
Clash of Clans
GameBy Supercell · Released Aug 2, 2012
Documents about Clash of Clans
A Little To The Left: How Tidying (and TikTok!) Made a Hit
The success of the cozy puzzle game A Little To The Left serves as a primary case study for how specific gameplay hooks and viral social media content drive modern game discovery.
- The puzzle game A Little To The Left sold over 300,000 copies by early 2023, with its most significant growth driven by organic social media coverage, including a single TikTok creator generating over 65 million views.
- Supercell reported €1.77bn in revenue and €632m in profit for 2022, but has not launched a new global title since 2018, reflecting the increasing difficulty of breaking into the market with new IP.
- Clash of Clans has reached $10 billion in lifetime revenue, anchoring Supercell's strategy of focusing on large live-service teams for legacy titles and expanding beyond mobile into PC and console markets.
Tencent Q1 2022 Financial Results
Tencent’s financial results for the first quarter of 2022 reveal a period of stagnation, marking the company’s weakest performance since its initial public offering.
- Tencent reported its weakest financial performance since its IPO in Q1 2022, with revenue flat at $20.1 billion and net profit falling 34% year-over-year to $5.9 billion.
- The company’s market valuation contracted significantly, dropping from a $930 billion peak in early 2021 to $451 billion by the end of Q1 2022.
- Domestic gaming revenue declined 1% to $4.9 billion, driven by government-mandated restrictions that reduced playtime for minors by 88%.
Global Mobile Game Charts: February 2022
The February 2022 global mobile game landscape shows Roblox as the top-grossing title, generating $60.3 million on iOS and $28.1 million on Android, a 20.3% decline month-on-month for iOS and a modest 1.4% drop on Android.
- Roblox remained the top-grossing mobile game in February 2022, generating $60.3 million on iOS and $28.1 million on Android, despite experiencing a 20.3% month-on-month revenue decline on iOS.
- Pokémon UNITE saw a massive surge in iOS popularity, recording 4.7 million installs—a 441.5% increase that propelled it 125 positions up the download rankings.
- Twerk Race 3D dominated Android downloads with 12.1 million installs, representing a 1,192.7% month-on-month growth rate.
Tencent Gaming Revenue 2021: Slowest Growth Since IPO
Tencent maintains its position as the global leader in gaming revenue despite facing significant headwinds in its domestic market.
- Tencent reported $32.94 billion in gaming revenue for 2021, maintaining its position as the world's largest gaming company despite experiencing its slowest quarterly growth on record.
- Total company revenue for 2021 reached $87.8 billion, a 16% year-over-year increase that fell short of analyst expectations of $88.8 billion.
- Growth in the gaming division was primarily driven by mobile titles and international releases, including PUBG Mobile, Brawl Stars, Valorant, and Clash of Clans.
Analyst Bulletin: Mobile Game Market Review February 2022
The mobile gaming landscape in February 2022 was defined by a strategic reliance on seasonal events and high-profile brand partnerships to drive both revenue and player engagement.
- Major brands including Gucci, Nike, and Ralph Lauren are increasingly using mobile games like Roblox, PUBG Mobile, and Garena Free Fire as strategic channels for consumer engagement and metaverse visibility.
- Roblox successfully integrated high-profile cultural events into its platform, notably the BRIT Awards 2022 featuring a virtual concert by artist PinkPantheress and a PUMA X Minecraft collaboration.
- Seasonal events remain a primary revenue driver, evidenced by Merge Mansion’s Valentine’s Day event, which utilized a separate event merge grid to push iOS revenue in the US to new heights.
Sensor Tower on Revenue Increases in Mobile Games Following Battle Pass/Season Pass Implementation
The implementation of Battle Pass and Season Pass monetization models serves as a highly effective strategy for driving revenue growth in the mobile gaming sector.
- Lords Mobile doubled its monthly revenue to $90 million in January 2021 following the introduction of its 'Kingdom Labors' Season Pass, helping the game surpass $2 billion in lifetime revenue.
- Supercell’s Hay Day experienced a 62% month-over-month increase in player spending, reaching approximately $14 million, after launching its Farm Pass in December 2020.
