Fortnite’s Steal The Brainrot Introduces Controversial Microtransactions and Gambling Mechanics for Young Players
While we might like to think that titles like Arc Raiders and Battlefield 6 are the reigning champions of gaming, the reality is that a staggering number of players are diving into Roblox and lesser-known Fortnite fan games. Take Fish It!, a Roblox title that attracted nearly 28 million players in just one day, with 1.4 million of them online simultaneously. Meanwhile, Fortnite’s creator-driven game Steal the Brainrot, a spin on a popular Roblox experience, hit a record of 1.09 million concurrent players. Recent updates to Fortnite have also allowed creators to introduce microtransactions, bringing in both pricey items and a touch of gambling!
In Steal the Brainrot, the expectations are set high. The original Roblox game, which has a slightly different name, was inspired by the Italian brainrot meme that gained traction in 2025. Players could either purchase or swipe quirky animals that generated in-game currency. At one point, it boasted a jaw-dropping 25 million concurrent users—more than any game on Steam has ever achieved at once. The game’s design is notorious; just ask any parent whose child has faced the heartbreak of having their prized Brainrots stolen.
Launched in Fortnite as Steal the Brainrot in July of last year, it quickly became a standout among player-created games, highlighting the creative potential within Fortnite. However, until recently, it could only offer a version without real money transactions. Following a regulatory change allowing microtransactions in user-generated games, Steal the Brainrot began charging 4,900 V-Bucks (around $35) for the “Lucky Rot” bundle, a loot box that might contain a rare brainrot creature.
Epic’s strategy for Fortnite mirrors the immense success of Roblox, but until now, it didn’t allow players to monetize their creations, giving Roblox a significant advantage for those looking to capitalize on fleeting trends. That changed last Friday, with Epic rolling out a more favorable profit-sharing model for developers compared to the industry standard. The Epic Games Store takes just 12 percent of sales, while competitors like Steam take 30 percent.
In Fortnite, these player-created experiences, known as “islands,” have had access to developer tools for microtransactions since November of last year, with the official launch set for January 9, 2026. Aimed squarely at competing with Roblox, creators will receive 100 percent of the V-Bucks spent in their games until January 31, 2027, after which they’ll still earn a solid 50 percent. However, due to platform fees, the actual revenue breakdown is a bit more complex, resulting in about 74 percent for the first year and 37 percent thereafter.
Alongside the new loot boxes in Steal the Brainrot is a gambling wheel that many are likening to a slot machine. Players can spend 100 V-Bucks (roughly a dollar) to spin the wheel, with prizes ranging from in-game items to currency. Given that Steal the Brainrot is primarily targeted at children, this raises some serious concerns.
While it’s overly simplistic to label Fortnite as merely a “children’s game,” it certainly has a strong appeal to younger audiences. However, when it comes to the mechanics of stealing brainrots, it’s predominantly pre-teens who are being encouraged to gamble, spending real money for a chance at a spin or a loot box that might yield something valuable.