Imagine Clash Royale. Imagine Clash Royale would be in the same situation as it was before the scaling phase somewhere here like 10 mil a day. Even if I if I push it with Clash Royale now, which is having the third best month since
forever, which is now doing like 80 mil a month, it's 140 mil. Do you know how much River Games portfolio does per month? Quarter billion. This is [music]
coins chasing the sky. We're the two and a half gamers. The midnight crew talking UA adverts and game [music] design too. Mat Felix Shak bringing the insight. We're rocking those vibes till the early day. Master [music] eyes on the prize tracking data through the cyber space. Felix stacks like a wizard in disguise. Challenge [music] Crafters to the highest. Two and a half gamers talking smack. Slow hockey sick. Got your back. Ads are beautiful. They like the way. Click it fast. Don't delay. Uh-huh.
Uh-huh. Uh-huh. [music] [music]
Hello.
You got a lot of hair, mate. Jesus, what's happening? Is it growing quicker over there? Bitific have [laughter] a haircut tomorrow. Don't worry. H I mean of course.
Are you able to run with that kind of hair? Like with all the air resistance?
Yeah. Hair is not a problem. My leg is problem.
Seems like a recurring problem here.
So we are two and a half gamers. Two of the gamers have like injuries. Yeah. Don't have legs. Yeah.
I have a broken foot. Mata has a broken ligament. No, no, no, no. I'm fine. It's actually was a heel spur instead of a tendon injured. So, turned out different. But nobody cares.
No one cares.
Nobody cares. It's fine. Yeah. Nobody
cares about our legs. People care about games. And we do care about games. And we're talking about uh a new Supercell game which is called the boat game. I played this game when it wasn't even what is it now? like a alpha testing
second alpha.
So I was in the first alpha and I decided not to move forward with the second alpha because oh my god I didn't have fun and there is a lot of interesting facts about this game on Reddit and subreddits of like mini clash guys and like well of other stuff.
Mini clash guys you mean clash mini
clash mini that's matter I mean clash mini in fans kind of because there is a lot of stuff happening anyway. Wait, it's a supercell game now. They closed the Squadbusters
and the developers.
Yes. So, a lot of stuff happening and we have some strong opinions.
Of course. So, do I mean I want I want to say do
you want to play the game, but you can't because
Wait, wait, wait. First of all, thank you again and welcome to our episode. I'm Felix Brober.
Oh, yeah. My name is Matthew.
Yeah. hosts and now we're going to show off the game. [laughter]
I got carried away.
Yakob, I think maybe you should show the the whole portfolio, right? Because it's been on an absolute tear. Right.
Let's start the game and then then we'll
You want to start with the game?
Hello everybody. Thanks for uh joining this episode. Our sponsor Fast Spring has delivered D2C at scale for over 20 years. They power top mobile publishers around the world and are reliably fast growing, profitable, and very financially secure. So, Fastpring isn't just figuring out D2C on the heels of the recent VC investment. Their developer first platform and deep gaming and payment expertise have helped democratize global commerce for over two
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I have a video of myself basically and then some other videos that we can talk about. But yeah, that's
video of yourself.
There won't be numbers again. Second alpha. So this is there.
So yeah. So this is basically playing me and so we can have some
You look like you.
Yeah. So much hair.
But so wait wait wait wait. Uh you were not able to play this on emulator but you were able to play it on your phone. Yes. Correct. Okay. Okay.
Super block on emulator.
Okay. Fine.
Okay. Okay. Okay. I thought you were not
able to play.
So, there's this central hub. Let's start with just the feature set and what this is all about because I think it's a little bit of mysterious and like people don't even understand like what's the game about and like what it is
exactly.
So, let's break this. So, basically it's a third person twin stick action shooter I could say.
What stick?
Twin stick.
Twin stick.
Twin stick.
Twin stick.
Twin stick. Twin stick.
Twin stick. You have two joysticks to control the character. One for the movement, one for the skill and shooting. That's called stick shooters.
Thank you very much.
No worries.
Three week three years in the podcast. Glad we sorted that out.
No worries, man. Just don't throw DSPs at me against my DPS.
Great moment in two and a half history.
New t-shirt coming.
