Dev Tracker — Blog

Heya folks,

We’re kicking off our Fall Skirmish next weekend awarding $10,000,000 in prize money across a 6-week series concluding at Twitchcon, October 26-28. 

The new approach for Fall Skirmish will include both Competitive and Entertainment play formats. We’re looking to incorporate some of these new formats into our large-scale events in 2019. During Fall Skirmish, players will proudly represent themed teams and earn points based on their performances in both play formats. Each week will pose new challenges like white-knuckle ATK races, masterful golf outings, mini-games, and of course high skill competition every weekend.

Nearly 500 Fortnite community members earned cash prizes during the Summer Skirmish and we can’t wait to grow that number during Fall Skirmish. Keep an eye out for a follow-up blog next week for our week 1 format and team announcements. When we’re closer to TwitchCon we’ll drop all the details on the finale’s competitive format, as well as a way to pre-register on a first-come first-served basis, so stay tuned for more info!

You’ll have plenty of opportunities beyond Fall Skirmish to win prizes. Showdown Royale kicks off near the beginning of October which gives an in-game tournament system where our entire community will have an opportunity to compete and earn prizes in future competitive events.

Battle Royale High stakes

Suit up… the High Stakes event has begun! Play the new Getaway LTM, complete challenges to unlock free cosmetic rewards and bling out your squad with new store offerings. 

Here’s the plan. Four safes have been loaded into supply drops scattered around the island, each carrying a large jewel. You and your crew must locate a safe, pick up the prize inside and getaway with the goods while battling enemies. The first four teams to make their way to a van with a jewel and getaway win! Are you up for the job?

Escape with the goods and you can unlock even more rewards. Earn free cosmetics items in-game by completing the special High Stakes Challenges.

  • Play 10 matches of The Getaway - Get 5,000 XP
  • Do 500 damage to Jewel carrying opponents - Unlock the Suited Up Spray
  • Pick up a Jewel in 5 different matches of The Getaway LTM - Unlock the Cash Flow Contrail
  • Complete all 3 Challenges - Unlock the Crowbar Pickaxe

You’re gonna need the right gear for a job like this. Throughout the High Stakes event, the Wildcard outfit will be featured in the store periodically. The outfit comes with 4 four swappable cosmetic masks, one for each of your crew and the “Cuff Case” back bling. Complete your getaway gear with the Safecracker glider!

Need a specialist? Get the Ace Outfit, Swag Bag Back Bling and 600 V-Bucks when you purchase the Ace Pack, now available in the in-game store.

Go get the goods!

Heya Fortnite Fans,

We’re back with the State of Development for August. We have a lot of awesome stuff coming and can’t wait to share with you. Let’s hop in!

Table of Contents  

Controls (Gamepads, Mobile, Switch) 

We believe you should be able to play Fortnite when and how you want, whether it's on the couch with a controller or on the go with Fortnite Mobile. We've identified and are working on various improvements and bug fixes related to aiming on controllers (including gyro controls). These include improvements to dead zones and accelerations to allow for better fine tuned aiming.

Input-Based Matchmaking
We have an upgrade to our matchmaking logic that will allow for a more even playing field when enjoying Fortnite with your input device of choice. In an upcoming release we’ll be implementing input based matchmaking, which will pair you against players who are using the same peripherals (e.g. controller vs controller, KB+M vs KB+M).

Let’s break that down:
  • If anyone in your party uses a mouse and keyboard on console, you will be matchmade with PC players and other KB+M players (as if you partied up with a PC player).

The current crossplay rules still apply. For example, partying up with a PC player will always put you in a PC pool, regardless of your input type. 

Custom Controls
We are hoping to land this later in the year, and it will give you the ability to completely remap your gamepad to exactly your preference. In addition to customization, we’re continuing to hammer away at feel and optimizations for controllers across all platforms. 

Weapon Balance 

Last week, we dropped a balance blog detailing our logic behind recent changes. You can give that a read here. We’ve been through several phases in terms of weapon strength over the past few months, from the “double pump” strategy to the rise in players using SMGs. This is an area where we want to continuously evaluate and make adjustments to ensure different weapons have natural strengths and weaknesses in order to fulfill their intended role.

Some upcoming changes:
  • Evaluating shotgun equip time. The equip time was originally added to help combat rapid weapon switching. However, since the shotgun switch delay was added, equip times have less of a purpose.
    • We’ll be improving the Pump Shotgun so it’s a bit quicker to bring up, and we’ll be evaluating the other shotguns moving forward.
  • Clingers are a bit more effective than we’d like. 
    • The behavior has been adjusted so that the second Clinger will fall to the ground in this scenario (v5.30).

Building Effectiveness

We took our first steps into tweaking building with the material health adjustments in our v5.0 update. Last week we re-adjusted those knobs to more distinctly separate the types of building material, (metal stronger than brick, and brick stronger than wood) with the goal of creating more opportunities for tactical decision making. 

We will continue to evaluate adjustments to building as the dust on all these changes settles. Following the moving storm changes with Season 5, we’re evaluating other potential ways to modify circle behavior, including how the storm might interact with player-built structures in the final circles.


Every update we’re working to improve your in-game experience. Lately we’ve been focusing on 50v50 mode, reducing long hitches and reducing streaming artifacts like low resolution buildings. 

Keeping performance up to our standards is something that needs constant attention. Adding a new feature (for example, ATKs) comes with a performance cost, and we need to make sure everything we’re adding is efficient. Often we need to make savings in one area in order to cover the cost of new features. We monitor performance closely between releases (and before releases) to ensure we can detect and fix perf issues as soon as they’re found. 

We’re working to improve your experience in 50v50 mode, where we tend to have a lot of players gathering in one area at one time. The graph below shows percentage of missed frames on Xbox One and PS4 (this is a comparison of actual number of frames rendered and the ideal number of frames rendered at 60fps) - lower is better. As you can see, performance in 50v50 steadily improved with every release except for the initial 5.0 release, where the addition of vehicles caused a temporary regression. 


This is the same graph, but looking at missed frames at 30fps on other platforms. 

It’s noticeable that both iOS and Switch have got worse in 50v50 mode since launch. This is something we’re currently looking into.

There’s still room for improvement to get 50v50 to a solid frame rate across all platforms, and this is an ongoing effort for the whole team. You can expect to see further improvements in the coming months. 

Hitching (Screen Freezing)
We’ve heard players talking about hitches during their regular Fortnite play, and over the past few months we’ve been working to improve in that area. In particular, we’ve been focusing on long gameplay affecting hitches of half a second or more. 

For the upcoming v5.30 update, we tracked down and fixed the cause of a very long (multi-second) hitch. This issue accounted for about 60% of our hitches over half a second in length. This was worst in long matches, especially Playground. It was particularly bad on Xbox One, but it also affected PS4, PC and Mac. 

The graph below shows the average number of long (half second or longer) hitches per minute across the different releases on consoles. 


This is the same graph, but for non-console platforms:

The significant reduction in Mac hitching in the v5.0 release was caused by improved caching for shader objects.

On iOS, runtime creation of shader objects remains the primary source of long hitches throughout the game and is something we are working to improve.

Slow Building LOD (Level of Detail) Streaming
We know how frustrating it can be when you land in Tilted and the buildings haven’t finished loading. A few releases ago, we added analytics so we can track this issue over time and detect regressions. Using this data (and your reports), we found that Xbox One and Switch are particularly bad in this area. We have some targeted improvements in the pipe for the v5.30 release which should improve the situation on these platforms. 

Switch - Screen resolution 
One of the complaints when we first released the Switch version of the game was that the screen was blurry in a lot of scenes. Switch shipped with the same deferred renderer that other consoles and PC use, and many of the settings were identical to Xbox One and PS4. We rely on a feature called dynamic resolution in order to prevent slow rendering from affecting the frame rate. This means that when the onscreen action gets too heavy, we’ll drop resolution instead of the framerate taking a hit. Obviously GPU efficiency is still important, because nobody wants to see blurry pixels all the time. 

In v5.20 we moved to a new high-end forward renderer on Switch, which gave us an additional 3 milliseconds of GPU time (around a 10% improvement). This required a few engine changes, but crucially there was no visual fidelity loss. The end result is screen resolution is higher (and less blurry), and battery life should also be improved because the GPU isn’t having to work so hard.

For those of you playing Fortnite on a PS4 Pro, in the near future we're adding support for greater than 1080p res when connected to a 4K TV. Plan out that next drop with even more clarity!

Most of our regions have multiple datacenters supporting them. For example, our North America East region operates out of both Virginia and Ohio. Currently, matches are placed randomly on servers running in any datacenter within the region, which can lead to some variation in ping from one game to the next. To help with this, we’ve been working on sub-region matchmaking to allow us to route games to the datacenter in your region with the best ping for you. Once this change is live you should see much more consistent ping times across games.

Similarly, there are cases like our Asia region where players in Southeast Asia are not getting the kind of performance we’d like. Our solution is to add an additional datacenter in Singapore and use sub-region matchmaking to route you there if it would improve your ping, as long as wait times remain reasonable. When wait times grow too long, we’ll dynamically re-route you to a larger sub-region, in this case that’d be Tokyo. We think this is the best way to improve ping for the most people, without making ping worse for anyone.

Our goal is to provide the best possible quality of service everywhere in the world. We’ll continue to evaluate other areas where we can add additional data centers or new regions to improve performance for players. Some of the areas we’re investigating beyond Southeast Asia are the Middle East / Northern Africa and Russia. We’ll have more to share about our plans over the coming months.

Networked Player Movement / “Rubberbanding”
We’ve made headway on improvements to network corrections (i.e. rubberbanding) in v5.30, especially in the presence of unstable network connections.

There are a few common causes of bursts of packet loss, like WiFi interference (so try to use a wired connection), sub-optimal router firmware (upgrade to latest firmware if you can), ISP or datacenter level issues, or overloaded servers (becoming less of an issue as we optimize server performance). In cases where you have an unstable network connection (most notably bursts of packet loss*), this causes a few symptoms on your end as well as for other players that view your character. 

