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Clash of Clans

GameBy Supercell · Released Aug 2, 2012

Documents about Clash of Clans

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
Cover of The Data Behind 10 Years of the iOS App Store – 2018
Report35 pages

The Data Behind 10 Years of the iOS App Store – 2018

The iOS App Store underwent a profound transformation between 2010 and 2018, evolving from a nascent marketplace into a mature global economy characterized by massive revenue growth and a shift in monetization strategies.

  • The gaming sector is the primary economic driver of the iOS App Store, accounting for 75% of total consumer spend despite representing only 31% of total downloads.
  • Between 2010 and 2018, the platform generated $130 billion in consumer spend, with revenue growing at a 52% compound annual growth rate compared to a 15% growth rate for downloads.
  • The Asia-Pacific region now accounts for nearly 60% of global iOS revenue, with China overtaking the United States in 2016 to become the largest market for both downloads and spending.
data.aiJan 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