Yeah. Anyway, so there's this central hub which is like your base or not even base like call it Tortuga or whatever where pirates came. So most important
things that there are there's this guy that you need to give in chests. I'll get to the chests later, but that's that's like opening mechanism basically. Then there's the recycle building which is called well of wishing, but basically it means you click on your old weapons and then you recycle them force of currency. That's it. Like not really that much to it. So there we go. And then there's the last important thing in the main part of the hub which is the shop. And uh as I said this is second alpha not that many features so don't be surprised where you can use the recycled currency to buy chest the let's say the easy way because this is the easy way and there's the hard way where you actually need to bring them on the boat to the guy and like give it to him. So this is how it looks. You get the chest. That was first. You saw this like plus five lightning whatever something. That's basically your overall gear score
or something like how they kind of gate the progression of the whole game. That's it. Like it's not really something like you would say like an energy or whatever. It's just a number basically that increases and based on the number it scales the whole game. Basically you have different locations, different gears, da da da da da da. So in every chest there are two items that can be rare, epic or common I think. And that's basically it. As you saw there there was also this kind of a clicking mechanism that
smurf with mustache. I mean
mustache.
Oh my god. This is
so always two items in the chest.
We have I think four slots. So, we have primary weapon, secondary weapon, the heart, which is basically HP. Yeah, those are weapons. And second, and then there's the boat, which has a cannon. The boat itself is just a skin. Nothing really to it. You can change its
parameters or damage or whatever. It's just the skin. You can change the skin if you want, but the important part is the cannon on it. So, it's either cannon or rocket or whatever, something like three or four different types of weapons basically. and their stat increases. The items are very flat. I'll get to it, but their progression is very flat, which in my opinion is a little bit problematic because usually it's like second alpha. Come on.
I know it's second alpha, but it's already so flat. I don't know. Yeah. So, that's there. And then you see like I have a better weapon that I can equip that. And then this brain thing, which is
This wasn't there the the version before.
Yeah. Yeah. So, so this is basically like a passive skill tree that you get this currency from time to time and you can then spend it and get some very like hipster stats like hype, grit, and whatever. And who the knows what it even does.
Gen Z
Yeah, this whole game is Gen Z
Slay.
Yeah, there you go. So, and then you have these like better fields which like more effects or whatever. But there was this other field which is like this kind of thing here which is the chip slot which actually creates this kind of a big upgrade or big modification to your character with stuff like poison enemies dies the poison has a chance to spread to enemies around it yada yada yada. So pretty powerful effects and you can get these from the progression pass.
Wow. images look so weird with
it's so gen like
I don't know
look
so that's there
let me finish
okay fair
last thing this is actually the task completion hub or whatever like this is basically main menu so we have the daily quests which you can complete get some XP increase your level and then another XP chest there that's it like standard stuff then we have uh these like
back to party pass. So this is the usual Clash Royale trophy road. Free pass on the bottom, premium pass on the top. In the current alpha, you get the premium pass by inputting a secret password which is both are cool. So that's it. You just input it and you have it. So I guess it's testing period so nothing really to it. In those you have more like Yeah, this is the thing. you have more chests, more revives, more brain tree currency and like stuff like that. Nothing really to it. Usually it's it's driven by like cosmetic stuff and those chips. You seen that you get the chips from there. So that's there. And then these are these kind of long-term quests that you can get more stuff from which are again like ongoing and the usual ones. And then last thing is season packs which is some cosmetics mostly. The economy is very very light to begin with already. So that's there
already again it's it's second alpha like what the you expect?
I know it's second alpha but compare project rise to this with its second alpha like how how many currencies how many like just the phoenix fed is like immediately the monetization point right there.
Yeah. So you you get the telephone boots that are on the beaches which you can summon your boat. So you don't need to walk to them like this. That's there. Uh after you get out of the hub, you need to go through this like triangle portal. And when you get out of it, it creates this kind of a Fortnite style pretty much level where you can choose which island you need to get. As you saw, those are these like islands locked behind the gating mechanisms of you need to open more chest because I guess the monsters there are stronger yada yada. You can still go there even if you don't have the thing, but I guess that your ass. And then let's say we choose an island, we go into it, and usually uh
those are powerups which increase the speed of our boat. And usually on each island there's this some kind of quest or whatever you see in the icon of this eye. So, for instance, here you need to bring the eye to the middle of the island. It will spawn some kind of random quest. Like, these are very reminiscent of like the quest from Diablo I. As you go through the world, some random encounter, whatever. Other players can join you and help you or go against you. That's I I'll get to it. And yeah, you get chests from it. Your boat has three slots for chests that you need to close there and get to the safety to the hub and then open there with the guy. That that's
and people can steal your chests or what?
