
Sources
- 1Reuters via The Star: US Supreme Court to hear Apple appeal of contempt in Epic Games lawsuit (opens in a new tab)
- 2US Court of Appeals, Ninth Circuit: Epic Games v. Apple, No. 25-2935, opinion (opens in a new tab)
- 39to5Mac: Supreme Court rejects Apple's stay request, Epic case heads back to district court (opens in a new tab)
- 4The Next Web: Supreme Court will hear Apple's appeal over the App Store contempt finding (opens in a new tab)
- 5OpenClassActions: Epic and Google dropped their Play Store deal (opens in a new tab)
- 6Tech Insider: Epic Google Play Store changes 2026 (single-source summary) (opens in a new tab)
- 7Video Games Chronicle: Judge postpones approval of Epic vs Google settlement (opens in a new tab)
- 8Stash: Epic v. Google settlement update, April 2026 (opens in a new tab)
- 9Walt Disney Co: Form 10-K for fiscal 2025 (SEC EDGAR) (opens in a new tab)
- 10CNBC: Disney to take $1.5 billion stake in Epic Games (opens in a new tab)
- 11MCV: What does $330m get you? 40% of developer Epic (opens in a new tab)
- 12BGR: Who owns Epic Games? (opens in a new tab)
- 13Associated Press via PBS NewsHour: Epic Games lays off more than 1,000 employees as Fortnite engagement slows (opens in a new tab)
- 14Sacra: Epic Games research page (revenue and funding estimates) (opens in a new tab)
- 15GameDev Reports: Epic Games Store 2025 Year in Review (summary of Epic's report) (opens in a new tab)
- 16Electronic Arts: Form 8-K on completion of the merger (SEC EDGAR) (opens in a new tab)
- 17Electronic Arts: DEFA14A with press release, agreement to be acquired for $55 billion (SEC EDGAR) (opens in a new tab)
- 18Electronic Arts: Form 10-K for fiscal 2026 (SEC EDGAR) (opens in a new tab)
- 19Roblox: Q3 2026 shareholder letter, Form 8-K exhibit 99.1 (SEC EDGAR) (opens in a new tab)
- 20StockAnalysis: Roblox (RBLX) statistics (opens in a new tab)
Research, not investment advice. Private company: figures are from funding rounds, filings and press reports as of 2026-11-06.
Legal information and disclosures
These are my own views as of the update shown on this page. They can change without notice, and I have no duty to update them. Past performance does not indicate future results, and any investment can lose money.
This is for education only. It is not investment, legal, tax or accounting advice, and it is not an offer to sell or a solicitation to buy any security in any jurisdiction. It does not consider your goals or circumstances. Shares in private companies are generally not available to the public.
Figures from company filings and other third parties are believed to be reliable, but I have not independently verified them and cannot guarantee them. Valuations of private companies are reported by the press or set by funding rounds and may not reflect what shares would sell for. Bear, base and bull values, and anything marked as an estimate, are my own and rest on assumptions that may prove wrong.
Please do not copy or republish this material without my written consent.