*You can enable network debug stats via the settings menu in-game

On the local side for the client experiencing the packet loss, in-game, this can manifest as "rubberbanding" or warping of your location. This is due to divergence between the client and server simulations (based on input, velocity, etc). The server has final authority on where it thinks the client should be based on this simulation state, and if the error is unacceptably large, the server "corrects" the client to a new location. This actually happens on a small scale (a few centimeters) somewhat frequently because of normal network factors, for example collisions with other moving objects which may be slightly divergent (due to latency). Sometimes the corrections come from implementation bugs or intentional decisions to ease implementation. For example, entering a vehicle could just warp the player on the server and the client would get corrected to the correct location.

The Unreal Engine has built-in systems to smooth out these types of position corrections for players. This is fairly complicated and involves the client buffering saved moves that have not yet been acknowledged by the server (due to latency, since the client runs ahead of the server). When a correction is received the client replays local input after the corrected timestamp to try to get back to where you we moving (for example, if you were pressing forward for another 1/10th second after the corrected time, try to move forward there again). This covers up discrepancies between locally predicted movement and small server corrections quite well. For example, in very early versions of Fortnite some player actions such as targeting, melee swings, and jumping had timing-related logic bugs which occasionally caused a small correction for clients. These corrections were generally so small that the built-in systems could cover up the discrepancy and make it seamless to clients. However since there is some overhead to fixing up position and it could still sometimes be noticeable to players, we fixed all such known issues of small corrections in subsequent releases.

Now for some background on what happens when the server hasn't heard from a client for a long duration (e.g. greater than 0.25 seconds), usually due to bursts of packet loss: The server forces the server-side simulation of client movement forward in time based on the last known state (velocity etc), and this continues periodically until the client finally responds again. This is mainly intended to keep the client state moving for other observers (other remote clients), as well as to keep the server from getting too far behind in the simulation.

However during examination of what happens during long of packet loss burst, we discovered a few issues with the systems mentioned above. One issue was that these forced server updates were improperly advancing client timestamps, and this caused old outdated client packets to be accepted briefly on the server. The result was that the remote player experienced a series of server corrections inconsistent with the expected path along the current velocity. Additionally, after a long duration of network loss, the server forcing movement could cause a player to end up quite far from their expected location (either out from cover or over the side of a ledge), since simulation on the server continued without new input from the player during the connection disruption.

To address this we've improved the server code in the Unreal Engine that detects and handles this case to properly update client timestamps, as well as added a configurable max duration to these forced server adjustments. We've also included some helpful commands to simulate bursts of packet loss at various levels to help with testing these conditions. Look for these in upcoming UE 4.21 and later engine releases.

The result of our fixes is that after a burst of packet loss, the client location will be much more consistent with the expected change based on velocity state before the network interruption. In cases where the client was running forward during the entire disruption, the correction may not even be noticed. However it is possible that if the client was attempting drastic changes in direction or speed, there will be some warping, though it is still much improved over the old system. This also means that viewing other players having network issues will exhibit less warping as well since the trajectory will be more consistent. The duration limit also means that loss of control due to packet loss will move the character a limited distance, reducing the chance that they end up in the open or over a ledge after a sustained episode of network disruption, which could cause them to fall to their doom.

Proxy Simulation Improvements
Related to the above networked movement / rubberbanding improvements, we’ve also made adjustments to how we handle proxy simulation for both performance and quality. A “proxy” here means any player other than yourself that you see on-screen.

For performance, Fortnite has had various levels of movement simulation quality that it applies to proxies, and these have continued to be tweaked since initial release. The overall goal is basically to move many character proxies on your machine at minimal CPU cost. There is cost associated with updating transforms for all characters, their attached accessories (e.g. back bling), weapons, particle FX, and so on. One strategy to lower this cost is to simply move them less often or throttle the updates. The most obvious example is to avoid moving characters every frame when you can’t see because they’re out of your view angle. However you have to be careful here, because you might still need things like off-screen indicators or minimap indicators to have correct locations without jerky behavior. (Fortnite v5.20 included some fixes to bugs with the calculations to avoid throttled and jittery indicators, while still allowing us to throttle the expensive movement).

The downside of throttling movement updates is that at low update rates you can notice the jittery behavior of movement when motion doesn’t update every frame. Generally we have tuned our systems so that we try to throttle only characters that are far away or out of view. However special care has to be taken in some circumstances, such as zooming in through a scope at a character far away. Recent releases included fixes to lower or disable the throttling for characters in a small view angle at long range when using ADS or sniper scopes.

Also, since we initially created the system to throttle based purely on distance, this had the unfortunate side-effect of being overly aggressive in trying to save performance when only a few characters were relevant, which resulted in sacrificing some quality. Release v5.30 includes enhancements to also consider the number of relevant players, so that distance is not the only consideration. The end result is that when few players are relevant, even characters that are far away will have high-quality movement and interpolation. On the flip-side, in cases such as 50v50 where many characters are relevant, we try to reign in some quality settings in favor of improving client framerate. It’s a balancing act of trying to achieve better performance and improved quality, and work in this area as always is ongoing!


Our weekly Fortnite Summer Skirmish events have proven invaluable as a testing ground, providing a high-stakes environment for some of the best players in the world to showcase their skills. We have learned a lot from experiments with scoring schemes and formats, attempting to find the best balance between simplicity, entertainment, server performance and competitive integrity.  Expect for us to continue operating and supporting competitive events after the conclusion of Summer Skirmish as we lead into next year's official Fortnite World Cup.

In recent weeks we began using a version of Live Spectating functionality similar to what was featured in the E3 Pro-Am but this time operating on live gameplay servers. Improvements have been made to allow for Gameplay POV cameras to more closely mirror the action when following a specific player. This will allow us to provide more high-quality coverage of the action along with map overheads, scoreboards, and drone cameras. We will be making extensive improvements to these features over the coming weeks and look forward to highlighting the performances of our competitors.

We are aware of a strong desire from competitive players for more opportunities to compete directly against one another within the same match. Development recently began for a robust competition system which will allow for all players to compete with one another and be recognized for their accomplishments. The first version of this feature is expected later this Fall.


We launched our Android Beta for Fortnite last week and we know it wasn’t the smoothest experience. We’re digging into the issues being reported by players on a variety of Android devices, and are working to resolve them. The main areas to address first will be stability and  performance. Head over to our Trello board with the new mobile section tracking ongoing bug investigations.

One of our short term goals is to improve performance across the range of supported devices. Then beyond that, we want to support more devices in the beta and will hopefully open the beta to all min spec Android devices soon. 

You can sign up for the Android Beta by visiting our website, check if you have a minimum spec device in our FAQ

Additionally, getting you from your pocket to Paradise Palms as fast as possible is another issue we care about. We’re working on ways to make background downloading easier and dropping the overall patch size, so the only thing you have to focus on during patch day is where you’re dropping next. 

Remember, you can only download Android via the official Epic Games website or through the Samsung website using game launcher.

Player Support 

Let’s take a look at the current state of Player Support and where we need to be. We were not ready at launch for the number of players that Fortnite brought in and weren’t able to scale at a rate at which we consider up to our standards. 

We’re working to grow and develop our Player Support Team as quickly as possible, but we’ve still got a way to go to achieve our standards of quality and service. Ramping up means creating learning materials for internal staff, implementing new tools and reacting to game events which cause an increase in player traffic. Our #1 goal is providing you with consistent, efficient, and high-quality player support.

Current Status
In the past few months, we’ve dramatically grown the size of our Player Support Team. Planning ahead, it’s still not enough coverage for our incoming player needs. So, by the end of this year, we’ll grow that team size again.


# of Player Support agents

Ticket response times in some areas are bad, and we’re continually working to improve this by both increasing team size and upgrading the tools we use to communicate with you. 

Behind the scenes, we’re rolling out and ramping up other tools that will allow our agents to respond to you faster. One tool we’ve updated is our CRM (customer relationship management) to one we believe will provide a better player experience. This new CRM will also allow our agents to work faster and more efficiently over time. 

We’re continuing to hire experienced Player Support staff — seasoned directors, managers, agents, and partners. We’re still working to improve the team, but appreciate your continued patience and hold your satisfaction as our #1 goal.  

Account Security

Account security is one of our top priorities. We have a number of improvements in the pipeline that should help keep your account secure!

First, support for offline authenticators - (e.g. Google Authenticator, Microsoft Authenticator etc.) this will be available in the near future and will provide an alternative to our current email-based two factor authentication (2FA). We’re also considering support for additional two factor methods beyond authenticator apps, for example via SMS or in-app one click approval on mobile devices.

Second, improved detection around leaked credentials. Are you constantly getting emails about your locked account or with two factor authentication codes? If so, it’s likely that your password is being reused across multiple sites and was found in a password dump. Attackers use these password dumps to try and gain access to accounts beyond where the dump initiated - a so called “credential stuffing”. Epic has been implementing various layers of protection to mitigate these types of attacks. In case we do find a credential dump, we got your back. Our Information Security team constantly searches for new ones released on the internet and uses them to discover potentially vulnerable account credentials in an automated way. If a match is found, we notify you and issue a password reset to prevent unauthorized access. Collected dumps are anonymized and rehashed before use in our systems.

Lastly, we are actively reviewing and refining the state of security notifications you receive. The goal is to reduce the amount of 2FA or account lockout noise, while adding notification focus around unusual access patterns. We plan to improve protection around accessing or modifying account data, or disabling two factor authentication for that matter, by re-challenging with another 2FA check on each access attempt. We’re also actively working on improving account access recovery flows to help with cases when an account was actually hijacked. Account security is very important to us, and we’ll be working continually to improve internal tech and the resources we offer!

P.S. If you enable 2FA, you’ll unlock the Boogiedown Winner’s emote in-game for free!

Playground Updates

All of the feedback for Playground has been amazing, we love seeing how folks can create and play on their own private island. We’re going to be working towards adding more specific knobs to allow you to dial in on your preferred Playground experience.

The next set of items dropping into Playground will be extra ATKs and more jumps around the island. Grab your squad, queue up, and see who can pull off the most impressive tricks. Keep sending us your thoughts on ideas for future versions!

