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Sensor Tower
The game launched in March 2016.
Total Revenue. Clash Royale generated $2.5 billion in global gross revenue across the App Store and Google Play three years after its launch.
Clash Royale, the mobile strategy title developed by Supercell, achieved a significant financial milestone by grossing $2.5 billion in worldwide player spending within three years of its global launch. Since its release on March 2, 2016, the game has maintained a consistent revenue stream, averaging approximately $2.3 million in daily player expenditure across the Apple App Store and Google Play. These figures underscore the title's enduring commercial viability, as it remained a top-20 grossing mobile game globally as of early 2019.
The revenue distribution highlights a strong reliance on the United States market, which accounted for 30 percent of total earnings, or roughly $750 million. Germany followed as the second-largest market, contributing 9 percent of the total revenue. Platform performance was remarkably balanced, with player spending split evenly between the App Store and Google Play. This performance places Clash Royale in a strong position within Supercell’s portfolio, though it trails the historical performance of the publisher's flagship title, Clash of Clans, which generated approximately $3.2 billion during its own first three years of operation.
Data for these findings were derived from Sensor Tower’s Store Intelligence platform, which tracks mobile application performance metrics. The analysis covers the global mobile gaming market from March 2016 through March 2019, focusing on revenue generated by the title across both major mobile operating systems. By maintaining a consistent presence in the global top-grossing charts, the game continues to serve as a primary revenue driver for Supercell, reinforcing the long-term monetization potential of the developer's mobile strategy franchise.
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