Fortnite is one of the most popular online video games released in 2017 by Epic Games. Within a few months of its release, Fortnite had taken the gaming industry by storm with over 30 million registered users by the end of its release year. As of 2025, Fortnite generated an estimated $6 billion in annual revenue. In this guide, we will take an in-depth look at Fortnite Statistics for 2026 including its User Demographics, Time spent by players, Monthly Active player count, Annual Revenue, and much more.
In this guide, we will take an in-depth look at Fortnite Statistics for 2026 including its User Demographics, Time spent by players, Monthly Active player count, Annual Revenue, and much more.
Key Fortnite Statistics for 2026
- There are over 650 million registered Fortnite players worldwide.?
- 36% of Fortnite players spend 0 to 5 hours accessing the platform.
- As of Q4 2025, there were approximately 110 million monthly active users on Fortnite.?
- Over half of the Fortnite players, 53% come under the age category of 10 to 25 years old.
- Fortnite generated an annual revenue of approximately $6 billion in 2025.?
- 78% of users prefer to access Fortnite on their gaming console.
- 85% of Fortnite players fall under the age group of 18 to 35 years old.?
- More than 13 million hours of Fortnite are streamed on Twitch on a weekly basis.
- 40% of Gen Alpha are more likely to access Fortnite compared to any other video game.
- Pre-teens rank Fortnite as the second most popular video game with 26% under the age of 13 accessing the game.
- Users can run Fortnite on four PlayStations such as 4, 4 Pro, 4 Slim, and 5, along with any coming versions .
- As of March 2026, Fortnite is the 12th Most Watched Game on Twitch in terms of average viewers.
Fortnite Overview
| Release Date | 2017 |
| Headquarters | Cary, North Carolina |
| Parent Company | Epic Games |
| Industry | Video gaming platform |
Time Spent by People Playing Fortnite
A survey was conducted with 1,000 Fortnite players to understand the weekly habits and time spent by users on the platform. The average Fortnite player engagement is estimated at 6 to 10 hours per week based on Epic usage data and independent trackers. The most common answer when it comes to spending time on Fortnite was between “0 to 5 hours.” It also revealed that 7 in 10 Fortnite users play under 10 hours every week. The reports also stated that every 1 in 20 Fortnite users access the platform for more than 21 hours per week.
Below we have mentioned a detailed table showcasing the number of hours spent per week accessing Fortnite:
| Number of Hours Per Week | Percentage |
| 0 to 5 Hours | 36% |
| 6 to 10 Hours | 34% |
| 11 to 15 Hours | 17% |
| 16 to 20 Hours | 8% |
| Over 21 Hours | 5% |
Fortnite Monthly Active Player Count
As of February 2026, the monthly active user count of Fortnite is approximately 110–120 million players. Fortnite experienced a significant surge when Chapter 7 launched in November 2025, with the player count rising by 35.35% month-over-month and peaking at over 9.7 million concurrent players. The game continues to see fluctuations based on seasonal updates, live events, and crossover collaborations.
Below we have mentioned a table showcasing the Fortnite monthly player count from 2025 to early 2026:
| Month | Average Monthly Players |
|---|---|
| January 2026 | 2,735,967 ? |
| December 2025 | 2,777,454? |
| November 2025 | 9,742,754 ? |
| October 2025 | 2,459,635 ? |
| August 2025 | 1,312,117 ? |
| July 2025 | 1,131,221 ? |
| June 2025 | 1,155,695 |
| May 2025 | 1,048,311 ? |
| April 2025 | 1,402,331 |
| March 2025 | 1,105,598 ? |
| February 2025 | 1,350,141 ? |
| January 2025 | 2,250,647 |
| December 2024 | 2,210,465 ? |
| November 2024 | 2,210,465 ? |
Note: The above figures represent average daily player counts from tracker data. Overall monthly active users across all platforms are estimated at 110–120 million.
Source: Active Player
Fortnite Registered Users Worldwide (August 2017 to 2025)
After its official release in 2017, the platform gained 1 million registered users within the first few months and reached 30 million by the end of the year. It crossed the 200 million mark in November 2018 and became a worldwide phenomenon by reaching 500 million registered users in March 2023. As of 2025, Fortnite has surpassed 650 million registered users globally.
