I’m a creator preparing an island, a tower-climbing obby where players climb a tower made of randomized levels before a timer ends.. Before publishing in-island transactions, I’d like written confirmation that my shop design complies with the Fortnite Developer Rules (section 4.4).
Design summary:
- The island has an in-island currency (“Embers”). Players earn it only through gameplay (completing levels, quests, daily rewards, time played). It is never sold for V-Bucks, directly or in packs.
- Players spend Embers on purely cosmetic items: name tags/titles, trails and player effects. None of these use the terms listed in rule 4.4.8, and none are Emotes, Outfits, or vehicles. Players can also open crates with Embers (numerical odds displayed in the UI). Cosmetic slot upgrades (second trail, second effect) are also bought with Embers only.
- No cosmetic, crate, bundle or cosmetic slot can be obtained with V-Bucks, directly or indirectly.
- Gameplay items (movement tools, temporary boosts) are sold for either Embers or V-Bucks, with ConsequentialToGameplay set to true and the effect accurately described in the offer.
My questions:
- Cosmetics that can only be obtained with a currency earned in gameplay, with no purchase path involving V-Bucks: can you confirm these are outside the scope of in-island transactions and therefore of rules 4.4.6–4.4.8?
- Some V-Bucks gameplay offers can increase the rate at which Embers are earned (for example extra daily quests, a bonus on level rewards, restoring a lost streak, skipping a level). Embers are never sold directly. Is this acceptable, or would Epic consider it an indirect V-Bucks-to-cosmetic path?
- Name tags/titles displayed above a player’s name, and player effects triggered on jump, death, victory or respawn: do you consider any of these to visually overlap with existing Fortnite Item Shop categories? Are they acceptable if only earned with gameplay currency?
- Crates opened with Embers (never purchasable with V-Bucks) with displayed odds: can you confirm these are not Paid Random Items, and that RestrictPaidRandomItems is therefore not required?
- Gameplay items sold for V-Bucks with accurate descriptions and ConsequentialToGameplay = true: can you confirm that selling the same item in both currencies is acceptable, including items that make the level easier?
If anything in this design would be a problem, I’d appreciate guidance on how to adjust it. A written reply would help me keep a record for future updates.
Thank you,
Drakstar