Yeah. And that's that's that's the interesting part because again I was trying to kind of go around and see some players. But in this kind of a play through I wasn't able to see so I was just roaming the island because I wanted to show you the PVP mechanic. So you see this red thing on this right thing. called like going bad, which means he'll
activate PvP and the possibility to steal chests. It's quite important, but yeah, you get your asking immediately if you don't know what you're doing, as you will see in a moment.
So yeah, I wasn't able to find any players. This is how it looks on just dry run. So you press it, it says you gone bad now. You can PVP and steal. You flash red, other players see you flashing. whole screen pretty much has like it's a little bit similar to something like Ultima online when you just went PK player kill a character and then it unlocks a little bit different choices for you but other players the good ones can still kill you like immediately get even reward for your head if you kill someone and stuff like that so I was trying to find somebody wasn't able to so I went back to the hub actually and reseted the matchmaking so I went to to like two islands and see Like here you can see other players moving there. So I went there. There actually four of them which was not the good choice. So here I'm going with
another player going to the island. Monsters start attacking me. Yeah, not really good timing. And I went PvP basically and the guy immediately shoot my ass. Why not? So yeah, there's a little bit of a PvP fight which didn't go pretty well. And yeah, if he would have chest chest here on the boat, I would can like steal them, take them, put it to my boat, kill him, yada yada yada. If you're dead as a player killer, you cannot respawn on the island. If you're a good player, you can use the power up, the revenge. Like this is the phoenix feathers as I was talking, the consumable. So you can respond there and get revenge. If you a play a killer, you can just go home because again, this is I guess the griefing prevention of stronger players just farming lower players. That's there. So, I guess that's the end of my play through. But let me first show you
one of the guys here who actually did that. So, it's just like looking on. Yeah. So for instance here he he goes bad and started killing other players basically which
it looks like this guy actually knows what he's doing.
Yeah, he know what he's doing. So he even has this PvP chest which is increased by number of kills that he gets I think. Where where is he? Yeah. So he go see this is the beginning of the encounter. So he goes here. He sees the guy that he has this chest. He wants to steal it. literally said it like I want to steal it because it says you can only steal this chest if you go bad because that's a special like kill other players chest. So he goes bad and then uh yeah kills the guy and kills few more guys and just run away with it. So that's there this is the and you see it goes like wanted there's a bounty on your head now so other players can kill
you and kill players to upgrade. So it's like a typical PvP chess like these mechanics I've seen in lineage like 10 years ago. So, not that revolutionary, but uh the problem that you see immediately is like aiming is hard
in a twin stick mobile shooter. And like I hate these things. I'm I'm sorry. Like I don't play any shooters on mobile. And in my opinion, it's a very painful experience. But yeah, what not? Like you see the guy's hands here on the bottom how he's aiming. I just like hate this Uh but anyway, the PVP seems pretty interesting and like it's this kind of PVE vpvp pretty much setup because monsters
Yeah.
PvP monsters can still kill you in between the fight. This is this is the main problem. And then you see even the guy himself like he has very very low HP and barely manages to escape with with the chest. So yeah, it's it's really really not that easy. And then he goes again, as I said, to the hub. He goes to the
whatever, the opener NPC, opens the chests, and that's it. And again, it just scales up and that's it. Nothing really to it. Yeah, that's pretty much the feature set of it. Like, as I said, there are different encounters. So there's for instance this kind of a egg encounter that uh yeah he kills someone else that you join this quest and see he's stealing other people's So if you know what you're doing like you can get pretty fast I guess but the progression itself is still kind of very flat like it just numbers increase on these items like not really that big of a difference. So again, what are they trying to achieve with this second alpha? Oh, hello. Hello there. I didn't see you. Thank you very much for coming to this episode. Uh, it's brought to you by our sponsors, PVX Partners, the simplest and most effective credit line for marketing. If you're scaling your
business uh, and need funding, here's the deal. With PVX Partners, you can grow your game easily and your business. There's no equity dilution. You can repay as you get paid and it's flexible and fully tailored to your growth. So you can secure funding in 30 days and get a term sheet in just 24 hours. Don't you wait. Take control of your UA budget without giving away of uh a piece of your company. Visit pvxpartners.com and uh see how they can help you grow your game faster and stronger. Don't wait. Go to pvxpartners.com.
