
Clash of Clans
GameBy Supercell · Released Aug 2, 2012
Documents about Clash of Clans
Battle Pass is a Hot Trend in Mobile Games
The mobile gaming industry has experienced a significant shift in monetization strategies, with Battle Pass systems evolving from a niche feature in Battle Royale titles to a widespread standard across diverse genres.
- Battle Pass adoption in the US iOS top-grossing 100 games grew from a few percent at the start of 2019 to 21% by December 2019.
- The Battle Pass model has expanded beyond the Battle Royale genre into diverse categories, including Build & Battle (Clash of Clans), Match3 (Gardenscapes), and Idle games (Idle Miner Tycoon).
- Most mobile Battle Pass implementations, such as those in Clash of Clans, Clash Royale, Gardenscapes, and Mario Kart Tour, utilize a $4.99 monthly price point.
How does RUSH WARS retain, engage and monetize?
Rush Wars, a mobile strategy title developed by Supercell, utilizes a streamlined, loop-driven design focused on quick-play engagement rather than the deep, long-term base building characteristic of the developer’s other flagship titles.
- Supercell designed Rush Wars as a lighter, casual alternative to Clash of Clans and Clash Royale to avoid cannibalizing its existing flagship portfolio.
- The core gameplay loop centers on rapid, accessible sessions involving attacking player defenses and managing a base to generate soft currency.
- Retention is driven by timed reward mechanics that incentivize players to return every few hours to collect loot boxes containing essential unit and defensive upgrade cards.
Supercell's Rush Wars | Soft Launch Review
Supercell’s Rush Wars represents a strategic attempt to bridge the gap between mid-core mobile titles and hyper-casual accessibility.
- Rush Wars struggles with long-term retention due to a lack of strategic depth, leading industry analysts to assign the title a modest score of 5 to 7 out of 10.
- The game’s monetization model is underperforming, characterized by an ineffective pre-roll gacha system and a notable lack of robust gold sinks.
- Soft launch performance metrics show lower install volumes and weaker revenue per download for Rush Wars compared to previous Supercell titles like Brawl Stars.
Pokémon GO Grossed More Than Candy Crush in Its First Three Years
Pokémon GO has established itself as a dominant force in the mobile gaming industry, grossing $2.65 billion worldwide during its first three years of operation.
- Pokémon GO grossed $2.65 billion worldwide in its first three years, positioning it to surpass $3 billion in total revenue by the end of 2019.
- The game outperformed other major titles in its first three years, exceeding the $1.86 billion generated by Candy Crush Saga and the $2.3 billion earned by Clash Royale.
- Clash of Clans remains a higher-earning peer, having grossed approximately $3.15 billion outside of China during its own first three-year period.
Clash of Clans: First-Half 2019 Revenue Growth
Supercell’s mobile strategy title, Clash of Clans, experienced a significant financial resurgence during the first half of 2019, driven largely by the successful implementation of a season pass subscription model.
- Clash of Clans generated $76 million in global player spending in June 2019, marking its highest-earning month since 2017.
- First-half revenue for 2019 reached $334 million, representing a 26% increase compared to the $265 million generated during the same period in 2018.
- The introduction of a season pass subscription model earlier in 2019 is identified as a primary driver for the game's recent revenue growth.
AskGM #2: How to Compete Against Clash of Clans? | Sand Forge Games with CEO Khaled Alroumi
The mobile strategy market remains dominated by established titans, necessitating a strategic shift for new entrants like Sand Forge Games.
- New entrants in the mobile strategy market cannot displace established leaders like Clash of Clans through incremental mechanical refinements alone; they require a distinct market identity driven by unique narrative depth or innovative meta-systems.
- Simplifying core loops, such as removing troop training overhead and adopting energy-based systems, is a baseline requirement that can help achieve a 35% Day 1 retention rate.
- Sand Forge Games is utilizing a data-driven framework for their title Warfronts, focusing on telemetry to monitor D7 retention, monetization efficiency, and install-per-impression rates.
From Artist to CEO | Concept Art House Origin Story and Inside Tour
Concept Art House is a high-end art service provider for the gaming industry, specializing in concept art, illustration, 3D modeling, and marketing assets.
- Concept Art House, founded in 2006, has scaled from a six-person team to over 70 staff members, providing art services for major clients including Blizzard, EA, Sony, and Wizards of the Coast.
- The mobile gaming sector drives 70% of the company's output, with production budgets for individual mobile titles now reaching as high as $40 million.
- The studio operates a distributed business model with a San Francisco headquarters and significant production facilities in Shanghai, utilizing Jira, Shotgun, and Basecamp to manage international workflows.
Supercell's Brawl Stars: $50 Million Grossed in South Korea
Supercell’s mobile title Brawl Stars has achieved significant commercial success in South Korea, generating $50 million in gross revenue within five months of its December 2018 launch.
- Supercell’s Brawl Stars has grossed $50 million in South Korea since its December 2018 launch, making it the game's largest market at 21 percent of total global player spending.
- The game has generated $230 million in total global revenue across all territories during its first five months of availability.
- South Korea has outperformed the U.S. (20 percent of revenue) and Japan (9.7 percent of revenue) as the primary driver of Brawl Stars' earnings.
Clash of Clans Revenue Increased 72% Last Month Due to the Game's New Season Pass
The introduction of a Gold Pass in-app purchase has significantly bolstered the financial performance of the mobile strategy game Clash of Clans.
- Clash of Clans revenue reached $71 million worldwide in April 2019, marking a 72% increase over the previous 30-day period following the introduction of the Gold Pass.
- Year-over-year revenue for April 2019 grew 85% compared to the $38.6 million generated in April 2018, representing the game's highest-grossing April since 2017.
- The game generated $27 million in player spending during the first week of the Gold Pass's availability.
Brawl Stars Scores $200 Million Worldwide in Four Months
Supercell’s mobile title Brawl Stars achieved significant commercial success within its first four months of global availability, grossing $200 million in worldwide player spending across the Apple App Store and Google Play.
- Supercell’s Brawl Stars grossed $200 million in worldwide player spending across the App Store and Google Play within its first four months following its December 12, 2018, global launch.
- The game’s revenue performance significantly outperformed competitors, generating five times the $40 million grossed by PUBG Mobile during its own comparable four-month post-launch window (excluding China).
- The United States and South Korea are the top-spending markets, accounting for 21% ($42 million) and 19% ($38 million) of total revenue, respectively.
Clash of Clans Earns $27 Million in One Week as Revenue Grows 145% Following Season Pass Debut
The introduction of a season pass model in the mobile strategy title Clash of Clans has catalyzed a significant surge in player spending, demonstrating the efficacy of battle royale-style monetization strategies within established mobile games.
- Clash of Clans generated approximately $27 million in worldwide revenue during the first week following the launch of its 'Gold Pass' season pass, a 145% increase over the $11 million earned in the preceding week.
- Daily revenue for the title surged from an average of $1.6 million to $3.9 million following the introduction of the $4.99 subscription-style pass.
- The Gold Pass drove the game to the No. 1 spot on the U.S. App Store overall top-grossing chart for the first time since October 2017.
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).