
Clash of Clans
GameBy Supercell · Released Aug 2, 2012
Reports and documents about Clash of Clans
Will Harbin on Making a Comeback with Kingdom Maker
The provided content explores the career trajectory of Will Harbin, the former CEO of Kixeye, and his return to the gaming industry with his new venture, Global Worldwide.
- Will Harbin, former CEO of Kixeye, is attempting a comeback with his new company, Global Worldwide, and the launch of the game Kingdom Maker, which was six years in development.
- Kixeye was a dominant force in the early 2010s on social platforms like Facebook and MySpace, producing hit titles such as Desktop Tower Defense, Backyard Monsters, War Commander, and Battle Pirates.
- Kixeye’s early success was driven by innovation on the social canvas, but the company struggled to transition to mobile, a shift that allowed competitors like Supercell and Zynga to capture the market.
Mobile Game Publishers Are Bypassing Google and Apple Store Cuts With External Web Stores
Mobile game publishers are increasingly adopting external web stores to circumvent the 30% transaction fees imposed by Apple and Google’s app stores.
- Mobile game publishers are increasingly launching external web stores to bypass the 30% transaction fees charged by Apple and Google for in-app purchases.
- Notable titles currently utilizing external web stores include Clash of Clans, Marvel Strike Force, Game of Thrones: Conquest, and Star Trek Fleet Command.
- A 2023 federal appeals court ruling upheld an injunction that would prevent Apple from blocking developers from including links or calls to action that direct users to alternative payment mechanisms.
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.
Strategy Genre Snapshot 2021
The strategy genre remains a cornerstone of the mobile gaming market, currently ranking as the third-largest genre in the United States on iOS with a 17% revenue market share.
- The 4X subgenre dominates the U.S. mobile strategy market, accounting for 20 of the top 25 grossing titles within a genre that holds a 17% total iOS revenue share.
- Successful strategy titles are increasingly driven by genre-blending, integrating mechanics like merge, match-3, or RPG elements to expand their player base beyond traditional core audiences.
- High-performing 4X games rely on three core pillars: long-term power progression through deep economies, complex live operations with recurring events, and social frameworks built on competition and collaboration.
Superstar Session: Know Your Players, Grow Your Game: A Guide to Live Ops in the Cloud
Live Operations (LiveOps) has emerged as a fundamental philosophy in the modern gaming industry, marking a transition from games as static products to games as evolving services.
- LiveOps transforms games from static products into evolving services, utilizing continuous updates and events to maintain long-term player engagement without requiring client downloads.
- Successful LiveOps relies on a cyclical process of design, development, delivery, and feedback, underpinned by analytics that capture telemetry to optimize gameplay, monetization, and server health.
- Cloud-based data lakes and machine learning enable developers to derive actionable insights regarding player cohorts, sentiment, and economic balance.
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.