Can you tell us how are small to mid size creators supposed to survive in this new ecosystem?
The NEW tag doesn’t give a lot of players to 90% of the maps, and the maps that are able to get a decent amount of players (150-200 ccu) do not get any tags after that.
Can you tell us what statistics are needed for the map to get tags?
Bring back the old system where everyday there were new maps on the front page, the total player count of Fortnite was at it’s peak and players had something new to try everyday.
Hey guys, it’s been one month since the Discovery changes, and Harold mentioned on X that he’s seeing success on some maps. I’d genuinely love to see those maps, because the stats tell a completely different story. ( PLS Dont show epic’s picks maps or stand out starwars maps or maps with banners)
I can clearly show through analytics that both of my maps, which are almost 1 and 2 years old and have built small to medium sized audiences — are down 75–80% across nearly every metric. And this isn’t just happening to me. It’s affecting almost all small and mid-level creators.
What these changes seem to have done is create a massive divide in Discovery. Now there are basically two categories of maps:
The big maps that receive nearly all the impressions and visibility
The maps with almost zero visibility
The middle ground has practically disappeared. Mid-level maps and creators are being pushed out completely.
Does this really feel like the right direction? Also how a new map can succeed if the map has only new tab and then goes to 120 slot tab where he goes against maps with thousands of players. How this map can compete against them?
I like to know why the descission has been taken to change to categories. These are very static and is blocking visibility, for discovering new fresh content, plus its making it look like a static homepage each day i look, it also causes to push each island to the update tab that is way to crowded.
Are there plans to lett discovery return to be an ecosystem as it is now we only see what epic wants us to see, taking away chances from creative creators and kinda suggests ppl can only succeed if epicdevs decide they can.
Overall the system has got the biggest downgrade that i ever have seen
With Unreal Engine 6 officially announced at RLCS how will Discovery work? You guys teased URLs and a specific tab, will the tables actually be Discovery and the URLs for all types of games?
Will storm Beast Pom Poms ever be added to creative?
Question 2:
I really like deathruns. But I see people who say they aren’t good for the algorithm. I would like a or selection where you can be matchmade into a random deathrun, parkour, or escape room, and you see how many you can beat within 100 lives. And coins collected can add to your lives (100 coins to a life).
Please give this matter your full attention. Thanks in advance.
Question 1
Why do the Discovery top charts constantly feature the same creators and their islands? They remain there for weeks and months, which creates an unfair advantage over other creators.
Proposal 1
Remove the permanent top creators from the main Discovery categories and redistribute these slots fairly among other active creators and their islands. Additionally, introduce a time-limit quota for how long an island can remain in the Discovery section.
Question 2
Why do new maps appear in the “New” category only once for a brief 10-minute window and never make it into the “Updated” section? Every new map developed by our team loses visibility instantly, failing to gain any traction or players. This makes rolling out major updates with tons of new content completely pointless.
Proposal 2
Fix the Discovery algorithm or roll it back to a previous state where maps spent a sufficient amount of time in the “New” and “Updated” categories.
Issue 1
Currently, there is absolutely no incentive to develop new content for the Fortnite ecosystem. Our team invests dozens of hours into a single island, striving to make it unique and engaging, only to earn around $10 from it. This completely dampens our motivation.
Issue 2
The continuous dominance of top creators in the main categories creates an uneven playing field.
Creators frequently raise these exact issues on X. We urge you to look into this matter. We personally know several creators who have already migrated to Roblox or Steam development.
Our team does not want to leave Fortnite because we love the platform. We sincerely hope you will take the current issues with the Discovery system into account and resolve them.
Thank you in advance for your time and consideration.
Hello. There have already been many posts above about the Discover tab. It has become truly terrible, and for small and medium-sized developers it has been devastating.
New maps receive almost no exposure, and after that initial small push the map simply dies. No updates help anymore, and there is no guarantee that updated maps will even appear in the “Updated” category.
The performance of my own maps has dropped almost to zero. Before these changes were introduced, most of my maps were steadily improving over time, and it motivated me to keep making better and better experiences. Now it feels like none of that effort matters anymore. No matter how much work is put into updates, my maps do not appear in the “Updated” category at all, and players simply never see them.
A huge number of creators are talking about the exact same problem across different social media platforms, and nobody really understands what to do about it anymore. Motivation is disappearing, and it is honestly very sad.
Personally, I know around 5–6 teams and solo developers who have already left UEFN because of this situation. Unfortunately.
Question:
Is there any chance that Discover could return to its previous state, or at least something closer to it? I think it is obvious to everyone that something is seriously wrong with Discover right now.
Thank you for your time and for understanding this problem.
I think one of the best solutions to improve both the publishing and Discover system would be setting a monthly publishing limit for creators — for example, only 3 islands per month.
High-quality and well-made islands take a lot of time to design, build, test, and polish properly. The current unlimited publishing system encourages people to mass-produce low-effort maps just to flood the Discover system and gain visibility.
In addition, new accounts should not be allowed to publish islands immediately. They should first be required to have at least 14 days of activity and playtime in UEFN before gaining access to publishing.
This system would help:
Reduce spam and duplicated maps in Discover.
Encourage creators to focus on quality instead of quantity.
Create healthier competition for innovative and polished experiences.
Give genuinely good islands a fairer chance to be discovered and succeed.
In the end, improving the Discover system starts with improving the publishing system. Quality content should have priority over mass-uploaded low-effort maps.
[QUESTION]How is the spam problem related to Discovery, if the spam issue should actually be solved by limiting the number of islands that can be published per account?