Your account security is our top priority! Protect your account by enabling 2FA. As a reward for protecting your account, you’ll unlock the Boogiedown Emote in Fortnite Battle Royale.

Two-Factor Authentication (2FA)

Two-Factor Authentication (2FA) can be used to help protect your account from unauthorized access by requiring you to enter an additional code when you sign in. The Two-Factor Authentication feature currently supports the use of an authenticator app or an email address authentication method.

Once you’ve opted into Two-Factor Authentication, you will be asked to enter the code from your preferred two-factor authentication method, then you will be signed into your account.  You will be prompted for the two-factor passcode the first time you sign in after enabling the feature, if you use a new device, if it’s been over 30 days since you last signed in or if you’ve cleared your browser cookies recently.


To opt into Two-Factor Authentication:

  1. In your ACCOUNT Settings, click on the PASSWORD & SECURITY tab to view your security settings.
  2. At the bottom of the page, under the TWO-FACTOR AUTHENTICATION heading, click to ENABLE AUTHENTICATOR APP or ENABLE EMAIL AUTHENTICATION as your two-factor method.

If you prefer to use an authenticator app for two-step verification, here are a few common authenticator apps that can be found in your mobile device app store:

  • Google Authenticator
  • LastPass Authenticator
  • Microsoft Authenticator
  • Authy

Keep your account safe and remember, Epic employees will never ask for your password!

Battle Royale pax-west-2018

Another big Fortnite event is on the horizon –  tell your friends using #FortnitePAXWest!

Where are we dropping?

Downtown Seattle! We’re landing at PAX West 2018 on Friday, August 31 through Monday, September 3 and we’re bringing plenty of fun activities for solos and squads. Find us outside at 8th and Pine and inside the Washington State convention center on the 1st floor “Yakima” or tune-in to the conclusion of the Summer Skirmish tournament series, live at PAX West!

Fortnite Summer Skirmish Tournament

The Summer Skirmish tournament will conclude at PAX West with a live $1,500,000 USD competition open to all PAX West attendees. Registration for the event will be held on site each day starting at 8:00AM at PAX Lot 73 on 8th and Pine.

Day 1, 2 and 3 of PAX West will begin with three rounds of qualifiers, followed by final qualifires each night. Final qualifiers will be broadcast across all Fortnite channels from 6:00PM- 9:00PM local time. The top 33 winners of each evening’s final qualifiers will battle for Victory Royale in the PAX West Final matches held on Monday, September 3. All of Monday’s matches will be streamed on Fortnite's official channels, starting at 11:00AM local time and ending at 3:00PM local time. There will be more information on the tournament's format and prizing soon!

Watch the tournament live on:

Lazy Links LIVE

Grab your squad, all kinds of fun Fortnite activities await you at PAX West. Complete the 9-hole Lazy Links mini-golf course located at the “Yakima” conference center to get an exclusive set of four Pinny Arcade Fortnite pins!

If you’re interested in watching the tournament live at PAX West, visit 8th and Pine. We’re setting up a viewing area, food trucks and a merch store carrying exclusive Fortnite swag!

The circle is closing… see you in Seattle!

Hello Fortnite competitors,

We’ve just finished up Summer Skirmish Week 5 and we wanted to give you folks a mid-skirmish update from some of the previous weeks. We’re talkin’ interesting stats, additional info on a few standout performers, and our learnings about formats so far. Here’s a quick breakdown of some fun stats from the past weeks:

  • The longest range elimination was scored by HighDistortion, with a 267m knockout of MoNsTcR with a Scoped Assault Rifle.
  • The longest range sniper elimination was scored by InTheLittleWood on Danzhizzle, with a 247m hunting rifle shot.
  • In Week 3, three pairings were able to dominate the field, topping the group with 24 eliminations
    • SKT Ghoul and Ghost DMO
    • Mickalow and Robi62
    • Greyfox and mouZ Mops.
  • Week 4 saw a sizable gap between the elimination leaders from each region. Day One was very tightly packed at the top.
    • On Friday NotVivid was able to edge out the pack with 16 eliminations.
    • On Saturday, VP Jamside went off, wracking up an impressive 26 eliminations across the 9 games, averaging just short of 3 eliminations per match.

A general note about statistics… it’s really difficult to pull off consistent great placements or high elimination games with a lobby full of some of Fortnite’s best players. We wanted to properly salute the talented players that have participated each week.

Rising Showdown Stand Outs

Showdown players have really been able to make a name for themselves through the Summer Skirmish. One in particular who has quickly risen to the top is NotVivid. He placed 19th and 155th in the two Solo Showdowns, but impressed with consistent performance and high placings during Summer Skirmish. He has bookended the Friday Skirmishes so far, with victories in both Week 1 and Week 4.  In Week 1, NotVivid and his duo partner were able to fight through the masses to remain on top, and in Week 4 pulled off two clutch victories from behind to steal away the top spot.

Atlantis Mitr0 continued to show stellar consistency by topping Saturday Summer Skirmish group in Week 3. The overall winner of the Blitz Showdown LTM and earned the highest score across all regions - nearly 50 points ahead of the next closest finisher. Since battling his way into the Skirmish, Mitr0 has now finished 13th and 1st in his two entrances, with strong individual performances both times.

Another Showdown player who has risen to the occasion is Reverse2k. Reverse2k was able to secure an impressive placement in the Blitz Showdown LTM and he has turned that into three very consistent performances in the Summer Skirmish. He had managed to net himself 13th in the Week 2 High Score format, while he and TSM Daequan were able to secure a 16th place finish the following week. Week 4 Reverse catapulted to the forefront, with an amazing 9 elimination game, thrusting him atop NA throne, earning himself 5th place and a large payout.

Lastly, there was another Showdown participant who caught fire and surged through the competition to win Week 4’s “Hold the Throne” on Saturday. Secret Domentos was able to capture the 58th spot during the July Showdown, but his true potential showed in Week 4 of Summer Skirmish. Domentos was able to win 3 of the 9 matches and racking up an impressive 19 eliminations (3rd highest, behind BlaxTV and Teekzy) storming up the ladder to capture the victory. He’s the only Summer Skirmish competitor to secure three Victory Royales in a single day of competition.

Server Performance and Post-Mortem

Continuing to improve server performance remains a top priority. We’ve integrated a number of improvements over the course of the Summer Skirmish series, however we still aren’t quite where we’d like to be. We're continuing to look hard at server performance with multiple daily playtests where we capture server performance and identify areas for improvement. We'll keep taking the things we learn from playtests, Skirmish events, and live server data to push the envelope for high intensity Battle Royale.

One consistent challenge is the act of transitioning from a participating player to an in-game spectator, watching heavy build fights near the final circles from the Player PoV. So far, we haven’t been able to make use of the Live Spectating functionality that we had available at the Pro-Am available on the live servers. This past weekend was the first time we’ve have a limited version of the Live Spectator tool available on the public servers and we’re excited to begin integrating this into our broadcasts.

We also recognize that the lack of live statistics make it difficult for casters to tell compelling stories during the matches and the for viewers to watch along with high interest levels. Our analytics team is working to solve these problems. We hope to soon be able to deliver information of all kinds to Fortnite viewers more quickly during events.

We’ve had a lot of fun creating new formats each week. There are lots of new learnings that we walk away with after each Summer Skirmish weekend by creating new scoring schemes and incentivizing different win conditions. Some formats have been extremely weighted in one direction over the other in order to observe play behavior and collect statistics over a prolonged series of matches in an isolated, high-stakes environment.

A few of our core values when creating formats are simplicity, match tension and upholding the integrity of Battle Royale. Ultimately, we want to find what gives the competitors the best play experience while maintaining a high level of viewing entertainment.  

Lastly, thanks to the participants and viewers that have been helping us along the way!

Hello Fortnite fans!

Jump from the Battle Bus, open your favorite Glider, and land in Hall 8.1 at this year’s gamescom, where there’s an extra special Fornite experience waiting for you. Alongside numerous Fornite-themed activities, you’ll be entertained by talented community members on our show stage, and maybe you’ll even get to meet your favorite streamers and YouTubers shooting new videos in our content creator village!

HandOfBlood and Trymacs will be with you all week, hosting our stage program in their own unique way. We will release more details on this in the coming days.

We’re looking forward to 5 days of Fortnite with you at gamescom 2018!
Battle Royale Fortnite Android Beta

We’re excited to announce the Fortnite Beta on Android is launching this week. Players with Samsung Galaxy devices are the first to be invited starting today.  The Android Beta will begin opening for other devices* over the next few days.

*Currently supported on the following Samsung Devices:

  • Samsung Galaxy: S7 / S7 Edge , S8 / S8+, S9 / S9+, Note 8, Note 9, Tab S3, Tab S4

Purchasers of the new Samsung Note 9 or Galaxy Tab S4 will get access to the new Galaxy outfit.

Head to to download and start playing. 

Not using a Samsung device? Sign-up to join the invite list!

We’ll start rolling out access to players as we work on supporting a wider variety of devices in the next few days. Players will be granted access in waves to Fortnite Battle Royale, and will be sent instructions on how to download and play! Sign up at

Other devices the Android Beta will be playable on:

  • Google: Pixel / Pixel XL, Pixel 2 / Pixel 2 XL
  • Asus: ROG Phone, Zenfone 4 Pro, 5Z, V
  • Essential: PH-1
  • Huawei: Honor 10, Honor Play, Mate 10 / Pro, Mate RS, Nova 3, P20 / Pro, V10
  • LG: G5, G6, G7 ThinQ, V20, V30 / V30+
  • Nokia: 8
  • OnePlus: 5 / 5T, 6
  • Razer: Phone
  • Xiaomi: Blackshark, Mi 5 / 5S / 5S Plus, 6 / 6 Plus, Mi 8 / 8 Explorer / 8SE, Mi Mix, Mi Mix 2, Mi Mix 2S, Mi Note 2
  • ZTE: Axon 7 / 7s, Axon M, Nubia / Z17 / Z17s, Nubia Z11

Got questions? Visit the FAQ. We can’t wait to get Fortnite into your hands!

