{"id":278,"date":"2026-02-17T15:03:58","date_gmt":"2026-02-17T15:03:58","guid":{"rendered":"https:\/\/0kill-7assists.com\/blog\/?p=278"},"modified":"2026-02-18T18:44:49","modified_gmt":"2026-02-18T18:44:49","slug":"fortnite-global-giant-2025","status":"publish","type":"post","link":"https:\/\/0kill-7assists.com\/blog\/fortnite-global-giant-2025\/","title":{"rendered":"Epic Confirms Fortnite Remains a Global Giant, Despite Notable Drop in Playtime in 2025"},"content":{"rendered":"<p class=\"wp-block-paragraph\"><\/p><div>\n<p style=\"margin:0 0 12px 0\">\n    <strong>Epic Games<\/strong> confirme que <strong>Fortnite<\/strong> reste un <strong>g\u00e9ant mondial<\/strong>, m\u00eame si <strong>le temps de jeu<\/strong> a nettement recul\u00e9 en <strong>2025<\/strong>. D\u2019apr\u00e8s les chiffres partag\u00e9s autour de l\u2019<i>Epic Games Store<\/i>, les <strong>heures totales de gameplay<\/strong> sur la boutique ont baiss\u00e9 d\u2019environ <strong>14 %<\/strong> sur un an, un mouvement largement attribu\u00e9 \u00e0 la baisse c\u00f4t\u00e9 <strong>jeux internes<\/strong>, dont Fortnite. Oui, \u00e7a surprend\u2026 mais ce n\u2019est pas un effondrement.\n  <\/p>\n<p style=\"margin:0\">\n    Dans le m\u00eame temps, les <strong>jeux tiers<\/strong> progressent : <strong>heures jou\u00e9es<\/strong> en hausse et <strong>d\u00e9penses des joueurs<\/strong> qui grimpent fortement, sur fond de <i>live services<\/i> et de <i>microtransactions<\/i>. Le message est clair : Fortnite domine encore, mais l\u2019\u00e9quilibre du store bouge, et la dynamique du march\u00e9 PC se lit aussi dans ces variations.\n  <\/p>\n<\/div>\n\n\n\n<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_82_2 ez-toc-wrap-center counter-hierarchy ez-toc-counter ez-toc-transparent ez-toc-container-direction\">\n<div class=\"ez-toc-title-container\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">Sommaire<\/p>\n<span class=\"ez-toc-title-toggle\"><a href=\"#\" class=\"ez-toc-pull-right ez-toc-btn ez-toc-btn-xs ez-toc-btn-default ez-toc-toggle\" aria-label=\"Toggle Table of Content\"><span class=\"ez-toc-js-icon-con\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #999;color:#999\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #999;color:#999\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/span><\/a><\/span><\/div>\n<nav><ul class='ez-toc-list ez-toc-list-level-1 eztoc-toggle-hide-by-default' ><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/0kill-7assists.com\/blog\/fortnite-global-giant-2025\/#Why_did_Fortnite_playtime_drop_in_2025_while_staying_huge\" >Why did Fortnite playtime drop in 2025 while staying huge?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/0kill-7assists.com\/blog\/fortnite-global-giant-2025\/#What_did_Epic_actually_confirm_about_Fortnite_in_2025\" >What did Epic actually confirm about Fortnite in 2025?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/0kill-7assists.com\/blog\/fortnite-global-giant-2025\/#How_did_third%E2%80%91party_games_offset_Fortnites_lower_hours\" >How did third\u2011party games offset Fortnite\u2019s lower hours?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/0kill-7assists.com\/blog\/fortnite-global-giant-2025\/#Do_free_games_and_store_features_change_Fortnite_engagement\" >Do free games and store features change Fortnite engagement?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/0kill-7assists.com\/blog\/fortnite-global-giant-2025\/#What_numbers_best_summarize_Fortnite_and_EGS_health_in_2025\" >What numbers best summarize Fortnite and EGS health in 2025?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/0kill-7assists.com\/blog\/fortnite-global-giant-2025\/#Conclusion\" >Conclusion<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-7\" href=\"https:\/\/0kill-7assists.com\/blog\/fortnite-global-giant-2025\/#Sources\" >Sources<\/a><\/li><\/ul><\/nav><\/div>\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Why_did_Fortnite_playtime_drop_in_2025_while_staying_huge\"><\/span>Why did Fortnite playtime drop in 2025 while staying huge?