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Окно 100% по продажам на островах закрывается 31 января

Авторы получают 100% стоимости в V-Bucks от продаж на острове до 31 января 2027 года, затем 50%. И 100% стоимости в V-Bucks — это не 100% того, что заплатил игрок: комиссии платформ вычитаются первыми.

Автор IslandAtlas

An hourglass on a dark floor with points of light falling through it, representing a closing revenue-share window

In-island transactions have been publishable since January 9, 2026, and the headline term has been the same all year: creators keep 100% of the V-Bucks value of what they sell inside their own islands. That term has an end date on it — January 31, 2027 — and from February 1, 2027 the split becomes 50%.

There are about four months left. Which makes this a good moment to be precise about what "100%" actually means, because it is not 100% of what the player spent.

V-Bucks value is not retail spend

Epic computes V-Bucks value by taking all the real money players spent buying V-Bucks, subtracting the platform and store fees first, and dividing by the total V-Bucks players spent. Those fees run from 12% on the Epic Games Store to 30% on current consoles, which Epic has described as averaging around 26%.

So the share of the money a player actually handed over works out roughly like this:

  • 100% of V-Bucks value ≈ 74% of retail spending — the deal on the table until January 31, 2027.
  • 50% of V-Bucks value ≈ 37% of retail spending — the deal from February 1, 2027 onward.
  • The gap between the two is therefore not 50 points of your revenue. It is closer to half of it, measured against the same player purchase.

Neither number is hidden — Epic has published the method. But "creators get 100%" is the sentence that travels, and it is the one people plan against. A creator budgeting on 100% of retail is building on a number roughly a third too high before the change, and two thirds too high after it.

Why the date matters more than the percentage

A revenue share is a fact about every sale you will ever make. A window is a fact about the sales you make before a specific Tuesday. Those call for different decisions.

If you have an island that already converts, the four months to January 31 are worth more per unit of player spending than any four months that follow it, and that is true whatever you think of the 50% number on its merits. If you have been meaning to add in-island offers and keep not getting to it, the cost of that delay is now denominated in something other than opportunity.

The reverse is also worth saying plainly: a window is a bad reason to ship something that is not ready. An island that converts badly at 74% of retail converts badly at 37% too, and a rushed monetisation pass that hurts retention costs more than the split ever will.

What this does not tell you

  • It is not a payout forecast. Revenue share is the rate; what you earn is rate times sales, and Epic publishes no distribution for in-island earnings — the same gap we wrote about when Roblox disclosed a median and Epic never has.
  • The ~26% average fee moves. It is a blend across stores, so the effective conversion shifts with where your players buy their V-Bucks, not with anything you control.
  • Engagement payouts are a separate pool with their own formula. This change is about in-island sales only.
  • Dates set a year in advance have moved before — in-island publishing itself slipped from 2025 into January 9, 2026 for more testing. Treat January 31, 2027 as firm until Epic says otherwise, and not as a promise.

The useful version of this story is short: the generous term is real, it is more modest than it sounds, and it expires. Plan against 74%, not 100%, and know which side of February 1 your revenue lands on.

Источники

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