Happy Birthday Fortnite Fans!

Starting July 24th, we’ll be celebrating #Fortnite1st with a limited time in-game event! You can earn special birthday cosmetics by completing birthday challenges and quests in-game. From the birthday Battle Bus to the sploder husks carrying a tasty surprise, we can’t wait to party with you! The in-game celebration lasts until August 7!

Each challenge you complete will unlock a slice of the birthday cosmetic set. Share your squad’s best birthday cake dance party with #Fortnite1st on Twitter, Instagram and Facebook.

  • Deal 1,000 damage to opponents to unlock the Fortnite Birthday! Emoticon
  • Dance at different birthday cakes to unlock the Happy Birthday! Spray
  • Play 14 matches to unlock 5,000 XP.
  • Complete all 3 challenges to earn the Birthday Cake Back Bling

Complete the Fortnite Birthday questline in Save the World and earn the Birthday Brigade Ramirez Hero! Earn tickets to spend on Birthday Llamas which can contain Heroes and weapons from every event this year (not including quest rewards).

Jump in-game and join the celebration on July 24. Happy 1 year everyone!

-The Fortnite Team

We are excited to announce that this summer Epic Games will host the Summer Skirmish series. We’re kicking off an 8-week series of competitions where we’ll be awarding $8,000,000 in prize money. The events start this weekend with a $250,000 Duos competition.  Participants will be made up of community creators and Fortnite players who have demonstrated their competitive prowess. The format and competitors may change from week-to-week, so stay on your toes!

Please Note: In order to jumpstart the competition, invitations for the inaugural Summer Skirmish matches have already been sent.  Stay tuned for more information on how you can qualify for an event.

#FortniteBlockbuster Contest

Official Rules

The #FortniteBlockbuster Contest (the "Contest") is subject to these Official Rules, which are binding and final on matters relating to the Contest, except as expressly stated otherwise.  No purchase necessary to enter or win. The Contest is sponsored by Epic Games, Inc. (the “Sponsor”).

  1. How to Enter:  Online submissions only.  
    1. Before the end of the Contest Period, upload a video (“Submission”) to YouTube with “#FortniteBlockbuster” in the title, and make it publicly visible and searchable; and
    2. Email your full name, Epic ID, and a link to your Submission to [email protected] with “@FortniteBlockbuster” in the subject line.

Submissions must be a video that is at least 1 minute in length, but no longer than 5 minutes. Submissions must be original and can only include personal gameplay and royalty free audio. Submission may not contain any voice-over speech or added on-screen text. Submissions must have #FortniteBlockbuster in the title.  See Submission Guidelines for additional requirements.

  1. Eligibility:  The Contest is open worldwide to adults (16 years old or older) (“Entrant”) who are valid Fortnite Licensees under the Fortnite End User License Agreement.  One Submission per person.

Employees of Epic Games, Inc., its affiliates, Contest supervisors and members of their immediate families, are not eligible to participate or win.

The Contest is subject to all applicable federal, state and local laws, rules and regulations. Void where prohibited.

  1. Contest Period: The Contest begins on July 2, 2018 at 10:00 AM Eastern Time, and ends on July 11 at 11:59 PM Eastern Time (the “Contest Period”). Submissions must be received during the Contest Period to be eligible to win.

  2. Prizes:  If eligible under these Official Rules, prizes will be rewarded to Selected Entrants as follows:

One (1) Grand Prize Winner:

  • Submission will be played in-game at Risky Reels
  • A poster for the Submission will be shown in-game
  • 25,000 v-bucks

Five (5) Finalists:

  • 10,000 v-bucks
  1. Submission Criteria:

  • Submissions must be submitted according to the How to Enter section and directly accessible by Sponsor and any other person from the link you provide.
  • Submissions must include original content only.
  • Submissions should not require any additional software to run.
  • Submissions may not contain personal attacks on anyone or any discernible product, including competitor products.
  • Submissions may not depict nudity, animal cruelty, or illegal activity or substance, or offensive or obscene subject matter as determined in Sponsor’s sole discretion.
  • Submissions shall not portray Sponsor in a negative light.
  • Submissions must be appropriate for a broad audience.
  • Submissions may not feature any trademarks (including logos) other than those owned by Sponsor.
  • Submissions must be original pieces, achieved/created by the person who submits the entry. Entrants may not copy or otherwise plagiarize Submissions from any source, nor may Submissions include third-party copyrighted material or artwork without the copyright holder’s permission. By entering, you warrant that your Submission does not infringe any third party’s rights, and that you have obtained any necessary permissions from all relevant third parties to submit the Submission.  You hereby agree to indemnify Sponsor against any and all claims from any third party for any use by Sponsor of the Submission.
  • Although Sponsor is not reviewing Submissions for copyright violations, if, in the sole discretion of Sponsor, it is believed your Submission constitutes or may constitute copyright infringement, the Submission will be disqualified.
  • Sponsor may require verification of Submissions through a procedure solely determined by Sponsor at its sole discretion.
  • Sponsor reserves the right to exclude any Submission that it believes, in its sole discretion, doesn't meet this criteria or otherwise violates these Rules, and to delete any such Submission from any and all location(s) under Sponsor’s control.
  1. Winner Selection and Notification of Selected Entrant:  All Submissions will be prescreened to ensure compliance with the Submission Guidelines and with Sponsor’s general standards and practices prior to any judging (“Qualified Submissions”).

One (1) Grand Prize Winner and five (5) Finalists (collectively, “Selected Entrants”) will be selected among all Qualified Submissions received during the Contest Period according to the following criteria:

  • Creativity (up to 50 points)
    • How super is your superhero flick?
    • Did your film tell a story of the Season 4 heroes in a creative or innovative manner?
    • How original was your story?
  • Fortnite-ness (up to 25 points)
    • How well did you capture the tone of Fortnite throughout your film?
  • Mastery (up to 25 points)
    • Did your film display a mastery of the Replay system and it’s tools?

The highest scoring Qualified Submission will be deemed the Grand Prize Winner.  The next five (5) highest scoring Qualified Submissions will be deemed Finalists.

The Selected Entrants will be notified by email, phone, or via the platform through which the Submission was made, according to Sponsor’s sole discretion and with the information provided at the time of entry.  Selected Entrants will be required to respond (as directed) within three (3) days of attempted notification. The failure to respond timely to the notification may result in forfeiture of the prize and, in such case Sponsor may select an alternate Selected Entrant from among the remaining Qualified Submissions. Selected Entrants may also be sent a declaration of eligibility / liability / publicity release (“Release”).  Unless restricted by law, Selected Entrants will be required to complete and return the Release within five (5) days from the date of notification. An alternate Selected Entrant may be selected from among the remaining Qualified Submissions if a Selected Entrant: (i) cannot be reached; (ii) fails to obtain all signatures on the Release and to return the documents in a timely manner as required pursuant to these Official Rules; or (iii) cannot or will not accept or receive the prize for any reason.

  1. LICENSE:  As a condition of entry, Entrant hereby grants to Sponsor a non-exclusive, perpetual, irrevocable, worldwide, transferable, sublicensable, and royalty free license to use, modify, reproduce, prepare derivative works of, distribute, perform, and display the Submission in any and all media throughout the world and for whatever purpose Sponsor deems. If Entrant is a Selected Entrant, instead of the license described above, Entrant grants to Sponsor an exclusive, perpetual, irrevocable, worldwide, transferable, sublicensable, and royalty free license to Sponsor to use, modify, reproduce, prepare derivative works of, distribute, perform, and display the Submission in any and all media throughout the world and for whatever purpose Sponsor deems.

ENTRANTS WILL NOT BE SPECIFICALLY PAID FOR THEIR SUBMISSIONS or for granting Sponsor any of these rights.  

While Sponsor will seek to post the Submission in the form as provided at the time of entry, all Entrants agree that due to technical limitations and internal standards, Submissions may be altered from their original form and that Sponsor reserves the right to modify the Submission in its sole discretion, including adding its logo or other trademarks. Sponsor may post Submissions in any order or sequence, with or without commentary, and may select an image to serve as a thumbnail in its sole discretion.

  1. Privacy:  The information you provide will be used only in accordance with Sponsor’s privacy policy, located at

  2. Publicity:  Sponsor reserves the right to use the name, likeness, and/or account ID of any Entrant, for publicity purposes prior to, during, or after the Contest end date, in any media, throughout the world, in perpetuity, but only in connection with publicizing the Contest, without any compensation or prior review unless specifically prohibited by law.

At any time before, during or after the Contest Period, Sponsor may, in its discretion, choose to post or distribute one or more Submissions, the creator’s name and profile information online (including Facebook pages, Twitter feeds, YouTube channels, and third-party websites) for promotional and entertainment purposes only. Posting of this/these Submission(s) will not mean that said Submissions are eligible to win or are a Selected Entrant. Entrant understands that users of these sites may share, comment on (including negatively), and re-post their Submissions. Any requests by Entrants to have a Submission removed from consideration will be accommodated to the extent practically possible. Sponsor is not responsible for third party re-posting of Submissions.

  1. General Conditions:  By participating, Entrants agree to be fully and unconditionally bound by these Official Rules and the decisions of Sponsor and waive any right to claim ambiguity in the Contest or these Official Rules.  Any portion of the Contest may be canceled, suspended and/or modified, in whole or in part, if in our opinion any fraud, technical failure or other factor beyond our control impairs the integrity or proper functioning of the Contest.  Sponsor reserves the right in its sole discretion to disqualify any individual who is found to be tampering with the entry process or the operation of the Contest, to be acting in violation of these Official Rules, or to be acting in an unsportsmanlike or disruptive manner, or with the intent to disrupt or undermine the legitimate operation of the Contest, or to annoy, abuse, threaten or harass any other person, and Sponsor reserves the right to seek damages and other remedies from any such person to the fullest extent permitted by law.  Entrants may not enter with multiple identities or use any automated system, bot or other device or artifice to enter or obtain more than the maximum number of qualified entries. Sponsor reserves the right at its sole discretion to terminate the Contest and, if terminated, at its discretion, select the potential winner(s) from among all eligible, non-suspect entries received prior to action taken. Unclaimed prizes will not be awarded. All federal, state or other tax liabilities (including income taxes) arising from this Contest will be the sole responsibility of Selected Entrant.  Entrants may be issued an IRS Form 1099 for the ARV of any awarded prize. Any attempt to deliberately damage or undermine the legitimate operation of the Contest may be in violation of criminal and civil laws and will result in disqualification from participation in the Contest. Should such an attempt be made, Sponsor reserves the right to seek remedies and damages (including attorney fees) to the fullest extent of the law, including criminal prosecution.