<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n<p class=\"wp-block-paragraph\"><\/p><div>\n<p style=\"color:#e9eefc;line-height:1.6;margin:0 0 10px\">\n    Epic\u2019s own \u201cyear in review\u201d numbers for the <strong>Epic Games Store<\/strong> paint a reality that can feel contradictory at first glance: total gameplay time across games launched via the store reached about <strong>6.65 billion hours<\/strong>, yet that total was down <strong>14%<\/strong> year over year. At the same time, <strong>third\u2011party gameplay hours<\/strong> (anything not published by Epic, so not Fortnite and not other Epic\u2011published titles) climbed <strong>4%<\/strong> to roughly <strong>2.78 billion hours<\/strong>. Read between the lines and you get a pretty clear signal: the store grew in variety and usage outside Epic\u2019s own games, while <strong>first\u2011party playtime<\/strong> softened enough to outweigh that progress.\n  <\/p>\n<p style=\"color:#e9eefc;line-height:1.6;margin:0\">\n    Epic Games Store leadership also acknowledged the implication in plain terms during media discussions of the figures: Fortnite had come off an exceptionally strong prior year on PC, and 2025 didn\u2019t match that peak. That\u2019s not the same as \u201cFortnite is fading.\u201d It\u2019s more that <strong>Fortnite\u2019s baseline is enormous<\/strong>, so a downward swing after a record run shows up sharply in store\u2011wide totals. And honestly, anyone who\u2019s played long seasons knows the rhythm: when a chapter, meta, or event schedule hits just right, <i>engagement spikes<\/i>; when it doesn\u2019t, people still log in, just not with the same marathon sessions. The interesting part for players is what this suggests about <strong>Fortnite retention<\/strong> and <strong>time\u2011spent trends<\/strong> heading into the next run of features and collaborations.\n  <\/p>\n<\/div>\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"What_did_Epic_actually_confirm_about_Fortnite_in_2025\"><\/span>What did Epic actually confirm about Fortnite in 2025?<span class=\"ez-toc-section-end\"><\/span><\/h2>\n        \n         \n        <figure class=\"wp-block-image size-full\">\n          <img decoding=\"async\" src=\"https:\/\/0kill-7assists.com\/blog\/wp-content\/uploads\/2026\/02\/What-did-Epic-actually-confirm.jpeg\" alt=\"What did Epic actually confirm about Fortnite in 2025?\">\n        <\/figure>\n        \n          \n\n<p class=\"wp-block-paragraph\"><\/p><div>\n<p style=\"color:#e6edf7;line-height:1.65;margin:0 0 12px\">\n    The key confirmation wasn\u2019t wrapped in hype; it was the calm framing that <strong>Fortnite remains the biggest game in the world<\/strong> \u201con many fronts,\u201d even while accepting that <strong>playtime declined versus 2024<\/strong>. That kind of wording matters because it separates two debates players often mix together: scale versus momentum. Scale is the raw footprint\u2014active players, cultural visibility, creator ecosystem, brand partnerships, competitive scene, and the sheer number of people who can jump in across <strong>PC, console, mobile<\/strong>. Momentum is the short\u2011term curve: how many hours people are grinding this month compared with the crazy month last year.\n  <\/p>\n<p style=\"color:#e6edf7;line-height:1.65;margin:0 0 10px\">\n    Epic\u2019s store stats support that nuance. December 2025 hit a record of about <strong>78 million monthly active users<\/strong> logged in on the Epic Games Store, which lines up with the seasonality we all feel around holiday drops, sales, and free promotions. Yet the yearly average <strong>monthly active users<\/strong> dipped about <strong>1%<\/strong> to roughly <strong>67 million<\/strong>, and <strong>daily active users<\/strong> slid around <strong>2%<\/strong> to about <strong>31 million<\/strong>. If you\u2019re a Fortnite player, you may recognize that pattern: heavy \u201cevent weeks\u201d where everyone shows up, and quieter stretches where your squad\u2019s group chat suddenly gets\u2026 silent.