I don't know. Like
that's the that's my main problem with all these alphas and whatever. But I think
there lots of these things were already there if I understood.
No, I think it's it's different. Although I played it for like an hour
and it wasn't fun.
But this was what like February start of the year or something.
It was Yeah, it was long time ago when they launched kind of Yeah.
Oh, okay. Oh, I see where you were going.
But this is this is this is this is what Supercell does, right? Because if they release it on their accounts, they can't trust the retention numbers because people just play it, right?
And now they can because this is the same thing. They're just like letting people in who is their fans. Like honestly,
this is [clears throat] Yeah. If this wasn't Supercell game, we wouldn't even care. I mean, like,
can you imagine like a small studio going to pitch this to VCs? They would laugh. Like everybody was like, "What is this?" But seriously, just think about it. If this hasn't Yeah. If this have the the Supercell stamp on it, like
even the art doesn't look like Supercell. Like in my opinion,
but then
I don't like the art to be honest.
Absolutely. This doesn't say a Supercell at all, which like when you were talking about the Gen Z, I mean, and this is not the first. I mean also Moo is kind of in that Gen Z
category and like definitely aimed for younger players because we are getting old like no and like then like like what's what's the strategy for Supercell now? Is it just like you know trying to look into the future and try to start to build the games for young players?
Honestly, this looks like streamlined version of Fortnite to me a little bit.
Yeah. So, which I mean is quite popular among the generation, right?
Yeah.
But still I'm still kind I can't can't wrap my head around this. What are they trying to do?
Because honestly like this.
I would.
What's the issue when you're playing it, Yakob? It's just like you're kind of wandering around aimlessly and it's not hard enough or like
I don't know. Like you know the biggest problem here was matchmaking. uh servers were kind of heavily crashing for me for a few days so I couldn't even play it honestly but I guess again it's second alpha so no
do you remember there there was this
exact problem with rise
maybe
you remember I I wasn't able to able to match make with anyone I mean it was just
this is the this is the thing with supercell all of like nearly all of their games are PvP based which means matchmaking need to be flawless otherwise these things don't work like they don't work with bad matchmaking So either you don't see anybody or you see two strong people for you or it's not fun.
Yeah, it's not fun if matchmaking and we've seen it like
even as synchronous games like Battle Legion, it will work well if the matchmaking broke down
and this is synchronous PvP. So it's like 10 times harder to do.
So yeah, I get that. I get their philosophy because these games if they're done properly with matchmaking, players produce the content. players are the content, so they're not that content demanding. A smaller team can maintain them. That's that's great.
Yeah, it's going to be
But in order to build them, it's much harder to begin with.
So yeah, let's see.
But who who is this? Who is this for? Like who's the target audience? That's my biggest. Is it really Gen Z? Like maybe
I don't know. Like as I said, like seems to me like a casualized version of Fortnite basically.
And this is what what people want.
I don't know. and and and I didn't get the thing with this boat combat to be honest because like you barely
Yeah, you can shoot like you have like one slot of inventory is just the shooting on the boat. But the thing is that because the boat is so fast,
nobody shoots at no one because it's just like so hard to chase people.
You need to aim. You see, you have one power up built into it. Then you have these balls on the on the on the water that like they're basically speed power ups. So you can get so fast. Like how can somebody even shoot at you? I don't get this. Like why does this even have the naval combat to begin with? You just hopping against the I don't know. Maybe if
remind me the roio game which was battle
something
battle.
Battle.
Yeah.
Yeah. That didn't go well.
Exactly. But but here I don't know like I would expect for instance like I don't know if you have like full cargo that it would slow you down or something or I don't know what like
some kind of dynamic or mechanic to work around the ship but it's just like a ship and it moves. That's it. Nothing really to it. And as I said it's very hard to aim to begin with even harder to like aim at the speed bolt.
So what are they testing now in this second do you think back to this right? Yeah
I think they're testing like engagement metrics in a way like how many How many chests per day people complete kills per day and all these other things weapons balancing stuff like that I guess internal metrics actually the secondary KPIs not the primary ones like retention RP and stuff like that
no mean like the retention here is like so all these things are kind of gone my guess is because balancing can be pretty good in a way that you can like polished
out a lot of things like these quests the monsters gating and the scaling mechanism like These things can be polished pretty well. I get that. So that that's pretty valuable.
You know what's really interesting? So they're trying to I mean they're working on this game for I let's say six months
but I would say year.
