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Sensor Tower
This revenue was achieved across all territories during its first five months of availability. The game launched in December 2018.
Supercell’s mobile title Brawl Stars has achieved significant commercial success in South Korea, generating $50 million in gross revenue within five months of its December 2018 launch. This performance establishes South Korea as the game’s primary market, accounting for 21 percent of total global player spending. The data, derived from Sensor Tower Store Intelligence estimates, highlights a notable shift in regional performance for the publisher, as the United States and Japan follow as the second and third largest markets, contributing 20 percent and 9.7 percent of revenue, respectively.
The rapid adoption of Brawl Stars in South Korea represents a departure from the historical performance of other Supercell titles in the region. While games such as Clash of Clans and Clash Royale have generated substantial lifetime revenue in South Korea, those figures represent a much smaller fraction of their respective global earnings—5.7 percent and 4.8 percent. In contrast, Brawl Stars has captured nearly half of the total revenue generated by Clash Royale in just a fraction of the time, consistently maintaining a position within the top five mobile games by revenue in the South Korean market since its release.
Globally, the title has grossed approximately $230 million across all territories since its worldwide debut. Future growth prospects remain tied to the Chinese market, where the game is currently available for pre-order and has already garnered significant interest, with over five million registrations within the first 24 hours. The game is slated for future publication in China by Tencent, marking a critical next phase for the title’s international expansion.
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