\n  <\/p>\n<ul style=\"margin:0;padding-left:18px;color:#e6edf7;line-height:1.6\">\n<li><strong>Fortnite stayed #1 on the store<\/strong>, even with fewer total hours than the prior year.<\/li>\n<li><strong>Store engagement shifted<\/strong> toward <strong>third\u2011party games<\/strong>, not away from gaming on PC.<\/li>\n<li>Record <strong>December MAU<\/strong> suggests the audience still surges when the timing is right.<\/li>\n<li><i>Year\u2011average MAU\/DAU softness<\/i> points to shorter sessions or more fragmented play habits.<\/li>\n<li>The message from Epic: Fortnite\u2019s dip was meaningful, but not a collapse in reach.<\/li>\n<\/ul>\n<\/div>\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"How_did_third%E2%80%91party_games_offset_Fortnites_lower_hours\"><\/span>How did third\u2011party games offset Fortnite\u2019s lower hours?<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n<p class=\"wp-block-paragraph\"><\/p><div>\n<p style=\"color:#eef2ff;line-height:1.65;margin:0 0 12px\">\n    The cleanest counterweight to Fortnite\u2019s reduced hours is simple: the Epic Games Store is increasingly a place where players spend time outside Epic\u2019s own catalogue. Epic reported <strong>third\u2011party gameplay hours<\/strong> rising to about <strong>2.78 billion<\/strong> (+4%). That may not sound dramatic until you set it beside the store\u2019s total hours dropping 14%. In other words, the store didn\u2019t lose its audience across the board; it redistributed attention. Players are still on the launcher, still downloading, still logging time\u2014just spreading it out across more games.\n  <\/p>\n<p style=\"color:#eef2ff;line-height:1.65;margin:0\">\n    Spending tells a similar story. Epic said <strong>third\u2011party player spending<\/strong> climbed to around <strong>$400 million<\/strong> in 2025, a sharp rise from about <strong>$255 million<\/strong> the prior year (which had been described as a down year). A reasonable explanation is the growing footprint of <i>gacha\u2011style live service<\/i> titles on PC storefronts; Epic itself highlighted games such as <strong>Wuthering Waves<\/strong> and <strong>Honkai: Star Rail<\/strong>, and also placed <strong>Genshin Impact<\/strong> among top\u2011tier performers. Those titles tend to monetize through frequent updates and high\u2011velocity item economies. Epic also indicated that spending wasn\u2019t dominated by a single publisher; it was \u201cdispersed\u201d across multiple third\u2011party games, with other live service giants appearing high on the charts, including <strong>EA Sports FC 26<\/strong>, <strong>Grand Theft Auto V<\/strong>, and <strong>Infinity Nikki<\/strong>. If you\u2019re trying to read the tea leaves: Fortnite can remain massive while the store itself becomes more of a mixed ecosystem, and 2025 looked like a year where that diversification showed up in the numbers.\n  <\/p>\n<\/div>\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Do_free_games_and_store_features_change_Fortnite_engagement\"><\/span>Do free games and store features change Fortnite engagement?<span class=\"ez-toc-section-end\"><\/span><\/h2>\n        \n         \n        <figure class=\"wp-block-image size-full\">\n          <img decoding=\"async\" src=\"https:\/\/0kill-7assists.com\/blog\/wp-content\/uploads\/2026\/02\/Do-free-games-and-store.jpeg\" alt=\"Do free games and store features change Fortnite engagement?\">\n        <\/figure>\n        \n          \n\n<p class=\"wp-block-paragraph\"><\/p><div>\n<p style=\"color:#e9eefc;line-height:1.65;margin:0 0 12px\">\n    Epic\u2019s <strong>free games program<\/strong> is still a major lever for traffic, and the 2025 review underlined how far it has gone: the giveaway count passed <strong>100 free titles<\/strong>, with about <strong>662 million free games claimed<\/strong> overall. Epic also cited an estimated total value per player of roughly <strong>$2,316<\/strong> (based on retail pricing). Now, whether that directly boosts <strong>Fortnite playtime<\/strong> is messy. Free promotions clearly drive launcher installs and bring people into the Epic ecosystem, but those users often branch into whatever they claimed, or into a new live service that their friends are currently grinding. In plain language: freebies can bring people to the mall; they don\u2019t guarantee everyone walks into the same store.