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Finnish mobile game development company Supercell’s Clash of Clans recorded a year-over-year revenue increase in 2019 for the first time since 2015. The revenue collection saw a huge jump from $567 million in 2018 to $727 million in 2019, according to market analyst Sensor Tower. The increase accounts for a whopping 27% in comparison with the report of last year.
History of Supercell
Founded in May 2010 and started with a €5 million (£4.4m) investment from Finnish government-funding agency Tekes. The company’s debut game was the browser game Gunshine.net, and after its release in 2011, Supercell started developing games for mobile devices. Since then, the company has fully released five mobile games: Hay Day, Clash of Clans, Boom Beach, Clash Royale, and Brawl Stars.
Talking about its history, Clash of Clans was first launched for iOS back in 2012. An Android version was followed in 2013. It has become one of the most successful mobile games ever.
What the data says about Clash of Clans making $727 million in 2019:
According to data released by Sensor Tower, the revenue increase in 2019 has been associated with the introduction of a $4.99 Gold Pass, though no concrete conclusion has been arrived upon. It is also worth noting that the in-app spending after the launch of Gold Pass went up by 73% year-over-year and it was 58% month-over-month from March. So, overall it alone reached $66.6 million in the month of April 2019. It is interesting to note that in the first seven days after the Gold Pass release, spending shot up 145% and reached $3.9 million per day during the same period.
Battle passes became popular in 2018 thanks to battle royale hits like Fortnite. They have proved to be an effective microtransaction tool, especially following the backlash against loot boxes. Clash of Clans $727 million revenues in 2019 is still below the highs the game once enjoyed. In 2015, it made $1.8 billion. But 2019 did at least stop a downward trend.
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