  2. Limitations of Liability:  Selected Entrants agree to release, discharge, indemnify and hold harmless Sponsor and each of their respective officers, directors, employees, representatives and agents (collectively “Releasees”) from and against any claims, damages, disability, attorneys' fees, and costs of litigation and settlement, as well as any liability due to any injuries, damages or losses to any person (including death) or property of any kind resulting in whole or in part, directly or indirectly, from: (i) use, redemption, acceptance, possession, ownership, or misuse of any prize, (ii) participation in any activity, event, or excursion offered in connection with the prize, (iii) use of any facility, service and/or accommodation related to the prize, or (iv) participation in any Contest-related activity or participation in this Contest.  The Releasees shall not be liable for: (i) late, lost, delayed, misdirected, incomplete unreadable, inaccurate, garbled or unintelligible entries, communications or declarations, regardless of the method of transmission; (ii) telephone system, telephone or computer hardware, software or other technical malfunctions, lost connections, disconnections, delays or transmission errors; (iii) data corruption, theft, destruction, unauthorized access to or alteration of entry or other materials; (iv) any injuries, losses or damages of any kind caused by the prize or resulting from acceptance, possession or use of a prize, or from participation in the Contest; or (v) any printing, typographical, administrative or technological errors in any materials associated with the Contest. Without limiting the generality of the foregoing, Releasees are not responsible for computer malfunctions, network connections, email delivery problems, systems failure or incompatibility, typographical, technical or keystroke errors, or interruptions in your internet service, and for incomplete, illegible, misdirected, misprinted, late, lost, damaged or stolen notifications.  

In the event Sponsor is prevented from continuing with the Contest as contemplated herein by any event beyond its control, including but not limited to fire, flood, earthquake, explosion, labor dispute or strike, act of God or public enemy, or any federal, state or local government law, order, or regulation, or other cause not reasonably within Sponsor’s control (each a "Force Majeure" event or occurrence), then subject to any governmental approval which may be required, Sponsor shall have the right to modify, suspend, or terminate the Contest.  The invalidity or unenforceability of any provision of these rules shall not affect the validity or enforceability of any other provision. In the event that any provision is determined to be invalid or otherwise unenforceable or illegal, these rules shall otherwise remain in effect and shall be construed in accordance with their terms as if the invalid or illegal provision were not contained herein. Sponsor’s failure to enforce any provision in these Official Rules shall not constitute a waiver of that provision.

  1. Disputes:  Disputes regarding these Official Rules and/or this Contest will be governed by the internal laws of the State of North Carolina. Decisions of Sponsor are binding and final.  No claimant in any dispute involving Sponsor shall be entitled to claim or obtain indirect, punitive, incidental or consequential damages.

© 2018, Epic Games, Inc. All rights reserved.



Lights, camera, superhero action!

Every hero needs a story and we invite you to show us yours. Put your filmmaking skills to the test to write and direct the ultimate Season 4 superhero flick.

Use the Fortnite replay system and a little in-game movie set magic to make a blockbuster hit highlighting the heroes of Season 4 and their adventures.


Submit your creations for a chance to have your film featured in-game on the Risky Reels screen for all of the Fortnite community to see, a poster for your film in the Fortnite world, V-Bucks, and more!

NOTE: Your submission must be original and can only include personal gameplay and royalty free audio.
Youtube provides royalty free music that anyone can use:

The contest begins July 2 @10am ET and runs until July 11 @11:59pm ET. All entries must be submitted during the contest period. You can see the full rules here. Share your submission on social and support other creators using #FortniteBlockbuster.

Once the contest ends, we’ll review all of the submitted films and announce the winners on July 24. Selected winners will receive the following:

Grand Prize Winner:

  • Film played in-game at Risky Reels
  • Title of film displayed on the marquee
  • A poster for their film shown in game
  • 25,000 V-Bucks

Finalist (5):

  • 10,000 V-Bucks


Upload a video to YouTube and make it publicly visible and searchable. Include #FortniteBlockbuster in the title and email [email protected] with the subject line #FortniteBlockbuster. Please include your full name and Epic ID in the email so we can award your prize if you win.

NOTE: Epic may require verification through a procedure at its sole discretion.


We will be judging based on three different criteria:


  • How super is your superhero flick?
  • Did your film tell a story of the Season 4 heroes in a creative or innovative manner?
  • How original was your story?


  • How well did you capture the tone of Fortnite throughout your film?


  • Did your film display a mastery of the Replay system and its tools?

Submissions must be a video that is at least 1 minute in length, but no longer than 5 minutes. Your submission must be original and can only include personal gameplay and royalty free audio. Your film cannot feature any voice-over narrative or on-screen text. Submissions must have #FortniteBlockbuster in the title.

Hey Fortnite friends,

Let’s take a look into the development process and some things that are ongoing and currently in the works for Save the World.

Player Reporting

Save the World is great with others, but a few bad eggs can hurt the experience. We recently implemented v1 of our true Player Reporting feature to give you the ability to responsibly flag improper conduct.

Reports are coming in and we’re analyzing the types of behaviors that are major problems for the community. Starting next week, you’ll receive an in-game message when we take action against one of the players you reported. That way you’ll know the system is working and that you are contributing to make Fortnite a better place to play.

Not every report will generate a penalty, and the reporting system is geared toward serial offenders. Penalties will range from warnings to escalating bans up to a permanent ban.

We’ll continue to refine this feature with your help.

Canny Valley

We are happy to announce that the Canny Valley campaign, as well as a new biome, are landing in the near future!

We’ll deliver the first act of Canny Valley shortly after v5.0. Canny Valley will take you through the Arid parts of the Fortnite world, with many new and unique places to explore.

The story will answer many questions - was Dr. Vinderman a hero or a villain? What happened to him? Who is “the real Ray”, and where is she? What really is the Storm, and why did it happen? You’ll also see Lars and his band, “Steel Wool”, Dennis, Penny and all the other characters you love, along with iconic locations and enemies.

Heroes & Schematics

Do you enjoy min-maxing on your way to defeating the storm? We’ve introduced new features that make it easier for you to zero in on particular rewards or configurations, and we have more on the way.

Collection Book Research and Recruitment

We’re adding in an extension to the Collection Book that will empower you to directly acquire specific heroes and schematics.

Had your eye on a particular Constructor? Now you can spend Flux and Training Manuals to recruit them with a new menu option on the Collection Book slot representing that hero. There will be some exceptions (such as Founder’s weapons, event items, etc.), but the majority of heroes, weapon schematics, and trap schematics will be eligible for research, and it doesn’t matter if you already have the item or not. You’ll receive a new level 1 copy of the item, and schematics will start with a random set of valid perks. We’re hoping this feature will come online in the v4.5 update.

Collection Book Unslotting

In update 4.5 we’re also planning to provide a mechanism to unslot items from the Collection Book for a nominal fee of 20 V-Bucks to deter exploitive behavior. When an item is removed from the book, the Collection Book XP it granted is removed too. This will not, however, result in you losing levels or rewards you have already earned. You’ll just have to “pay back” this lost XP before the book will continue advancing. Items removed from the book will be restored at level, and with all their perks intact.


Builder Pro

We’ve gotten a lot of requests for the Builder Pro control scheme in Save the World and we’re happy to say it’s on the way.  We’re aiming for it to land in the 4.5 update.

Mode-specific Keybindings

After some of the more recent keybinding changes, we also saw a fair amount of requests for the ability to separate out Save the World and Battle Royale keyboard key bindings. We’re targeting 4.5 for this addition.

Mission and Enemy Variety

We’ve had a lot of requests for increased variety in both missions and enemy types and we continue to prototype in this area. We’ll have more to share in the future, but you can look forward to at least two brand-new enemy types in the next few months. In the short-term, a more powerful variant of the Shielder will be coming very soon, followed by his new friend the Zapper!

Challenge the Horde

In v5.0 we’re going to re-introduce “Challenge the Horde”.

What is Challenge the Horde?

It’s a mode focused on getting into combat quickly - drop into a map with a pre-built base and battle against waves of enemies, but with limited time to craft weapons, build structures, and lay traps. Challenge the Horde will be the focus of our v5.0 event, and the primary source of event tickets.

The mode will come with several improvements:

Reworked Difficulty Progression

Horde hexes will now unlock based on both Campaign progress and completing previous tiers of Horde combat. This lets you jump into Horde at a difficulty you feel is appropriate, and then push up into higher difficulties of Horde without having to further advance your campaign.

Reworked Combat

Playing a full set of 10 waves was a significant time investment last time around, so we’re looking to shorten the number and length of waves. The Horde map itself is also getting reworked, featuring the new Arid biome, and we’re bringing the four bases closer together.


We want to integrate Mini-Bosses this time around - Mini-Bosses will start spawning in during higher difficulty encounters at a randomized rate. We also wanted to reduce the randomness of the waves as a whole so you’ll be better prepared before the next wave starts.

New Rewards

We’re adding better rewards! These rewards consist of gold, event tickets, and perk materials and the amount awarded has been increased since the last event.

Fortnite’s First Birthday

We’re approaching Fortnite’s first birthday since entering early access! More details to come soon, but you can expect a special anniversary Llama with some nostalgic goodies. Save room for cake!


We have a lot of exciting things in store for Save the World this year, including many we’ve not covered yet. We’ll be working to bring mission and enemy variety, such as the new Super Shielder enemy, as well as refining the core game experience. The game and player base continues to grow, far exceeding our initial expectations back when we started this crazy journey, and we can’t wait for the adventure ahead!

