Brawl Stars is a freemium mobile game developed and published by the Finnish video game company Supercell. It was initially released in 2017 but it recently came in the news as it was released in China on June 9. The revenue details released by app analytics firm Sensor Tower show Brawl Stars is on the way to become a big hit in China as spending crosses $17.5 million in the first week.
Brawl Stars is a multiplayer online battle arena game where players battle against other players or AI opponents in multiple game modes. Sensor Tower Store Intelligence estimates show that it garnered total downloads of 4.8 million. Last year Sensor Tower also reported that Brawl Stars has generated $422 million in gross revenue in the first year of release.
The report also mentions that the game generated a total of $28.8 million in gross revenue globally. That means China accounted for 60.7 percent of all player spending. The total new downloads of the game stood at 6.7 million worldwide, with China representing a whopping 71 percent of all new installs.
Brawl Stars vs Clash Royale
If we compare the performance of the two games released in China from Supercell, Brawl Stars wins it by a decent margin. Clash Royale generated $9.4 million in the first week of release in China with a total of 4.1 million downloads. Till now, Clash Royale has generated $203.5 million in player spending and 25.2 million downloads to date on iOS in China.
On the other hand, Brawl Stars has generated $675.4 million in player spending globally and witnessed 204.3 million downloads.
South Korea becomes the most profitable market
South Korea turns out to be the most profitable market for Brawl Stars with $120.4 million or 17.8 percent of all-time revenue. The United States ranks second with $101.5 million, or 15 percent, followed by Germany with $65.5 million, or 9.7 percent. If the trend continues, Brawl Stars spending in China can overtake the top three countries.
Google Play vs iOS
The majority of the game’s revenue came from Google Play, where it generated $364.5 million, or 54 percent of all player spending. Meanwhile, Brawl Stars generated $311 million, or 46 percent of revenue from iOS. It should be noted that in order to generate 54 percent revenue, Google Play had 153 million installs or 75 percent of the total. This shows the low return on Google Play.
Long way to go for Brawl Stars
Brawl Stars received an amazing headstart in China and Supercell would be hoping to break its own record of Clash Royale. Not just China, the revenue, and downloads report for almost all the games show that Asia has become a lucrative market for mobile gaming. Asia as a whole generated $143 million in revenue for Brawl Stars, accounting for 34 percent of its player spending. If the game continues to tread on the same fashion then it can become yet another billion-dollar hit for the famous Finnish developer.
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