Supercell earned $2.3 billion worth of revenues in 2016 despite the challenge of having to compete against "Pokemon GO" by Niantic. "Clash of Clans" and "Clash Royale" remained unmovable from the top spots in mobile game business.
With only 213 employees and five offices scattered across the globe, earning an enormous amount proves that number is just a "number" when compared to business strategy. Currently, Supercell has four games in the market - "Clash Royale," "Clash of Clans," "Boom Beach" and "Hay Day."
According to SuperData Research, the modern mobile gaming industry skyrocketed to $40 billion worth of revenues last year. The reason behind Supercell's success is mainly on how they made their games free-to-play but with distinctive features that will make players want to spend some real money to level-up, like on the case of "Clash of Clans".
"Clash of Clans" can be played for free. And you can explore every feature and part of the game for free - but you'll just have to wait. Yet, if you are too bored to wait for days just to get a particular level-up or amount, you can settle to pay for those using real money - and this is how mobile games like those of Supercell's earn big bucks, Pocket Gamer reported.
Supercell launched "Clash of Clans" in 2012, while "Clash Royale" was released in 2016. Both was able to stay on their top positions above the thousands if not millions of mobile games available in iOS and Android. Both was able to be included on the top five games of the year in terms of revenues. Daily, about 750 new games are released worldwide, so keeping up with the competition despite the entry of "Pokemon GO" that became an instant hit, is a good thing for Supercell.
Aside from in-game purchases and addictive game style, Supercell usually launch worldwide competitions for "Clash of Clans" and "Clash Royale," having more than five million players to participate. The streamed finals is said to have been watched for over 28.5 million times, Venture Beat reported.