-STW Dev team

TL;DR - We are going to continue to make changes to evolve the game to give players multiple ways to counter each other in combat, and create more strategies to win the game. 

Fortnite is constantly evolving. Our goal with any changes is to keep the game fun and interesting, keeping it feeling fresh and new. 

It’s important to support a variety of late game strategies, that don’t boil down to “just build lol”. We strongly believe that the evolution of Fortnite supports a wide range of play styles and counterplay. Currently, the superiority of shotguns, rockets, and uncapped building are such a dominant play style in the final circle that most other strategies are being drowned out.

Recent & Upcoming Changes

We have made a few changes recently -- and will continue to make more -- to give you options to counter other players in combat, especially in the late game.

We are exploring changes to weapon balance and resource economy, like e.g. resource caps.

Moving Forward

So, where does this leave us?

You should be able to find Victory Royales through multiple strategies. Shotguns should be strong, but other weapons have room to grow. Not every encounter should have to end in a build-off. We want to empower you to showcase your skill, strategy, and tactics in all variety of ways.

We’ll be exploring these changes over the next few weeks - we’re excited to hear your thoughts and encourage you to participate in discussions on our various social channels.
Hey Fortnite community,

We are excited to announce that starting today, Fortnite Battle Royale is available on Nintendo Switch. We can’t wait to board the Battle Bus with all of you Nintendo fans!

The game will be rolling out to all regions via the Nintendo eShop today. North America is live now, and the game will be available worldwide at 5:00pm ET/ 9:00pm UTC. 
On Nintendo Switch, Fortnite Battle Royale is the same game you know from PlayStation 4, Xbox One, PC, Mac, and mobile. Same gameplay, same map, same content, same weekly updates. With Switch, you can squad up with your friends in the same room or around the world, and even play on the go. 

We have updated our FAQ with Switch specific information, you can read that here.

Where will you drop?

Fortnite Competitors,

In less than a year, Fortnite has grown to 125 million players. To celebrate the community and embrace competitive play, last month we announced that Epic will be providing $100,000,000 to fund prize pools for Fortnite competitions during the 2018-2019 season. Today, we’re excited to share more details!

We’ll be supporting community organized events, online events, and major organized competitions all over the world, where anyone can participate, and anyone can win. Fortnite World Cup Qualifiers begin in Fall 2018, and culminate in the first Fortnite World Cup in late 2019. Whether you’re in the competition or watching at home, we want this to be fun for everyone.

What about the specifics? The $100,000,000 will be split between many events at different levels of competition around the globe. Fortnite World Cup play will focus on Solos and Duos, but there’ll be plenty of opportunities to squad-up in competition, too.

This is for you, the players. Qualifications for the Fortnite World Cup will be based on merit. Epic will not be selling teams or franchises, and won’t allow third-party leagues to do so either.

Rules, Player Code of Conduct, specifics about platforms and Fall 2018 schedule are on the way. If you’re interested in learning more about Fortnite competitive play sign up here. Stay tuned for more!


Official Contest Rules

By participating in the Fortnite – Blitz Showdown Limited Time Mode (the “Contest”), Contestants agree to be bound by these Fortnite - Blitz Showdown Official Contest Rules (the “Rules”), which are binding and final on matters relating to this Contest.


In the Blitz Showdown LTM you will be placed against other self-selected competitors making this the ultimate test of survival.  Placements in this limited time mode will be specially tracked and determine rewards you receive at the end of the event. The top 100 players in each server region will be awarded.

Your first 25 matches in the Blitz Showdown LTM will be counted towards your Score.  You must play 25 Blitz Showdown LTM matches to be eligible for a prize.


1st Place: 20,000 V-bucks
2nd - 5th Place: 13,500 V-Bucks
6th – 100th Place: 7,500 V-bucks


Play at least 25 matches in the Blitz Showdown LTM within the same server region.  Note that ‘NAE’ and ‘NAW’ server regions are considered the same server region for this contest.


The Contest is open, and the Blitz Showdown LTM will be available, from June 1st, 2018 at 10:00AM EST to June 4th, 2018 10:00AM EST.


No purchase necessary.

To be eligible for the Contest, you (“Contestant”) must:

  • be 16 or older;
  • be a valid Fortnite licensee under the Fortnite End User License Agreement (;
  • have a Fortnite account registered on or before May 30, 2018;
  • play at least 25 Blitz Showdown LTM matches.

The Contest is open to participants worldwide, but is void wherever restricted or prohibited by law.

Employees, officers, directors, agents, representatives of Epic Games, Inc. (“Epic”) (including the legal, promotion, and advertising agencies of Epic) and their immediate family members (defined as spouse, mother, father, sisters, brothers, sons, daughters, uncles, aunts, nephews, nieces, grandparents and in-laws, regardless of where they live) and those living in their household (whether or not related), and each person or entity connected with the production or administration of the Contest, and each parent company, affiliate, subsidiary, agent and representative of Epic are not eligible.

Epic reserves the right to disqualify any Contestant in its sole discretion for any reason, including without limitation if Epic determines Contestant is cheating, hacking, harassing, using abusive or offensive language, account sharing, teaming, sabotaging, spamming, engaging in social engineering, scamming, or violating the Fortnite EULA.


The following scoring structure shall apply solely to this Contest.

Each match awards a Score based on final placement. Cumulative Score across the contestants 25 matches will determine winners.

For example, finishing first place within a match will award you 100 points while finishing 20th place within a match will award you 50 points. Exact placement Scores below:

Placement  Points
1 100
2 94
3 91
4 88
5 85
6 80
7 75
8 70
9 65
Placement Points
10 60
11 - 15 55
16 - 20 50
21 - 30 45
31 - 40 40
41 - 50 35
51 - 75 30
76 - 100 25

In addition to Score based on placement, the player will be awarded 3 points for each enemy they eliminate.

In the event of a tie, the following statistics, in the order presented here, will be used as tiebreakers: total wins, total eliminations, and average placement during the Blitz Showdown LTM.

The top 100 Contestants at the end of the Contest Period will receive prizes.  

Only the first 25 matches in Blitz Showdown LTM will count towards a Contestant’s Score.  


The following prizes will be awarded independently for each supported server region - North America (NAE & NAW), Europe (EU), Asia (ASIA), Oceania (OCE), Brazil (BR).    

The Contestant with the highest score will have 20,000 V-bucks added to their Fortnite account.

Contestants who place 2nd – 5th will have 13,500 V-bucks added to their Fortnite accounts.

Contestants who place 6th – 100th will have 7,500 V-bucks added to their Fortnite accounts.

Selected Contestants will be notified on or about Friday, June 8th, 2018 and may be required to respond (as directed) to the notification within seventy-two (72) hours of attempted notification. The failure to respond timely to the notification may result in forfeiture of the Prizes; and, in such case, Epic may choose the next highest scoring Contestant. The Selected Contestant may be sent a declaration of eligibility / liability / publicity release (“Release”). Unless restricted by law, Selected Contestant will be required to complete and return the Release within seventy-two (72) hours of the date Release is sent.


Contest is subject to these Rules. By participating, Contestants agree: (i) to be bound by these complete Rules and the decisions of Epic which shall be final and binding; and (ii) to waive any right to claim ambiguity in the Contest or these Rules, except where prohibited by law. By accepting a prize, selected Contestant agrees to release Epic from any and all liability, loss or damage arising from or in connection with awarding, receipt and/or use or misuse of prize or participation in any prize-related activities. Epic shall not be liable for: (i) telephone system, telephone, or computer hardware, software, or other technical or computer malfunctions, lost connections, disconnections, delays or transmission errors; (ii) data corruption, theft, destruction, unauthorized access to or alteration of entry or other materials; (iii) any injuries, losses or damages of any kind, including death caused by the prize or resulting from acceptance, possession, or use of a prize, or from participation in the Contest; or (iv) any printing, typographical, administrative, or technological errors in any materials associated with the Contest. Epic reserves the right to cancel or suspend the Contest in its sole discretion or due to circumstances beyond its control, including natural disasters. Epic may disqualify any Contestant from participating in the Contest or winning a prize if, in its sole discretion, it determines such Entrant is attempting to undermine the legitimate operation of the Contest by cheating, hacking, deception, or any other unfair playing practices intending to annoy, abuse, threaten, undermine, or harass any other players or Epic’s representatives. The internal laws of the State of North Carolina will govern disputes regarding these Rules and/or this Contest. Epic reserves the right, in its sole discretion, to cancel, modify, or suspend the Contest should a virus, bug, computer problem, unauthorized intervention, or other causes beyond Epic’s control, corrupt the administration, security or proper play of the Contest. Any attempt to deliberately damage or undermine the legitimate operation of the Contest may be in violation of criminal and civil laws and will result in disqualification from participation in the Contest.  Should such an attempt be made, Epic reserves the right to seek remedies and damages (including attorneys’ fees) to the fullest extent of the law, including criminal prosecution. Epic reserves the right to disqualify any Contestant it finds to be tampering with the entry process or the operation of the Contest or violating these Rules. Epic is not responsible for any problems, bugs, or malfunctions Contestants may encounter. This Contest is subject to all applicable federal, state and local laws.


Epic reserves the right to use the name, likeness, and/or Epic account ID of any Contestant, for publicity purposes prior to, during, or after the Contest end date, in any media, throughout the world, in perpetuity, but only in connection with publicizing the Contest, without any compensation or prior review unless specifically prohibited by law.

At any time before, during or after the Contest Period, Epic may, in its discretion, choose to post Contestants’ name and profile information online (including Facebook pages, Twitter feeds, YouTube channels, and third-party websites) for promotional and entertainment purposes only. Posting of this content will not mean that said Contestants are eligible to win or have been selected as winners. Contestants understand that users of these sites may share, comment on (including negatively), and re-post such content. Any requests by Contestants to be removed from consideration will be accommodated to the extent practically possible.


