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Fortnite User and Growth Stats 2024

by Josh Howarth
July 22, 2024

Epic Games’ free-to-play (F2P) title Fortnite, became a global smash after its release in 2017. And permeated the consciousness of even non-gaming audiences.

Half a decade later, Fortnite’s popularity may have dipped, yet the psychedelic battle royale game remains a cash cow for both publishers and streamers.

We’ll explore the stats behind the 100-person shooter’s continued success below.

Here’s a breakdown of what you’ll learn about Fortnite in 2024:

Fortnite Usage Stats (Top Picks)

Here are some assorted Fortnite statistics:

  • There are around 650 million registered Fortnite players
  • Fortnite generated over $9 billion in its first two full years since its launch
  • Fortnite events increase monthly revenue by around 23%
  • Around 85% of Fortnite players are aged 18 to 35
  • The biggest Fortnite event had over 15 million concurrent players
  • Over 13 million hours of Fortnite are streamed weekly on Twitch

For more insightful Fortnite stats, including further detail on the stats above, continue reading below.

How Many People Play Fortnite?

Fortnite became a worldwide phenomenon in a relatively short space of time. Back in August 2017, there were approximately 1 million registered players one month after launch.

By the end of 2017, this number had increased significantly to 30 million. One month into 2018, that figure had increased by 1.5x to around 45 million.

A little over a year after first launching, Fortnite’s registered players hit 200 million.

As of 2024, there are now approximately 650 million registered Fortnite players.

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On an average day, 1.1 million users play Fortnite (Oct 2023).

Sources: VGChartz, BusinessofApps, Saufter

How Does Fortnite Make Money?

As a result of Fortnite’s F2P nature, Epic Games has established several other very profitable revenue streams. The most notable revenue stream is downloadable content (DLC) sales.

The vast majority of Fortnite players have bought some form of DLC.

Of the 1,000 respondents asked in February 2020, 77% claimed they had spent money on in-game purchases for Fortnite (with a further 2% preferring not to answer).

The amount spent on in-game purchases unsurprisingly increased during the first 2 years of the game’s existence.

In its first full year (2018), an average of $84.67 was spent by each Fortnite player.

By 2020, this figure had increased by around 21% to $102.42.

Considering the average price of an AAA title is roughly $60-$70, these DLC sales figures more than compensate for the lack of initial cost.

Source: VentureBeat, LendEDU, MUO

Fortnite Revenue

The undoubted popularity of Fortnite translated into revenue.

In 2018, the Epic Games generated around $5.6 billion. And despite a drop-off in the following year, it still far exceeded most other titles with approximately $4.2 billion in revenue.

However, as of 2024, projected revenue is set to exceed 2018's total, hitting $5.8 billion.

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Here's a look at Epic Games revenue over time:

YearEpic Games Annual Revenue
2018$5.63 billion
2019$4.22 billion
2020$5.1 billion
2021*$5.36 billion
2022*$5.55 billion
2023*$5.63 billion
2024*$5.82 billion
2025*$6.01 billion
2026*$6.21 billion

*Projected figures.

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Breaking down 2019’s figures further, it's evident that Fortnite's gradual decline in popularity hasn’t affected revenue too dramatically:

MonthSpecial Event, Date (Type)RevenueChange Over Previous Month
Jan 2019Ice Storm, 19th (Major)$350 million-
Feb 2019Showtime, 2nd (Concert),

Earthquake, 14th-27th (Minor)

$398 million↑ $48 million
Mar 2019$361 million↓ $37 million
Apr 2019$321 million↓ $40 million
May 2019The Unvaulting, 4th (Major)$420 million↑ $99 million
Jun 2019$272 million↓ $148 million
Jul 2019The Final Showdown, 20th (Major),

Zero Point Destabilization, 20th-1st (Minor)

$267 million↓ $5 million
Aug 2019$314 million↑ $47 million
Sep 2019$200 million↓ $114 million
Oct 2019The End (Chapter 1), 13th (Major)$272 million↑ $72 million
Nov 2019$190 million↓ $82 million
Dec 2019Live At Risky, 14th (Star Wars Collab)$340 million↑ $150 million

Looking at the data, it’s clear that Epic Games has profited from its semi-regular special events.

Excluding January, 4 of 5 months that featured special events saw an increase in revenue over the previous month.

The only exception was July, which featured two events starting late in the month – the $47 million increase in August may well be influenced by the interest generated from those events.

The total revenue generated in the 6 months with events equaled $2.047 billion. By comparison, $1.658 billion was generated in the non-event months – a difference of 23.46% and $389 million.

Source: Epic GamesEurogamer, The Verge, Fortnite Wiki

Battle Royale Around the World

Fortnite’s genre, known as battle royale, has rapidly become one of the most popular in video games across the globe.

A January 2021 survey showed that 68% of gamers worldwide play battle royale games.