- Clash of Clans saw a 58% month-over-month revenue surge to $66.8 million in April 2019 immediately following the implementation of its Season Challenges and Gold Pass.
Brawl Stars Surpasses $1 Billion in Lifetime Gross Revenue
Brawl Stars has officially surpassed $1 billion in lifetime gross revenue, marking a significant financial milestone for developer Supercell.
- Brawl Stars has surpassed $1 billion in lifetime gross revenue, becoming the fourth Supercell title to reach this milestone.
- The game experienced its most successful year in 2020, generating $526 million in annual revenue and marking a 27.5% year-over-year increase in player spending.
- The 2020 growth was largely driven by the game's successful launch in the Chinese market.
Supercell Celebrates Another Unicorn as Brawl Stars Passes $1 Billion
Supercell’s mobile title Brawl Stars has officially surpassed $1 billion in lifetime gross revenue, marking a significant milestone for the developer.
- Supercell's Brawl Stars has surpassed $1 billion in lifetime gross revenue, joining the company's other billion-dollar titles: Clash of Clans, Clash Royale, and Hay Day.
- In 2020, Brawl Stars generated approximately $526 million in revenue, marking a 27.5% year-over-year increase and making it Supercell's fastest-growing title.
- The June 2020 launch in China was a primary growth driver, with the Chinese market accounting for $47 million—or 52.6%—of the game's $89.4 million revenue in that month alone.
What Does It Take to Successfully Implement a Battle Pass?
The digital conference titled All About Battle Pass serves as a comprehensive resource for game developers and product managers seeking to optimize the implementation of battle pass systems.
- Successful Battle Pass implementation requires balancing engagement features with monetization strategies, as evidenced by effective models in Miniclip's 8-ball Pool and Supercell's Clash of Clans.
- Battle Pass systems often fail when they do not effectively bridge the gap between player engagement and revenue generation.
- The 'All About Battle Pass' digital conference held in June 2020 featured expert analysis on design, product strategy, and monetization from industry leaders at companies including Scopely and Social Point.
Clash Royale Crosses $3 Billion in Lifetime Player Spending
Supercell’s real-time strategy title, Clash Royale, surpassed $3 billion in lifetime player spending as of July 2020, just over four years after its global launch in March 2016.
- Clash Royale surpassed $3 billion in lifetime player spending just over four years after its March 2016 global launch.
- The United States is the top revenue-generating market for the game, contributing $925.4 million or 30.8% of total lifetime spending.
- The App Store accounts for 52.4% of total revenue ($1.6 billion), while Google Play accounts for 47.6% ($1.4 billion).
Battle Pass Economies: Clash of Clans vs Clash Royale
The analysis examines the efficacy of battle pass monetization models within the mobile gaming industry, specifically contrasting the implementation strategies of Supercell’s Clash of Clans and Clash Royale.
- Battle pass implementation success depends on the game's underlying economy, as evidenced by the divergent results of the feature in Supercell's Clash of Clans versus Clash Royale.
- Clash of Clans successfully utilized a battle pass because its resource-depletion economy allows for multiple, effective currency sinks that integrate naturally with the pass.
- Clash Royale’s battle pass failed to be revenue accretive because the game's gacha-based collection depth caps out relatively quickly, leading to cannibalization of direct store sales.
10 Years of Excellence: Deconstruction of Supercell
Supercell stands as a titan of the mobile gaming industry, having generated over $12 billion in revenue through a portfolio of genre-defining titles.
- Supercell has generated $12 billion in total gross revenue over six years, with four of its titles—Hay Day, Clash of Clans, Clash Royale, and Brawl Stars—each surpassing $1 billion in lifetime revenue.
- Clash of Clans remains a dominant revenue driver, maintaining a position in the top 10 grossing charts since 2012 and generating approximately $1 billion in 2019.
- Supercell’s organizational strategy relies on small, autonomous teams that prioritize long-term game quality over financial targets, allowing them to kill underperforming projects like Rush Wars without bureaucratic friction.
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