
Boom Beach
GameBy Supercell · Released Mar 26, 2014
Storm the beach and win the day! Boom Beach is a combat strategy game where you fight an epic war against the evil Blackguard. Take your expeditionary force to beautiful paradise islands invaded by the enemy. Fight for every beachhead, free enslaved islanders and explore the uncharted archipelago.
Connections
Each row is a game or company named alongside Boom Beach, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
About the game
- Released
- Mar 26, 2014
- Developer
- Supercell
- Genres
- Real Time Strategy (RTS), Strategy
- Platforms
- Android, iOS
- Links
- Official site, Wikipedia
Game data from IGDB.com
Key figures from the reports
As of mid-2026, Boom Beach has accumulated 123 million lifetime downloads and $618 million in total player spending since its 2014 launch.
Udonis, 2026 · Boom Beach: Revenue and Player Count Stats [2026]
Boom Beach: Frontlines (BBF) is currently underperforming in monetization, with a Revenue Per Download (RPD) of $0.99 compared to the $2.24 RPD achieved by the now-cancelled Supercell title Clash Quest.
Naavik, 2022 · Boom Beach: Frontlines Soft-Launch — The Good and Bad
In the Build & Battle subcategory, Supercell’s Clash of Clans and Boom Beach have historically captured 85% of lifetime revenues, though the category is slowly evolving as innovators incorporate 4X and RPG elements to challenge the incumbent.
Deconstructor of Fun, 2019 · 2019 Predictions: There Is a Billion to be Made in the Wake of Machine Zone
Boom Beach was the lowest-grossing title in the portfolio, contributing $42 million to the company's total 2018 revenue.
Sensor Tower, 2019 · Supercell Revenue Topped $1.4 Billion in 2018
Boom Beach has effectively faded as a meaningful revenue contributor, with annual earnings dropping from $306.6 million in 2015 to roughly $13.2 million by 2025.
Udonis, 2025 · Supercell Revenue by Year (2015 – 2025)
Documents about Boom Beach
Boom Beach: Revenue and Player Count Stats [2026]
Boom Beach, Supercell's base-building real-time strategy game launched worldwide in March 2014, is presented as a mature, declining but still profitable title sustained by a small, loyal, high-spending core.
- As of mid-2026, Boom Beach has accumulated 123 million lifetime downloads and $618 million in total player spending since its 2014 launch.
- The game currently maintains a stable, mature player base averaging 2.04 million monthly active users and 350,278 daily active users.
- Annual revenue has plateaued in recent years, generating $14 million in 2025 and $6 million in the first half of 2026, a significant decline from its 2016 peak of $129 million.
Weekly Industry Briefing: March 2026
This weekly newsletter roundup from mobilegamer.biz, published April 17, 2026, serves as a digest of the week's mobile games business coverage, aimed at an audience of more than 12,000 subscribers.
- King's VP and head of live ops, Eva Ryott, discussed the company's use of AI, last summer's layoffs, and workplace culture, as well as how Candy Crush Saga is addressing competition in the puzzle genre.
- NetEase and Bungie have rebooted Destiny: Rising with a new update to combat declining revenue, and the community's initial reception to the changes is positive.
- March's top-grossing mobile games saw Gossip Harbor achieve a significant milestone, while Monopoly Go's revenue continued to decline, and Brawl Stars showed renewed success.
Google cuts store fees and welcomes back Fortnite plus Hay Day Match, Halfbrick, Antihero and more
The mobile games industry is undergoing a significant shift in platform economics following a legal settlement between Google and Epic Games.
- Google is uncoupling its billing services from the Play Store, allowing developers to use third-party providers for a flat 5% service fee, down from the previous 30% rate.
- The new Google Play billing structure will be implemented in the EU, UK, and US by June 2024, Australia by September, and globally by September 2027.
- Antihero Studios, founded by Supercell and King alumni, raised $4.5 million in seed funding to develop 'Misfits,' an extraction shooter that has already been tested by 70,000 players.
🚀 War Inc Review: It's not 2018 anymore! Great game, questionable UA & growth.
War Inc. represents a technically proficient evolution of the strategy genre, successfully building upon the foundational mechanics and asset libraries established by Fastone Games in Art of War: Legions.
- War Inc. is underperforming commercially, generating only $40,000 in daily in-app purchase revenue despite its high-quality core loop.
- The game’s growth is stalling due to a heavy reliance on legacy user acquisition channels like Facebook and Google instead of modern platforms like AppLovin.
- The title fails to capitalize on current market trends by neglecting aggressive ad monetization, specifically missing opportunities for more frequent interstitial ads.
Unity shenanigans, Space Ape postmortem, your games of the year, 2025 wrapped, more
The mobile gaming industry is currently navigating significant shifts in corporate strategy, consolidation, and monetization models.
- Unity is reportedly introducing a new 'Enterprise minimum commitment' fee for studios with over $25 million in annual gross revenue, with costs scaling from $250,000 for $25M+ earners up to $2 million for those exceeding $250M in revenue.
- Supercell completed its acquisition of Space Ape Games in November 2024, rebranding the studio as Supercell London and tasking it with applying lean live-ops expertise to legacy titles like Hay Day and Boom Beach.