No, it's announced February. So it definitely needs to be a year at least.
Exactly. Exactly. Because this is this is production heavy.
So this is second like second alpha. You don't have retention KPIs. You have some engagement metrics. You don't have CPI. So you don't know if if this works in terms of the CPI.
Even if you finish it,
even if you finish it. Exactly.
But they don't spend money on UA. We talked about this.
Now they spend money on UA a lot.
But not not on this. Not on this. No question. Not on this.
Sure. Of course. Yeah. Yeah. They do. I mean, we can see we can see that. But this is the different approach. And I find it pretty hard because I mean
what if this doesn't really work on the CPI side? I mean, I don't know. So with this would this could have been killed already and just moved on to something else. You have fries, you have what else?
Let's get what you have point.
Yeah, exactly. Yeah.
So there's this thing on Wikipedia by the way which is super handy for everybody that's tracking what Super is doing. Wikipedia is like your way to go resource to to be honest because
Super Graveyard
somebody is really keeping up with the graveyard. I think they need to be a little bit faster because Codebusters is still not checked out yet, but it will get soon. We'll get soon. But yeah, today I was doing a post about this anyway. So, we can use my chart here pretty much.
Wow.
So, yeah, this is this is the newest graveyard. I'm not counting stuff before like all these other things
pretty much because there's not that many games dead before like there's the initial three that all died. Then heyday is basically iteration. Farmville, Clash of Clans is iteration of Bakeyard
Monsters. Boom Beach is iteration of Clash of Clans. Spooky Pop Sm one of those is Monster Strike. The other one is I don't remember what. Clash Royale is really the original push. That's like hands down in my opinion the most innovative game the Supercell ever did. And then Brawl Stars is a simplification of Mobas which magically 10x its revenue uh last year. So that's there and then the graveyard basically goes on from 2019 like Brawl Stars is the latest game that was like the billion dollar a year the youngest youngest
you know you know why because from the launch of Clash of Clash Royale until the Brawl Stars revamp I think they were not able to do anything with the monetization or the or the LTV or anything. When you launch a game in 201
10, you have LTV, let's say $5, but your CPIs are 10 cents. If you launch a game in 2025 and your LTV is five, your CPI is 20.
Yeah.
So, there's a problem.
There's there's equation.
There's the equation. So like if you're doing this alphas all over again like you should do the CPI test first and then kind of
that's why we have guys like Century who just copy games from Steam because they work on their creatives and risking their normal games.
It's enough to do the biggest game of the year.
Well, come on. You say you just said like it's like it's the easy peasy.
Of course it's easy peasy. Easy peasy for them.
Yeah, exactly.
Anyway, so this is the current graveyard. So, Rash wars killed very fast. Hey Pop killed kind of not so fast but again killed.
But then we have the April Fools thing
which nobody believed when there were three new games announced on April 2021. Clash Heroes, Clash Mini, Clash Quest. Yeah, farewell to all of those. Everdale, the hidden game that was on the different account, which was the 4x without fighting farm stuff, which again didn't make it.
Worked super well.
Yeah, didn't work. Boom Beach, again, same thing here.
Then Squad Busters, which was killed last month. Float Rush, which in my opinion,
that was way better than than squad busters, right? I still I is broken.
Yeah, for me it was better, but what what do I know? And then Clash Mini was killed. Yeah, to be precise, Clash Mini was actually integrated into Clash Royale as merch tactics, which I think is a good salvage operation. Works pretty well. It
feeds the same power um the Royale pass progression, which is really good because you can literally choose if you want to feed your battle
pass with
If you know more information about this, I can watch. You can you can watch the podcast. Go there. Click here. Yeah. That's there. Yeah, Clash Heroes was in a similar manner resurrected as Project Rise. That's lally what they said. This is kind of undead now. Uh which I think we was Project Guys already passed second alpha or second beta or second something. We did like two podcasts on it already.
Exactly. Yeah. Exactly.
Moco had the weirdest launch of them all because Mo just was like invite only and then suddenly it wasn't and that that was it. And and now it it looks like where where we are. Yeah, here we are. Like Mo launches then Moo suddenly like, "Oh, by the way, it's global launch. It's it's literally like it's global launch and then like and that's that." And and like what now?
This is the future.
Yeah. So because squad busters got killed, players got so anxious about Mo
getting killed immediately after it because it was so kind of obvious that the team now had to explain and do some kind of public statements that like don't worry, we're not getting killed yet.