Except as prohibited by applicable law and as a condition of participating in this Contest, each Contestant hereby irrevocably and perpetually waives any right s/he may have to a trial by jury in respect of any litigation directly or indirectly arising out of, under or in connection with this Contest, any document or agreement entered into in connection herewith, any prize available in connection herewith, and any of the transactions contemplated hereby or thereby.


Please refer to Epic’s privacy policy located at for important information regarding the collection, use and disclosure of personal information by Epic.

© 2018 Epic Games, Inc. All rights reserved.

Battle Royale Blitz Showdown

Hey everyone,

We received great suggestions and advice for Solo Showdown over the course of the competitive LTM from players all over the world who participated. The Fortnite team also has a few fun stats to share from the Solo Showdown LTM.

  • For the top 100 players, the average eliminations per game was 4.96
  • Average Solo Showdown match length was 5% longer than regular solo.
  • The tiebreaker difference between #100 and #101 was seven eliminations.
  • The European region had the most players in the top 1000.
  • Teamers were banned from the event and cheaters were permanently banned from Fortnite.

We’re pumped to bring our players another competitive experience with a new Limited Time Mode: Blitz Showdown.*

What’s Different?

Blitz Showdown picks up on the pace and speed. Circles will be faster, combat more rapid, and eliminations now factor into the final scores. After 25 games, you will be scored based on each match’s placement and eliminations. And we’ll be rewarding 100 players this time per server region! (NAE and NAW will be counted as one server region.)

The Future of Showdown

Expect ‘Showdown’ Limited Time Modes to serve as a test of your survival talent. We’ll continue to make adjustments to future Showdown matches. Additionally, we’re looking to grow opportunities for all types of players to challenge their skills in their own way. We’ll be exploring different Showdown formats on a regular basis in the future.

AWARDS (Per Region):

1st Place:  20,000 V-Bucks

2nd - 5th Place:  13,500 V-Bucks

6th – 100th Place:  7,500 V-Bucks

You can see the full rules here.

*Blitz Showdown ends on 06/04 at 10:00 AM ET we will update standings at the conclusion of the event.

Blitz Showdown NA Standings:

Blitz Showdown EU Standings:

Blitz Showdown OCE Standings:

Blitz Showdown BR Standings:

Blitz Showdown Asia Standings:

What’s up Fortnite community,

Let’s take a dive into some of the things we’re working on behind the scenes!


We’re looking at ways to make battling, building, and moving in Fortnite feel great on controller. We took an initial step with Builder Pro and feedback from you to create a better experience for console players swapping between building pieces. 

Builder Pro Improvements
We heard your feedback about Builder Pro feeling inconsistent.  Sometimes after quickly switching to a building piece, it would not place when you pressed the button.  Similarly, Turbo Building could force you to let go and re-press to start building again, making it unreliable.  We’ve fixed these issues, and Builder Pro should feel consistent.

Turbo Building Improvements
In the v4.3 update we’ve fixed various reported problems with the Turbo Building feature, such as building being cancelled while cycling through traps or after pressing certain combinations of buttons.

We’ve also made Turbo Building faster so that gaps won’t appear in your structures when aiming quickly. The first time you begin building it takes 0.15 seconds to build, but each piece after that is faster (0.05 seconds). Combined with Builder Pro, this gives you enough time to select a piece and rotate or edit it before placing.

Edit Mode Aim Assist
When playing with a controller and using Edit Mode to modify your buildings, aim assist will kick in and pull your crosshair toward the closest square. It will also try to confine your aim to the building piece you're editing. We've heard that some players find this feature uncomfortable to play with, so you'll be able to toggle Edit Mode Aim Assist off in the v4.3 update.

Custom Bindings 
Looking to the future, we want to provide for the best experience on console and that involves giving you the options to play however you wish. We’re investigating giving you ways to bind actions to whichever buttons you would prefer to use. Additionally we’re investigating other aspects like stick axis remapping. We’re not sure when this will land, but we’ll give you more info once its fully tested!

Limited Time Modes and Items

We’ve been using LTMs to take existing aspects of the game and try new things with them (i.e. legendary loot in Solid Gold or faster games in Blitz). We look at LTMs as a space that allows us to explore different tweaks to the main game mode (e.g. Building Resources) and do things we wouldn’t normally do in standard playlists. 

We’ve heard you about your love for 50v50 and we’re currently evaluating keeping a larger squad mode live at all times for those who enjoy that type of battling more!

Solo Showdown
We took our first step into what a competitive playlist may look like with Solo Showdown. Creating a separate space for players who wanted to compete towards a prize while exploring how competitive play might look in Fortnite.

We introduced the Jetpack this week as our a Limited Time Item. Our goal is to introduce items that change gameplay in big & unique ways. We’re going to keep a close eye on your feedback and the data we collect. You’ll also see the Jetpack featured in our Close Encounter LTM going live tomorrow!

Playground LTM (v1)
The Playground LTM will load you into the Battle Royale Map with some adjusted settings. 

Battle and build to your heart's content with an extended period of time to roam around the map as well as increased resource generation. All treasure chests and ammo crates will be spawned, try droppin’ in different spots and scope out the loot. Friendly fire is on so you can scrimmage with your squad (up to 4 friends per match), but fear not you’ll respawn immediately. 

Oh … and Lloads of Llamas. 

Note: Stats and Challenges will not be tracked in this mode 

This represents our initial step into what a creative mode looks like in Fortnite. Practice, strategize and enjoy yourself. We can’t wait to see what you do!


When you hop on to play Fortnite after a long day at work or in classes we want that first match to feel as good as the last one. Performance is an aspect of the game that is very important to us and something we are committed to improving over time. Here are a few of the ways we’re working to smooth out your daily play!

Tracking Hitches in the Wild
In the v4.1 update we issued a hotfix to address some long hitches, but we’re still seeing reports of these hitches in our data. We’ve added additional logging and diagnostics to help us track down issues that can cause the game to freeze. When you use in the in-game feedback report feature, it will allow us to diagnose these issues.

We know that many of the hitches happen because the game is stopping to load content at unexpected times in the middle of the match, instead of smoothly streaming the data in the background. The game will now be able to directly report these loading problems to our team.  We've also added a new system to more reliably pre-load content before the match starts, so that new loading hitches don't sneak back into future updates. 

Optimizing Load Times
We want to get you into a match in as short a time as possible after you hit play! We’ve been working to improve file performance, ensure cosmetics are loaded in time, and reducing overall load times. By optimizing order of assets in our patches we reduced load times on console by 15-30 seconds in the v3.5 update. Each major release we regularly update the order of assets in order to keep load times down.

Server Performance
We recently boosted the server tick rates from 20 Hz to a solid 30 Hz in standard game modes.  This means the server is updating the game 50% faster than before and should improve the responsiveness of your actions in the game.  But we still have work to do.  Fast and consistent server performance is extremely important to us, and we’re still working hard at it.

Our next goal is to ensure that “large team” LTMs like 50v50 are hitting 30Hz for the entire match.

Server Position Updates
For large team modes we’ve made optimizations to adapt and update players based on what they’re doing in game.  Players who are standing still don’t need to update everyone around them very frequently compared to players who are running and gunning.  Similarly, very distant players are updated less frequently, especially players players that aren't visible to you. These optimizations allow our servers to handle larger numbers of players.

Client Network Updates
Currently the game throttles the frequency that your player's movement data is sent over the network to 20Hz for roughly the first half of the game. This is reduce strain on the server's physics system, allowing it to maintain frame rate. As the number of players participating in the match reduces to 24, we increase the frequency of updates to 33Hz. Over time we’ll improve performance of server physics calculations, and we expect to be able to remove this throttling in a future update.

Quality of Life

We’re continuing to improve the core gameplay experience, and have a number of features in progress!

Challenge Progress Notifications
Starting in v4.3 there will be in-match pop ups to highlight your challenge progress. Track what you’ve completed and plan out your strategy for the remainder of the match or your next one!

In-world markers
Marking positions on the map is a great way to communicate with your squad, but often the marker on the compass isn’t enough to get you to your location. We’re investigating ways to display an in-world marker to allow for easier navigation around the island.

Victory Royale screen
Getting a Victory Royale should be a memorable experience, and the victory screen should support that. We want to freshen up the celebration and make it a bit more rewarding.

High-resolution mini map
The ability to zoom in on the map was added in a recent update, but the resolution of the image isn’t quite as good as we want it to be. Our goal is to capture the world with as many details as possible to make it easier when figuring out where you're droppin’!

Better Footstep and Vertical Audio
Our v4.2 update had some footstep audio improvements, where we added slightly more variation to above/below sounds. We recognize it’s still difficult to identify enemy position in high-density locations (such as Tilted Towers) and we’ll continue to iterate on this.

Spectator UI Improvements
The spectator UI is missing a lot of information that’s on the player HUD. Examples of things we’d like to add include: 
  • Item Inventory
  • Ammo
  • Crosshairs
  • Building Edits
  • Compass and Markers
All outfits and cosmetics have value. We want to add ways for you to gain additional goodies through collection over time! This is work in progress - and it’s a little further out.


In preparation for our Celebrity Pro-Am at E3 we've been hard at work making some improvements to the replay system. 

We’re developing new camera features that allow you to orbit around any point of your choosing as well having the camera automatically track the action for you by focusing on a group of players, rather than just one person.

We’ve also been refining the map view in replays to add more functionality to the playerlist and to add bullet trajectories to the player markers on the map. Additionally, player nameplates have been tweaked to avoid overlapping where possible.

Finally, we’ve also been looking at improving player outlines and adding an x-ray view for when players enter buildings or actively building themselves so that you always have the best view of what’s happening.

We're excited to get these new features and improvements into everyone's hands and will be releasing them as part of the game as soon as they are battle tested and ready! Keep an eye on our patch notes for all the details. 
Battle Royale E3 2018
The Fortnite community has reached new heights in 2018 and it’s because of you, the fans. All of our players, partners and friends have helped make Fortnite so awesome this year… it’s time to celebrate!