- Space Ape Games' history under Supercell involved testing approximately 25 different games and numerous prototypes, a process that highlighted the studio's struggle to focus on winners and kill underperforming projects quickly enough.
Week in Mobile Games E70 - Squad Busters shuts down and Google Play's transformative changes
The mobile games industry is currently navigating significant shifts in development strategy, platform regulation, and corporate restructuring.
- Supercell is shutting down Squad Busters, which launched in May 2024, after the game failed to meet internal performance expectations despite generating over $100 million in lifetime revenue. In-app purchases will be disabled on October 30, 2024, and the game will receive its final update in December.
- Following an injunction in the Epic Games vs. Google case, Google Play in the US is now required to allow alternative payment methods and permit developers to communicate pricing options outside of the Google Play billing system as of October 29, 2024.
- Amazon is cutting approximately 14,000 corporate jobs, with significant layoffs impacting its games division, specifically in the San Diego and Irvine offices, alongside the closure of the game New World.
Squad Busters, Sandsoft, Boss Fight, the ‘billion dollar blueprint’, Google Play, more
The mobile gaming industry is currently experiencing a period of significant consolidation and studio restructuring, marked by the high-profile closure of several notable titles and development teams.
- The mobile gaming industry is undergoing significant consolidation, evidenced by the closure of Sandsoft, Netflix's shuttering of Boss Fight, and Supercell’s decision to discontinue Squad Busters by mid-2026 due to poor long-term retention.
- Hybrid-casual games are experiencing rapid growth, recording a 114% increase in in-app purchase revenue during the third quarter.
- Google has opened the US Play Store to alternative payment systems, aligning with broader industry trends toward payment liberation for mobile developers.
TWIG #351 EA Acquisition Analysis That Will Shock You...
Microsoft’s gaming division is currently navigating a period of significant strategic recalibration, marked by rising hardware costs, diminished retail presence, and a fundamental retreat from its aggressive subscription-led growth model.
- A consortium led by Saudi Arabia’s Public Investment Fund, Silver Lake, and Affinity Partners has acquired Electronic Arts in a $55 billion leveraged buyout, the largest transaction in gaming industry history.
- The EA acquisition is structured with $19 billion in debt, but is considered sustainable due to EA’s high profitability and the PIF’s capital reserves, signaling a long-term strategy to establish Riyadh as a global gaming hub.
- Microsoft is pivoting away from its 'growth-at-all-costs' subscription model by increasing Game Pass pricing and restricting day-one releases, reflecting the unsustainability of its previous strategy amid hardware stagnation.
Inside Supercell: Old Guard, Rotating GMs, Sparks, Labs, and Silos.
Supercell faces significant internal and strategic challenges as it navigates a period of organizational transition and pressure to deliver sustainable growth.
- Supercell is currently dependent on legacy franchises like Clash of Clans, Clash Royale, and Brawl Stars to drive revenue, raising concerns about the long-term sustainability of its growth model.
- The company has struggled to launch new successful titles, leading to internal frustration regarding the handling of projects like Squadbusters and Clash Mini.
- Internal operations are hampered by a fragmented culture, geographic silos, and an entrenched old guard that is perceived as resistant to necessary organizational change.
Supercell Revenue by Year (2015 – 2025)
This analysis provides a comprehensive overview of Supercell's annual revenue from 2015 to 2025, along with a breakdown of revenue generated by its key mobile game titles.
- Supercell’s annual revenue has experienced a long-term downward trend since its peak in 2015 ($1.9 billion), hitting a low of $788.5 million in 2023 before rebounding to $1.45 billion in 2024.
- Brawl Stars is the company’s most volatile asset, experiencing a significant resurgence in 2024 with $678.5 million in revenue, more than doubling its 2023 performance.
- Clash of Clans remains the company’s primary revenue anchor, consistently serving as the top-earning title for over a decade despite a gradual decline from its $1.36 billion peak in 2015.
BBC Interview Reveals Supercell’s Next Move!
Supercell is currently navigating a period of strategic transition, characterized by a push for bold innovation and a potential move toward an initial public offering.
- Supercell is signaling a potential IPO by shifting its communication strategy toward institutional investors, emphasizing AI integration and risk-taking via new labs in Helsinki and San Francisco.
- The company’s portfolio performance has declined by approximately 20% when comparing the first half of 2024 to the same period in 2025.
- Brawl Stars revenue has experienced a sharp correction, falling from a peak of $80 million to roughly $40 million in monthly revenue.
I Am Sorry, but Supercell Is Superdead: UA Lessons We Can Learn From
This analysis examines Supercell's recent resurgence in the mobile gaming market, challenging the perception that the company was in decline.
- Supercell achieved a major turnaround in 2024 following 2022–2023 declines, driven primarily by Brawl Stars, which saw monthly active users grow 2.4x and daily active users increase 3.9x between June 2023 and February 2024.
- The company’s revenue surged 8.8-fold during the June 2023 to February 2024 period by reintroducing balanced gacha mechanics via 'Starr Drops' after the initial removal of loot boxes failed.
- Supercell successfully broke internal echo chambers by recruiting high-profile talent from major industry competitors like Riot Games and Blizzard.
Companies behind it
As the documents state it.

