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Clash of Clans

GameBy Supercell · Released Aug 2, 2012

Documents about Clash of Clans

Article

Clash Royale Revenue Crosses $2.5 Billion Three Years After 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.

  • As of March 2019, Supercell’s Clash Royale has generated $2.5 billion in global gross revenue across the App Store and Google Play three years after its launch.
  • The game maintained an average daily player spend of approximately $2.3 million throughout its first three years of operation.
  • The United States is the largest market for the game, accounting for 30% of total revenue ($750 million), followed by Germany at 9% ($225 million).
Sensor TowerMar 2019
Cover of 2019 Predictions: There Is a Billion to be Made in the Wake of Machine Zone
Article

2019 Predictions: There Is a Billion to be Made in the Wake of Machine Zone

The mobile strategy game market, a critical segment of the mid-core genre, is undergoing a significant transition as established leaders face decline and new publishers capture market share.

  • The 4X strategy subcategory represents a high-value opportunity, with IGG’s Lords Mobile generating over €350M in 2018 and demonstrating that integrating RPG mechanics into 4X gameplay can successfully expand the genre's audience.
  • Machine Zone lost its dominant market position following the launch of Final Fantasy, allowing competitors like FunPlus and IGG to capture significant market share through superior live operations and portfolio-based strategies.
  • FunPlus achieved growth by building a 4X platform that utilizes reskins of its hit title King of Avalon, proving that theme and art style are the primary differentiators for user acquisition and marketability in a genre where core features are often similar.
Deconstructor of FunFeb 2019
Article

Supercell Revenue Topped $1.4 Billion in 2018

Supercell maintained its position as a mobile gaming powerhouse in 2018, generating approximately $1.4 billion in gross revenue.

  • Supercell generated approximately $1.4 billion in gross revenue during 2018 across its portfolio of five active mobile games.
  • The newly launched title Brawl Stars grossed $46 million between its global release on December 12 and the end of 2018, putting it on track to exceed $60 million in its first 30 days.
  • Clash Royale remained the company's top-earning title in 2018, accounting for approximately $597 million or 42% of total annual revenue.
Sensor TowerJan 2019
Article

Brawl Stars Revenue Shoots Past $10 Million in One Week

Supercell’s multiplayer title, Brawl Stars, achieved significant commercial success following its global release in December 2018.

  • Supercell’s Brawl Stars generated over $10 million in global revenue during its first seven days of worldwide release in December 2018.
  • The game reached approximately 15 million installs within its first week of global availability.
  • The United States was the top-performing market, contributing $3 million (30%) of total revenue, followed by Japan at $1.6 million (16%).
Sensor TowerDec 2018
Article

Black Friday Was the Biggest Day Ever for U.S. Mobile Game Revenue

Black Friday 2018 marked a historic milestone for the U.S. mobile gaming industry, as consumer spending reached an unprecedented $55.8 million across the Apple App Store and Google Play.

  • U.S. mobile game revenue reached a record-breaking $55.8 million on Black Friday 2018, marking the single largest day for the category in history.
  • Total mobile gaming revenue grew 23.8% year-over-year, outpacing the 23.4% growth observed between 2016 and 2017.
  • The Apple App Store generated $35.2 million (63% of total revenue), while Google Play accounted for $20.6 million (37%).
Sensor TowerNov 2018
Article

Clash Royale Revenue: September 2018

Clash Royale maintained a strong market position in September 2018, generating over $45.8 million in worldwide gross revenue.

  • Clash Royale generated $45.8 million in worldwide gross revenue during September 2018, ranking it as the 10th highest-grossing game globally for the month.
  • The United States was the largest revenue contributor, accounting for 25% of the monthly total at approximately $11.7 million, followed by Japan and Germany at 9.4% each.
  • Clash Royale added over 6 million new users in September 2018, a 3% increase over August, with Brazil leading in new installs at 13% of the total.
Sensor TowerOct 2018
Article

Clash of Clans Revenue: September 2018

Clash of Clans demonstrated sustained financial and user-base growth in September 2018, reinforcing its status as a premier title within the mobile strategy gaming sector.

  • Clash of Clans generated $41 million in worldwide revenue across the App Store and Google Play during September 2018.
  • The game's September revenue represents a 5.2 percent year-over-year increase compared to September 2017.
  • Clash of Clans has surpassed $6 billion in total lifetime gross revenue worldwide.
Sensor TowerOct 2018
Article

Clash of Clans Daily Revenue Still Exceeds $1 Million After Six Years

Clash of Clans continues to demonstrate significant commercial longevity, maintaining a daily global revenue exceeding $1 million six years after its initial release.

  • Six years after its launch, Clash of Clans continues to generate approximately $1.5 million in daily worldwide revenue as of August 2018.
  • While current daily earnings remain significant, they represent a decline from the game's 2015 peak, when it averaged $5.5 million per day during the same seven-month period.
  • Clash of Clans has surpassed $3 billion in total lifetime revenue on the Apple App Store alone.
Sensor TowerAug 2018
Article

Clash of Clans Revenue Hits $3 Billion on iOS

Clash of Clans has achieved a significant financial milestone, surpassing $3 billion in cumulative worldwide revenue on the iOS App Store since its launch in August 2012.

  • Clash of Clans generated $3 billion in worldwide revenue on the iOS App Store between its August 2012 launch and July 2018.
  • Combined player spending across both the App Store and Google Play reached over $5.5 billion between January 2014 and July 2018.
  • The game maintained a consistent revenue pace, averaging approximately $1.4 million per day on iOS over its first six years.
Sensor TowerJul 2018
Article

Clash Royale: Surpassing $2 Billion in Worldwide Revenue

Clash Royale has achieved a significant financial milestone by surpassing $2 billion in global player spending within two years of its March 2016 launch.

  • Clash Royale has surpassed $2 billion in global player spending since its March 2016 launch.
  • Supercell is the first mobile publisher to achieve two separate multi-billion-dollar titles, with Clash of Clans having grossed over $6 billion.
  • Revenue distribution for Clash Royale is nearly balanced between platforms, with 51% from Google Play and 49% from the App Store.
Sensor TowerJul 2018
Article

Fortnite Daily Mobile Revenue Triples, Total Surpasses $15 Million

This analysis examines the rapid financial and user growth of Fortnite on mobile platforms during its initial launch phase in early 2018.

  • Fortnite mobile generated over $15 million in gross revenue within its first 20 days of monetization, with approximately $10.5 million going to Epic Games.
  • Removing the invite-only requirement for iOS users on April 2, 2018, triggered a 197% increase in daily player spending, resulting in $1.8 million in revenue for that day alone.
  • Global mobile installs for Fortnite surpassed 11 million within the first 20 days of the game's launch.
Sensor TowerApr 2018
Article

Top Mobile Games of Q3 2017: Candy Crush Re-Crowned U.S. Revenue King

The mobile gaming industry experienced significant growth in the third quarter of 2017, with global consumer spending reaching approximately $12.5 billion across the Apple App Store and Google Play.

  • Global consumer spending on mobile games reached $12.5 billion in Q3 2017, representing a 26% year-over-year increase.
  • Apple’s App Store generated $8 billion in global gaming revenue (up 29% YoY), while Google Play generated $4.5 billion (up 22% YoY).
  • Candy Crush Saga became the top-earning mobile game in the U.S. for the first time since Q1 2015, with worldwide revenue growing 97% year-over-year to $271.4 million.
Sensor TowerNov 2017