Below we have mentioned a table showcasing Fortnite registered users worldwide from 2017 to 2025:
| Month, Year | Registered Users |
|---|---|
| August 2017 | 1 million |
| December 2017 | 30 million |
| January 2018 | 45 million |
| June 2018 | 125 million |
| November 2018 | 200 million |
| March 2019 | 250 million |
| May 2020 | 350 million |
| May 2021 | 400 million |
| March 2023 | 500 million |
| 2025 | 650 million ? |
Fortnite Annual Revenue 2018–2025
In 2025, Fortnite is anticipated to have generated approximately $6 billion in annual revenue. The game has generated over $40 billion in total lifetime revenue to date. Revenue streams include in-game purchases, Battle Passes, and major brand collaborations.
Here is a breakdown of Fortnite’s Annual Revenue from 2018 to 2022:
| Year | Annual Revenue |
|---|---|
| 2018 | $5.4 billion ? |
| 2019 | $3.7 billion |
| 2020 | $5.1 billion? |
| 2021 | $4.8 billion? |
| 2022 | $5.8 billion? |
| 2023 | $6.2 billion? |
| 2024 | $5.8 billion |
| 2025 | $6.0 billion? |
Fortnite Usage By Device
- 78% of users prefer to access Fortnite on a console
78% of users prefer to access Fortnite on a console. Consoles remain the most preferred device among Fortnite users due to simplicity and a dedicated gaming experience. Fortnite is still not available on iOS, as Apple continues to block the ability for users to download or install Fortnite on iOS devices .
- Fortnite is not available on iOS
Fortnite is available on all devices such as Android, Windows, Mac, Xbox One, etc except for iOS. Since Apple has blocked the ability for users to download or install Fortnite on iOS devices. Although users can access the gaming platform through their Mac effortlessly.
Below we have mentioned a table showcasing the device availability for Fortnite:
| Device | Availability |
|---|---|
| Android | Available |
| Windows | Available |
| iOS | Not Available |
| Mac | Available |
| Linux | Available |
| Xbox One | Available |
| PS3 | Available |
| PS4 | Available |
| PS5 | Available |
| Nintendo Switch | Available |
Fortnite Event Streaming Hours 2020
In 2020, four major live events occurred on Fortnite. Over 5 million concurrent viewers were recorded across YouTube and Twitch on the Fornite Doomsday event which took place on June 5th, 2020. The in-game event on the other hand accumulated around 11.8 million hours of viewership.
Another event that took place in 2020 was Travis Scott and Fortnite Present: Astronomical on May 9, 2020, which accumulated a total of 8.09 million hours of viewership spent on live streaming by Fortnite users. Next, was Steve Aoki’s Fortnite Party Royale on May 2, 2020, which drew excellent attention from live viewers and accumulated 7.7 million hours of live streaming. Lastly, DJ Diplo’s Event took place on April 23, 2020, and generated a total of 6.01 million hours of live streaming.
Below we have mentioned a table showcasing the streaming hours of Fortnite events that took place in 2020:
| Event | Date | Total Hours Streamed |
| Doomsay 2020 | June 5, 2020. | 11.8 million |
| Travis Scott and Fortnite Present: Astronomical | May 9, 2020. | 8.09 million |
| Fortnite Party Royale Steve Aoki | May 2, 2020. | 7.7 million |
| Diplo Presents Higher Ground | Apr 23, 2020. | 6.01 million |
Fortnite Users by Region
The United States continues to have the highest number of Fortnite players at 21.6%, followed by Russia at 7.6%. Brazil and Poland hold the third and fourth positions respectively, with growth rates particularly strong in Brazil at +12.3%.