And they said they do like a major overhaul of Moco in Q1 next year. So that that's then which
why you going to overhaul the game is not not working. I don't know. In my opinion, we we again we pretty much had an episode on every one of these games except Rush Rush Wars and Heyday Pop if I understand.
Yeah, exactly. Yeah, that's true.
So So you can go and check.
We played those games.
Also boom front lines we didn't get.
We played most of the latest ones. So you can go and check it out. But in my opinion, Mo won't work because the itemization system for extra RPG needs to be deep and those are only good as the itemization system which is not it's shallow. I find it really hard again like the Clash Royale and Brawl Stars. I can understand the target audience for all
these new games. I just I I don't get it. I
I think this this is the main crux of the problem here because if you look at like this is let's just take new games. We can always look at like the big four that's are currently driving supercell portfolio but there's no continuity like there's no continuity behind the old portfolio and new portfolio. This is the again main part of the problem because Supercell was always and is always creativity first tackling new genres
putting stuff no like it worked very well like you're doing it perfectly. The problem is
that this strategy doesn't accumulate long term because you always start from scratch
which worked before not now there's no benefits from the Chinese were like microfund with our templates there's none of that happening right you need to start from scratch every time so they start from scratch every time go all the directions all the studios all the you know every like there's not like for
instance did you see any like strategies lately which are by the way their best performing games like Clash Royale and Clash of Clans like
Exactly. There's
no strategies here. Zero.
No strategy. No strategy game you win.
Yeah. Yeah. Like genre game. Zero.
So
which is which is weird.
Like I don't get obsession with like action RPGs
and action shooters and like why like I don't get that. You know, it's always remind me this when we were at Pixel Federation and everybody wanted to do a new game and everybody wanted to the new a new Diablo, but we didn't have money. These guys have money, so they are just doing crazy stuff.
I get that like you need to be bold and do crazy stuff and everything, but at some point you kind of need to make games that make money.
Okay. And then Sure. I mean, they are making money.
Yeah, exactly.
They get their portfolio up, man. They are making money.
Of course they're making money. The problem is that all the growth
where you draw the line seven years old the line
all the growth is seven years at least seven years old not old.
Yeah. But you know like what's the what's the vibe now? H you know what we're just we just wait until next year. We just revamp revamp uh
imagine imagine imagine clash would be in the same situation as it was before the scaling phase somewhere here like 10 mil a day. So it would be like this and this is what like 60 mil. Even if I if I push it with Clash Roy which is having the third best month since forever which is now doing like 80 mil a month it's 140 mil. Do you know how much river games portfolio does per month quarter billion and it's old for the whole whole thing that we see is like four years old in the west. It's just giant thing.
Yeah.
So I'm not saying supercell is going to die or whatever. This is going to be
Come on.
They're so good at retaining users, man. They've been doing this for so long. They're not getting new users. They're
retaining users.
Sure, but like what's Yeah. And then they launch seven new games and they kill them immediately because they're not good enough.
So eventually they're going to be which they are already.
They need to change strategy.
Yeah.
The biggest problem like one is this kind of genre continuity, no accumulation, no templates, no no nothing. But as I said, all these Chinese companies and all these other things that we see growing lately, it's based on very aggressive UA. Like,
yeah, super aggressive.
We've we've said this a million times on this podcast. The most important thing in mobile is not your game anymore. It's not your monetization. It's how you market. But this is your team, right? Last three years. This was not the case before. But wait a second, Felix, you're putting it in a very different direction. Like you how you work with UA or how you I incorporate UA into the product. That's the main kind of strategy here. Because if you run the campaign like
it's just like part of
everybody can run fake ads, but not everybody can scale. Exactly.
Everybody can just run aggressive like spending ton of money and then just run all the channels.
Doesn't mean it's going to succeed. That's the thing.
So, as I said, like I was as I said in the article that I written recently, I literally said like I was expecting Clash of Clans IP to go X like five years ago.
Yeah.
Why didn't they go Forex? It's a strategy
because they don't know how to do it. They don't know how to do it.
But they they have like two of the biggest strategy games on the market
which is still not Forex, man. I know it's not Forex, but it's at least kind of similar to the same genre.
It's close. It's close, but you know, like it's it's a different mentality again. You know, you remember the the days where they, you know, get rid of loot boxes.
Oh, yeah. Yeah, I remember.