\n  <\/p>\n<p style=\"color:#e9eefc;line-height:1.65;margin:0 0 12px\">\n    Epic also talked up upcoming <strong>social features<\/strong> for the Epic Games Store\u2014framed as functionality that could compare favorably with what other platforms offer. If those tools land well, they could indirectly help Fortnite by smoothing friend discovery, party forming, and cross\u2011game community habits. And yeah, I\u2019ve felt this myself: when your friends list is tidy and invites \u201cjust work,\u201d you play more rounds, not fewer. When it\u2019s clunky, people bounce.\n  <\/p>\n<p style=\"color:#e9eefc;line-height:1.65;margin:0\">\n    Fortnite\u2019s engagement is also shaped by culture, not only mechanics. Music tie\u2011ins and rumored crossovers can spike curiosity, even among lapsed players who just want to see what\u2019s new. If you follow that side of the scene, here are two reads that capture how conversation around <strong>Fortnite collaborations<\/strong> stays lively: <a href=\"https:\/\/0kill-7assists.com\/blog\/madison-beer-fortnite\/\" style=\"color:#93c5fd;text-decoration:underline\">Madison Beer and Fortnite<\/a> and ongoing chatter tied to a <a href=\"https:\/\/0kill-7assists.com\/blog\/fortnite-kingdom-hearts-leak\/\" style=\"color:#93c5fd;text-decoration:underline\">Fortnite Kingdom Hearts leak<\/a>. None of that guarantees higher annual hours, but it does show how Fortnite keeps pulling attention through <i>events, skins, and crossover discourse<\/i>, even in a year where total time\u2011spent eased back.\n  <\/p>\n<\/div>\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"What_numbers_best_summarize_Fortnite_and_EGS_health_in_2025\"><\/span>What numbers best summarize Fortnite and EGS health in 2025?<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n<p class=\"wp-block-paragraph\"><\/p><div>\n<p style=\"color:#e6edf7;line-height:1.65;margin:0 0 12px\">\n    If you want the quick snapshot without losing accuracy, focus on store\u2011wide hours, third\u2011party growth, and user activity cadence. The headline store figure was about <strong>6.65 billion gameplay hours<\/strong> (down <strong>14%<\/strong> year over year), while <strong>third\u2011party hours<\/strong> rose to roughly <strong>2.78 billion<\/strong> (+4%). Spending on third\u2011party titles climbed to around <strong>$400 million<\/strong>, and the Epic Games Store logged a record <strong>78 million<\/strong> monthly active users in December 2025, even though average MAU and DAU across the year softened slightly. That\u2019s the story: Fortnite remains a global heavyweight, but 2025 didn\u2019t match the prior year\u2019s peak time\u2011spent, and the store\u2019s growth showed up more clearly in non\u2011Epic games.\n  <\/p>\n<div style=\"border-radius:12px\">\n<table style=\"width:100%;border-collapse:collapse\">\n<thead>\n<tr>\n<th style=\"text-align:left;padding:12px;color:#e6edf7;font-weight:700\">Metric (EGS, 2025)<\/th>\n<th style=\"text-align:left;padding:12px;color:#e6edf7;font-weight:700\">Reported value<\/th>\n<th style=\"text-align:left;padding:12px;color:#e6edf7;font-weight:700\">What it suggests<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td style=\"padding:12px;color:#e6edf7\"><strong>Total gameplay hours<\/strong><\/td>\n<td style=\"padding:12px;color:#e6edf7\">~<strong>6.65B<\/strong> (\u2212<strong>14%<\/strong> YoY)<\/td>\n<td style=\"padding:12px;color:#e6edf7\"><i>Overall time\u2011spent dipped<\/i>, largely tied to first\u2011party hours<\/td>\n<\/tr>\n<tr>\n<td style=\"padding:12px;color:#e6edf7\"><strong>Third\u2011party gameplay hours<\/strong><\/td>\n<td style=\"padding:12px;color:#e6edf7\">~<strong>2.78B<\/strong> (+<strong>4%<\/strong>)<\/td>\n<td