Where are we dropping?
Downtown Los Angeles! The Battle Bus is en-route to E3 2018 and the whole squad is coming. Join us at the Fortnite booth 2723 in the South Hall of the LA Convention Center, or tune-in to the 100-player Pro-Am featuring your favorite Fortnite pros and celebrities.

Fortnite Celebrity Pro-Am

50 pros and 50 celebrities pair up to earn the ultimate Victory Royale -- $3,000,000 in charity prize money that they will donate to their charity of choice.  (This prize money is not included in the $100,000,000 planned for Fortnite Esports. Read the Esports announcement here)





Paul George




Joel McHale


Demetrious Johnson

...and many more live on the big stage! We're announcing more duo pairs over the next couple weeks leading into E3. Many will Take the L, one team will Rocket Ride to Victory.
  This epic showdown will be streamed live starting at 3:30 PM PST on Tuesday, June 12th. Tune-in for a chance to win exclusive swag, just like the pros: Tickets for the event will be available for purchase via an email link sent to players for $10 located in the LA area. These email invites will be sent in waves until all 3,000 tickets have been sold. If you are lucky enough to snag a ticket, you’ll not only get to watch the Pro-Am live, but you’ll also get an exclusive swag bag and some free bites to eat straight from the Durrr Burger!

Fortnite Party Royale

As a thank you to Fortnite fans, players and partners, on the evening of June 12 we’re hosting a celebration: Party Royale.
    The party will be invite-only... BUT anyone can come by the official Fortnite booth 2723 on the LA Convention Center showfloor for a chance to win or receive a ticket! Winners must be 18 or older to attend the party.   NOTE: Tickets to the Pro-Am are separate from tickets to Party Royale. These are two separate events with separate invites.

Fortnite E3 Booth

Find us on the E3 showfloor in the South Hall of the LA Convention Center at booth #2723 from June 12 - 14. Get hands-on with Fortnite on your favorite platform, win exclusive prizes, and pickup some free snacks along the way. Bring the whole squad, there’s something for everyone.   The circle is closing… see you in LA!

Fortnite Competitors!

Grab your gear, drop in and start training. Since the launch of Fortnite Battle Royale we’ve watched the passion for community competition grow and can’t wait to empower you to battle with the best.

In the 2018 - 2019 season, Epic Games will provide $100,000,000 to fund prize pools for Fortnite competitions. We’re getting behind competitive play in a big way, but our approach will be different - we plan to be more inclusive, and focused on the joy of playing and watching the game.

Stay tuned for more details about competitive structures and eligible platforms in the weeks ahead!

Battle Royale State of Mobile

Hi all,

Since launch, we’ve been working to make the experience better, including a number of quality of life and performance improvements.


We’ve heard your requests for the ability to customize the HUD and, earlier this week, we added this feature to the game. Try it out and let us know what you think. We’re excited to get this into your hands!

Customizable HUD In-game

Customizable HUD Blueprint


We know that communication is key when you’re squadding up for that Victory Royale, so we’re working to bring voice chat to mobile. On top of that, you’ll be able to chat with your teammates regardless of platform!

We’re also looking to make it really easy to mute yourself, other players, or open up all communications with a simple tap. There will be a button on the screen that lets you mute yourself, mute everyone in your party, or go back to open-microphone.


We’re continuing to work on improvements. Some upcoming examples include improving Autorun and adding better ways to fire. Once we roll out these changes, we’ll add options to the settings so you can try them out and see what works best for you!


We are aware of the large installation size of Fortnite on mobile and are working to reduce that size. Over the next few updates we’ll be compressing the size down while maintaining performance. We’ll be making overall patch sizes smaller and adding the ability to download the content in the background!


Fortnite is coming to Android!

We are targeting this summer for the release. We know many of you are excited for this release, and we promise that when we have more information to share, you’ll hear it from us first.


We see some areas where game performance can can be improved. We’re fixing code to optimize the experience (e.g. increase graphic quality), as well as adding a Battery-Saver mode which will allow you increased performance if you choose to lower the graphic quality. It’s our first implementation of this option and we’ll continue to improve upon it.


Many of you have asked for stat tracking on mobile. We are working to improve our stats servers so we can handle many more players, including those on mobile. We’re looking to enable this sometime this summer, once we are confident the improvements are performing up to our expectations. 


Finally, stability is still one of our chief concerns. With every update we’re working to fix crashes and other issues as you report them. If you’re regularly running into stability issues, please let us know using the “Feedback” button in-game.

Thank you for all of your support and feedback!

The Fortnite Team

Hey everyone,

Today we’re revealing our new Limited Time Mode: Solo Showdown.

Trying to prove yourself on the battlefield? Queue up for the Solo Showdown mode for a hotly contested Battle Royale experience. Unlike other LTMs, Solo Showdown will not change core gameplay of the current Solo mode. Instead, you will be placed against other self-selected competitors making this the ultimate test of survival.

The Fortnite team will frequently update this blog with the Solo Showdown standings. Top performers will be rewarded at the conclusion of this competition.*


1st Place:  50,000 V-Bucks

2nd - 4th  Place:  25,000 V-Bucks

5th – 50th Place:  13,500 V-Bucks

51st – 100th Place:  7,500 V-Bucks

You can see the full rules here.

We’ll be using the Solo Showdown as a one-off stepping stone to learn how to build great events for all types of players. If you crave testing and improving your own skills, give it a try and let us know what you think. To thank you for participating, play 50 games get a unique spray.

Stay tuned. We have a major announcement about competitive play next week!

*Solo Showdown ends on 05/21 at 10:00am ET

Current Solo Showdown Standings (Last updated: 05/17 at 10:00am ET):

Battle Royale Item Perk Recombobulator

Since Fortnite: Save the World’s launch, we have envisioned a way for players to take steps to customize their items to suit their playstyle. It’s here and we can’t wait to share it with you!

Introducing the Perk Recombobulator™!

In patch v4.2, we’re introducing a way for you to choose and upgrade the perk loadout for your favorite weapons and traps!

Unlocking the Perk Recombobulator™
The Perk Recombobulator™ is unlocked when you complete Plankerton Storm Shield Defense 2. At that point, a sequence of two side-quests will become available that, upon completion, reward you with a large number of brand new resources to use in the Perk Recombobulator. Be sure to complete these quests to get a head-start with your item customization!

To access the Perk Recombobulator, visit the item upgrade screen, and navigate to the new ‘Modify Perks’ option.

Replacing or Upgrading perks costs two new resources: RE-PERK! and PERK-UP!, respectively.

RE-PERK! is available throughout all mission difficulty levels from Low Threat Plankerton missions and beyond. PERK-UP! begins appearing at the same time as RE-PERK, but also has different rarity levels; the rarer versions become available as players progress through higher and higher mission difficulties. These will appear in mission rewards, mission alert rewards, repeatable quests, and the event store for the duration of the Blockbuster Event.

In addition, you’ll be able to choose which element you want on your weapon. This modification requires elemental resources named FIRE-UP!, AMP-UP!, and FROST-UP! You can find these resources in mission alert rewards and repeatable quests.

New Items vs Legacy Items

The Perk Recombobulator is a big change from the previously existing perk system. It allows players to acquire more powerful perks than ever before, replace perks that they don’t want with ones that are more desirable, and invest in those perks over time to develop the perfect item.

With these benefits come one big restriction: each perk slot on an item is limited in which perks it can actually contain. Newly acquired items are automatically set up to adhere to these new restrictions and players can begin upgrading and replacing perks on them immediately. However, Legacy items (items acquired before Patch 4.2) do not automatically fit into the new structure. Such items must be converted before they’re allowed to be upgraded and respecced via the Perk Recombobulator.

Converting Legacy Items
When players attempt to modify the perks of a Legacy Item, they will first be prompted to opt-into converting the Legacy item into the new system. Before opting to convert the item, the system presents you with a before-and-after preview of any changes that may occur to the item. In some cases, there will be no change, and in others the perk loadout may be altered. Sometimes, a ‘Free’ slot may appear. Free slots allow players to choose what goes into that slot for free after the conversion is accepted.

In all cases, the Conversion process is free, and on a per-item basis. This means that each Legacy item must be converted to work with the Perk Recombobulator, one-at-a-time. Once the process is performed on an item, you’re free to begin customizing that item’s perks!

Perk Slots

Every new item acquired or Legacy item converted rolls perks a little differently than before:

  1. Elemental items now have a dedicated perk slot that determines what type of elemental damage that weapon deals, rather than adding elemental damage on top of affliction damage, snares, or other effects.
  2. Each perk now has five levels of power, up from three. Players can now upgrade individual perks to reach these higher power levels. This means that if you want your Legacy item to reach its full potential, you’ll want to convert it to work with the Perk Recombobulator!
  3. Each perk slot has a range of possible perk types that it can contain. Players can choose to replace a perk in a given slot, but the list of perks that a slot can be changed to is limited in scope, and varies from slot to slot. Some perks cannot be changed at all!


The Perk Recombobulator is our next step towards creating a thriving item economy where YOU decide how to best create the items you want. We’re looking forward to hearing your feedback on this feature as we adjust and tune it going into the future.

Thank you, and happy Recombobulating!


Battle Royale infinity gauntlet

Wield true power… the Infinity Gauntlet. Starting now, you can become Thanos in the Infinity Gauntlet Limited Time Mashup.

Drop in Solo as you hunt for and fight over the Infinity Gauntlet. The first to equip the Gauntlet will transform into the mighty Thanos and wield the Gauntlet’s power!

You will need some serious firepower to take down Thanos. Only Rare, Epic and Legendary weapons appear in this Limited Time Mashup.

Take down Thanos, equip the Gauntlet and claim Victory!

This collaboration started as a simple phone conversation between Epic and Marvel over a mutual appreciation for Fortnite and Avengers. We worked closely over the following weeks to bring these two worlds together and landed on the Limited Time Mashup, Infinity Gauntlet. When we saw the movie last weekend, which was incredible, we were even more excited.

This is a collaborative experiment between friends from start to finish. Jump in tomorrow, play and experience Fortnite x Avengers. It’s unlike anything we’ve done before and we want to know what you think!

 - The Fortnite Team