So, the shooting into into the food day
into the food. Exactly. So, I mean, come on. Like, how they can work with Forex?
Like, you know what? What's going to Oh, it's too aggressive monetization.
Come on. Like if if like I guess except Brawl Stars maybe, but again it was pretty tightened lately. And same same goes for Clash Royale like this whole scaling of Clash Royale is because like they tightened their economy so much.
Yeah.
But well finally
bought Heyday, bought Clash of Clans, Boom Beach, B Clash Royale, like they have very very deep economies. Super deep. Clash of Clans there's like hundreds of thousands that you can spend there literally even without gacha. Yeah, but you know,
can you imagine that game like Bold Game can create like at least EK spend depth?
40, man. 40. That's it.
I just can't imagine like how can they even push for this because the LTV the CPIs are so high that you need to just like change the equations. Well, we don't know the CPIs because
nobody knows honestly, especially when you don't run like a proper UA like proper UA for for a game in soft launch. I mean, there's no UA except like seven videos on on YouTube which are kind of half UA, but it's not like the main kind of marketing strategy for this, right? So I just hope that like some of the new some of the new projects that are definitely there and we just don't see them like Super always have like ton of projects in production that are not announced. I just hope that at least one or two of them are strategies or some kind of thing with a deep economy. Otherwise we just end up with this.
Yeah, exactly. We are making ton of money on strategy game. Let's do an action RPG. Makes sense. Yeah. Yeah. Yeah. Yeah. Let's not make a strategy game anymore. No.
Because River game, four Forex games beside each other, all scaling up. Century.
Two Forex games beside each other. All
scaling up.
I mean, they they're also like the merch portfol.
Yeah, you're right. Like you could see you could never see Supercell doing like a microphone strategy and having multiple titles in one genre, right? Like
not on the card.
And keep in mind that Supercell, by the way, is owned by the biggest Chinese company on the planet, by the way.
Yeah, if if you haven't noticed yet.
Okay, so Project Rise, what do you guys think there is going to happen?
Project Rise, we're going to get second, third, gamma, beta, whatever, something. It's just like so far. This is the problem that all these other things got killed with codebusters which was the again the game that were the furthest
like the biggest surprise for everybody like how this got like green lit and not the others
and also the local I mean come on like
yeah let's just forget that for now but the thing is that there's no new things kind of immediately waiting to scale
no
like project rise at least half a year boat game at least a year is kind of in my opinion will be killed after the if if miracles doesn't happen or I don't know what after that rework
they won't happen because the game is not suited for the like the LTV or like the econom Yeah. It's not there.
It's not there. Either either somebody's like either half of the plan gets urged to play Moco or like that's it.
Yeah. Because it's going to happen exactly what happened with Golders. It's just uh you can't spend that much.
Yeah. So, I really hope that at some point, maybe start of the next year, like January, whatever, they like, "Oh, we have a new strategy game. Please, please have something like that."
Dude, also, even if that's true, I hope you're right. That's January 2026. First alpha, second alpha, third alpha,
beta, whatever. It's 2027 and we are not even scaling it. That's my biggest problem with this this company. Like what the are you doing? Like
how many employees Supercell now has like 800,000 900 something like that, right?
They can pull off this like out of the like right out of the
so long. It takes so long. I don't get this.
But you know, you don't know. You don't know. Maybe they're working on it for two years already.
Which is even worse. Which is even worse. Come on. any moment, but you still need to be in soft launch for at least three months. And if you have a strategy game, you are three months in soft launch. How do you think those cohorts are going to match over time? It's three months. It's not going to be even like
enough for saying like is this going to work or not? You look at what happens.
That's the other other issue here that Glale kind of hit the peak. So now it's kind of obvious that that it hits the peak and it was very similar to Brawl
Stars actually because it was nearly identical nine months of like super scaling and now it shows there next to it just show it on
adops can't really show it to it because there's different date but uh
yeah you see it it's like very very steep increase and then slow fall
but only fall afterwards
and don't get me wrong this is mainly powered by UA.
Yeah, that's what I would say. Like, guys, come on. Like, this is UA.
It's just monetization conversion because again, gem pass and all these other things were just cut off. But you still see like Yeah. 11 10 million downloads a month. That's not cheap. That's the
Oh, yeah. Of course. Especially for Brawl Stars.
Yeah. Yeah. So,
especially for the strategy on the creatives they are doing like brand and brand only, which is great. But [sighs] you know,
but here you can see it.