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Here’s a breakdown of battle royale players across various markets:

MarketPercentage of Battle Royale PlayersTop Gaming GenreDifference
China89.8%Casual Single Player (93.6%)3.8%
Germany53.6%Casual Single Player (83%)29.4%
India82.8%Casual Single Player (93.8%)11%
Indonesia74.6%Casual Single Player (87%)12.4%
South Korea63.2%Casual Single Player (79.2%)16%
United Kingdom49.4%Casual Single Player (88.4%)39%
United States46.6%Casual Single Player (85.2%)39.6%
Vietnam84.2%Casual Single Player (92.6%)8.4%
Worldwide68%Casual Single Player (87.9%)19.9%

Taking a closer look at the United States, around 4 in 10 (41%) gamers are active battle royale players.

Comparatively, 38% say they do not actively play battle royale games. This means that more US gamers actively play games in this genre (like Fortnite) than do not.

Source: Limelight Networks, Newzoo

How Many Hours Do People Spend Playing Fortnite?

A 2020 survey questioned 1,000 Fortnite players on their weekly playing habits.

Considering the average American spent 14.8 hours per week playing video games in 2020, these figures suggest that many Fortnite players spent the majority of their gaming time on the title.

The results also revealed that:

  • 7 in 10 Fortnite players play under 10 hours per week
  • 0-5 hours” was the most common answer
  • 1 in 20 Fortnite players play over 21+ hours each week

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Here is a detailed look at the numbers:

Number of Hours Per WeekPercentage
0 to 5 Hours36%
6 to 10 Hours34%
11 to 15 Hours17%
16 to 20 Hours8%
21 Hours or More5%

Unsurprisingly, Fortnite users surge during special events. And Epic Games have taken full advantage of this:

DateEventConcurrent Players
November 2018Destruction of the Purple Cube8.3 million
February 2019Marshmello Concert10.7 million
April 2020Travis Scott Concert12.3 million
November 2020Galactus Event15.3 million
Novemeber 2023Fortnite OG44.7 million
December 2023The Big Bang Event: A New Beginning for Fortnite11.6 mllion

Source: LendEDU, Marketing Charts, The Verge, Fortnite

Fortnite User Demographics

The distribution of Fortnite players is heavily skewed towards younger players.

A 2018 analysis in the US found that over half (62.7%) of players are aged 18 to 24 years.

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In fact, in December 2022, Epic Games received a hefty fine totaling $275 million for violating children's privacy.

A further 22.5% of players are aged between 25 to 34 years.

Meanwhile, around 1 in 8 (12.7%) Fortnite players fall in the 35 to 44 years category.

Just 2% of Fortnite players are aged 45+ (45 to 54 years).

That same survey also revealed that 72.4% of Fortnite players are male. While just over 1 in 4 (27.6%) are female.

Source: Verto Analytics

Fortnite Usage by Device

Fortnite’s global appeal spanned across multiple devices.

Consoles are comfortably the device of choice for Fortnite players. Followed by computers and mobile.

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Here’s the full breakdown of the numbers from 2018’s survey:

DeviceShare of Respondents Using it to Play Fortnite
PlayStation 442.2%
Xbox One35.2%
Computer13.9%
Mobile Phone8.7%

In fact, Fortnite has been so popular among console users that it topped all other console titles in December 2020:

TitleMonthly Active UsersDifference to Fortnite
Fortnite24.4 million-
Call of Duty MW/Warzone22 million2.4 million
GTA V20.1 million4.3 million
Black Ops CW16.4 million8 million
Rocket League15.2 million9.2 million

As of May 2024, Fortnite topped the Xbox and PS5 charts for monthly active users. And only trailed Minecraft and Roblox on PC.

Sources: LendEDU, Newzoo, Newzoo (2)

Fortnite Streaming Stats

Streaming and Fortnite have gone hand-in-hand since the game’s launch. And despite a drop-off from its peak popularity, Fortnite is still one of the top dogs when it comes to streaming viewers.

In fact, it’s worth noting the longevity of many of the titles in the following tables – perhaps an indication of Fortnite’s potential for enduring success.

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Here’s a look at the most popular games on Twitch (in terms of monthly hours watched) in June/July 2024:

RankTitleRelease YearTotal Monthly Hours
1Just Chatting2020236.75 million
2Grand Theft Auto V2013102.54 million
3Elden Ring101.94 million
4League of Legends200985.1 million
5Valorant202078.4 million
6Dota 242.99 million
7Fortnite201736.53 million
8Special Events-34.55 million
9Counter-Strike202327.36 million
10Call of Duty: Warzone202027.07 million

Sources: SullyGnome, TwitchTracker

Conclusion

Fortnite’s unprecedented worldwide success has been a driving force for many other titles in the F2P format and the battle royale genre.

In 2024, the game remains relevant. And continues to attract players, viewers, and collaborations.

For similar content, take a look at our 7 huge gaming industry trends and 25 soaring video games startups pages.