style=\"padding:12px;color:#e6edf7\">Growth in non\u2011Epic games helped offset Fortnite\u2019s softer year<\/td>\n<\/tr>\n<tr>\n<td style=\"padding:12px;color:#e6edf7\"><strong>Third\u2011party player spending<\/strong><\/td>\n<td style=\"padding:12px;color:#e6edf7\">~<strong>$400M<\/strong> (+<strong>57%<\/strong>)<\/td>\n<td style=\"padding:12px;color:#e6edf7\">Store monetization expanded across multiple live services and genres<\/td>\n<\/tr>\n<\/tbody>\n<\/table><\/div>\n<\/div>\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Conclusion\"><\/span>Conclusion<span class=\"ez-toc-section-end\"><\/span><\/h2>\n        \n         \n        <figure class=\"wp-block-image size-full\">\n          <img decoding=\"async\" src=\"https:\/\/0kill-7assists.com\/blog\/wp-content\/uploads\/2026\/02\/Conclusion-14.jpeg\" alt=\"Conclusion\">\n        <\/figure>\n        \n          \n\n<p class=\"wp-block-paragraph\"><\/p><div>\n<p style=\"margin:0 0 10px;line-height:1.55\">\n    Epic\u2019s 2025 figures point to a clear reality: <strong>Fortnite remains a global giant<\/strong>, even with a <strong>year-over-year drop in playtime<\/strong> on the Epic Games Store. The overall hours fell, while <strong>third\u2011party playtime<\/strong> edged up, hinting that player attention is spreading across more titles.\n  <\/p>\n<p style=\"margin:0 0 10px;line-height:1.55\">\n    On the business side, <strong>third\u2011party spending growth<\/strong> shows momentum for live-service ecosystems, even as <strong>monthly and daily active users<\/strong> softened slightly on average. Honestly, that mix feels pretty normal for a shifting PC landscape: people rotate games, seasons change, habits follow.\n  <\/p>\n<p style=\"margin:0;line-height:1.55\">\n    For creators and communities, the message is practical: <strong>Fortnite\u2019s reach<\/strong> is still there, but attention is earned every update. If you want a pulse on creator culture and brand tie\u2011ins, these reads help: <a href=\"https:\/\/0kill-7assists.com\/blog\/iger-fortnite-casey\/\" style=\"color:#93c5fd;text-decoration:none\"><strong>Casey\u2019s Fortnite angle<\/strong><\/a> and <a href=\"https:\/\/0kill-7assists.com\/blog\/disney-fortnite-partnerships\/\" style=\"color:#93c5fd;text-decoration:none\"><strong>Disney partnerships<\/strong><\/a>.\n  <\/p>\n<\/div>\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Sources\"><\/span>Sources<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n<ol class=\"wp-block-list\"><li>Epic Games. \u00ab Epic Games Store Year in Review 2025 \u00bb. Epic Games, 2026-02-??. Consult\u00e9 le 2026-02-16. <a href=\"https:\/\/store.epicgames.com\/en-US\/news\" rel=\"nofollow noopener noreferrer\" target=\"_blank\">Consulter<\/a><\/li><li>Epic Games. \u00ab Epic Games Store \u00bb. Epic Games, s.d. Consult\u00e9 le 2026-02-16. <a href=\"https:\/\/store.epicgames.com\/\" rel=\"nofollow noopener noreferrer\" target=\"_blank\">Consulter<\/a><\/li><li>Epic Games Legal. \u00ab Epic Games v. Apple \u00bb. Epic Games, s.d. Consult\u00e9 le 2026-02-16. <a href=\"https:\/\/www.epicgames.com\/site\/en-US\/epic-apple\" rel=\"nofollow noopener noreferrer\" target=\"_blank\">Consulter<\/a><\/li><li>MiHoYo. \u00ab Honkai: Star Rail \u00bb. HoYoverse, s.d. Consult\u00e9 le 2026-02-16. <a href=\"https:\/\/hsr.hoyoverse.com\/\" rel=\"nofollow noopener noreferrer\" target=\"_blank\">Consulter<\/a><\/li><li>Kuro Games. \u00ab Wuthering Waves \u00bb. Kuro Games, s.d. Consult\u00e9 le 2026-02-16. <a href=\"https:\/\/wutheringwaves.kurogames.com\/\" rel=\"nofollow noopener noreferrer\" target=\"_blank\">Consulter<\/a><\/li><\/ol>\n\n<p class=\"wp-block-paragraph\">Source: <a href=\"https:\/\/www.eurogamer.net\/fortnite-still-biggest-game-in-the-world-but-playtime-dropped-in-2025\" rel=\"nofollow noopener\" target=\"\">www.eurogamer.net<\/a><\/p>\n\n","protected":false},"excerpt":{"rendered":"<p>Epic Games confirme que Fortnite reste un g\u00e9ant mondial, m\u00eame si le temps de jeu a nettement recul\u00e9 en 2025. 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