Yeah, of course. I mean, like it's also UA.
Yeah. And it's like what, like half a million downloads a day still.
That's all the money.
That's cheap.
That's all the money.
Not cheap even for Supercell.
Exactly. And you still need to make money and you still need to make new games, which they don't.
So, we'll see. Is the Is the B game going to change?
TLDDR Supercell will need to change its strategy and product strategy. That's it.
Come on. Like we we said this 10 million times already. This is not a
The thing is they don't need to change as quickly as normal companies because they're sitting on this
gazer of money. But
they do. They do. They do because
they're not going to feel the pressure to the same degree as a company who has, right? Like then you know you just kak yourself, man. Like that's exactly
they were also sitting on a pile of cash.
Exactly. That's what I wanted to say like because it's a fair point because if you are not kind of pushed by your
mail or Yeah. to the edge then it's just not going to happen and you're going to sit on that pile of cash until there is no pile of cash.
Yeah. It works.
It's going to be Yeah. It's but in this case it's quite a lot of time and
the thing is it's so much cash. It can be 10 years can be 15. It can be 20. can also be three, right? Like
but man, at some point you lose so much kind of a potential on state-of-the-art knowledge and all these other things is just downhill from there.
Exactly. Also, don't you think like the people working there are just going to get annoyed by this to the point like oh we are not even like shipping new games everything gets killed and all of this. I mean that's quite frustrating. They can get overpaid by Netflix or Saudis.
Or Saudis. Yeah. Oh, I mean I
think you're underestimating how hard it is to live in Finland in winter, you know.
I was there. [laughter]
I was there.
Yeah, that's true.
All right. So, boat game, you think it's going to make it to a full global launch?
No.
For now, I'm not really convinced to be honest. I need a little bit more spin on like either uniqueness or some kind of feature because like it sounds or it plays very generic to me. I'm definitely not the audience because I hate twin stick shooters, but even the mechanic and everything around it, it's just like Yeah. Streamlin for that's it.
Yeah. All right, guys. So, that's pretty much it. There's no UA, no ads there. There you go.
No monetization.
No monetization whatsoever. If you have similar opinions than us, let us know. We've seen
if you think we're full of let us know as well.
Let us know as well. I mean, there is something which we said that is already in that Clash Mini subreddit. So, some people are just like, "What the is this?" Some people are like, "Oh,
no." Because Clash Mini went so well and
for so long that people are very annoyed by the fact that it didn't get green lighting and other games did. That That's the main point.
I know. I So, but anyway, so let us know what you think, if you played it, like how do you feel about
And by the way, it was great. It's just the genre itself was a problem.
Yeah.
And see you next time. Thank you very much.
Byebye.
Ciao. Hey,
Auto-generated captions from YouTube — names and numbers may be misheard.
Distilling the key insights…
Supercell’s latest experimental project, a twin-stick shooter centered on maritime exploration and resource extraction, represents a pivot toward a PvE-to-PvPvE gameplay loop. Players navigate islands to complete quests and secure chests, utilizing a high-stakes "go bad" mechanic that enables player-versus-player theft. While the core boating mechanics offer moments of tension and readability, the title currently struggles with significant design hurdles, including imprecise mobile aiming, shallow progression systems, and an underdeveloped economy. These issues suggest the project remains in an early alpha phase, prioritizing immediate engagement metrics over the long-term retention strategies necessary for a global launch.
The broader strategic context reveals a company at a crossroads, struggling to replicate the massive success of its legacy portfolio, which includes titles like Clash of Clans and Clash Royale. Supercell’s commitment to a creativity-first development philosophy has resulted in a high frequency of cancelled projects, leading to internal and community frustration. Unlike competitors who leverage genre continuity and aggressive user acquisition tactics to scale multiple titles, Supercell faces difficulty in achieving the necessary lifetime value to cost-per-install ratios required in the modern mobile market.
Ultimately, the current trajectory of this new title reflects a wider challenge in Supercell’s product strategy. The lack of distinct monetization features and a clear target audience raises concerns about the game's viability. Without a more robust economic framework and a refined genre thesis, the project risks joining the long list of abandoned titles that have failed to revitalize the company’s aging catalog. To avoid long-term stagnation and the potential loss of top-tier talent, the studio must reconcile its experimental design culture with the rigorous demands of contemporary mobile industry scaling.
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