Below we have mentioned a table showcasing the number of Fortnite players based on countries:
| Country | Percentage of Players | Estimated Player Count |
|---|---|---|
| United States | 21.6% | 140,660,000? |
| Russia | 7.6% | 49,400,000? |
| Brazil | 5.4% | 35,100,000? |
| Poland | 5.3% | 34,450,000? |
| Germany | 5.0% | 32,500,000? |
| Other | 55.1% | — |
Fortnite User Demographics
Fortnite’s player base is predominantly young adults. About 62.7% of players are between 18 and 24 years old, and another 22.5% are aged 25 to 34. Together, they represent over 85% of the total player base. About 41% of players are aged 18–24 and nearly 30% are 25 and older based on more recent engagement data, indicating the game’s aging fan base and wider appeal.
| Age Group | Fortnite Players |
|---|---|
| 18 to 24 | 62.7% |
| 25 to 34 | 22.5% |
| 35 to 44 | 12.7% |
| 45 to 54 | 2% |
| 55+ | 0.1%? |
More than half — about 72.4% — of Fortnite players are male, and only 1 in 4 players (27.6%) are female.
| Gender | Fortnite Players |
| Male | 72.4% |
| Female | 27.6% |
Fortnite Battle Royale
Fortnite’s Battle Royale remains one of the most popular video game modes worldwide. Around 68% of gamers globally play battle royale games. China leads with 89.8% of users playing Battle Royale, followed by Vietnam at 84.2% and India at 82.8%.
Below we have mentioned a table showcasing the percentage of players accessing Battle Royale from different countries:
| Country | Percentage of Players |
|---|---|
| China | 89.8% |
| Vietnam | 84.2% |
| India | 82.8% |
| Indonesia | 74.6% |
| South Korea | 63.2% |
| Germany | 53.6% |
| United Kingdom | 49.4% |
| United States | 46.6% |
| Worldwide | 68% |
35% of Battle Royale gamers exclusively play Fortnite, while 40% play both PUBG and Fortnite.
Below we have mentioned a table showcasing the percentage of Battle Royale gamers on different platforms:
| Platform | Percentage Of Players |
| Exclusively Fortnite | 35% |
| Exclusively PUBG | 25% |
| Both Fortnite and PUBG. | 40% |
How Does Fortnite Make Money?
Epic Games’ Fortnite relies on its free-to-play model with multiple profitable revenue streams. The average spend per user per year is approximately $102 on skins, battle passes, and custom content. Fortnite generates approximately $500 million monthly, which breaks down to roughly $16.4 million daily.
Below we have mentioned a table showcasing how successful Fortnite is at offering such content that customers want to purchase:
| Rank | Title | Share of Respondents Purchasing DLCs | Difference to Fortnite |
| #1 | Fortnite | 85% | – |
| #2 | Dota | 80% | 5% |
| #3 | Hearthstone | 71% | 9% |
| #4 | Destiny | 69% | 16% |
| #5 | League of Legends | 62% | 23% |
| #6 | Overwatch | 62% | 23% |
| #7 | Call of Duty | 60% | 25% |
| #8 | Heroes of the Storm | 59% | 26% |
| #9 | The Elder Scrolls V: Skyrim | 56% | 29% |
| #10 | Rocket League | 54% | 31% |
The United States is the top country for player spending, accounting for 63% of the total amount .
Most Watched Games on Twitch (March 2026)
As of March 2026, Fortnite ranks 12th among the most-watched games on Twitch with an average of 33.5K concurrent viewers. While it has dropped from its April 2024 position of 7th, the game still maintains a consistent streaming presence.
Below we have mentioned a table showcasing the most popular games on Twitch (in terms of viewers) in March 2026:
| Rank | Title | Average Viewers |
|---|---|---|
| 1 | Just Chatting | 315K ? |
| 2 | Counter-Strike | 108K? |
| 3 | League of Legends | 88.9K ? |
| 4 | Grand Theft Auto V | 86.0K ? |
| 5 | VALORANT | 73.1K ? |
| 6 | Dota 2 | 66.3K ? |
| 7 | Resident Evil: Requiem | 39.1K ? |
| 8 | IRL | 38.7K ? |
| 9 | Overwatch | 38.6K ? |
| 10 | World of Warcraft | 37.8K ? |
| 11 | Minecraft | 33.9K ? |
| 12 | Fortnite | 33.5K ? |
Wrapping Up
Fortnite has created a major impact in the video gaming industry worldwide and continues to be a driving force for the F2P format and battle royale genre. With over 650 million registered players, 110+ million monthly active users, and approximately $6 billion in annual revenue, Fortnite remains highly relevant nearly a decade after its 2017 launch. The game’s transformation into a multi-experience digital platform — blending gaming, entertainment, and social interaction — ensures it continues to attract gamers, viewership, and brand collaborations in the years ahead.