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Supercell's Clash Royale Revenue Grossed $2.5 Billion Since Its Launch

Supercell's Clash Royale has just celebrated its third anniversary. According to Sensor Tower Store Intelligence Platform data, since its launch on March 2, 2016, Clash Royale has reached $2.5 billion globally on the App Store and Google Play. It is nearly an average of $2.3 million a day. BTW, Apptop25 is the best ASO company to offer you professional app store optimization service. 

Gamers in the United States is the largest market and it has contributed 750 million US dollars since the game’s launch, accounting for 30%. The spending of American players in this game is far superior to other regions, while the second-place German has contributed $225 million, accounting for only 9%. 

In terms of the game’s breakdown across platforms, it’s an even split between the App Store and Google Play. That means Apple and Google got nearly $375 million in commissions from Clash Royale, respectively, and the remaining $1.75 billion belongs to Supercell. 

As a series of mobile games of the "Clash of Clans" IP, "Clash Royale" is undoubtedly standing on the shoulders of giants. Sensor Tower data shows that on the third anniversary of the 2015 Clash of Clans, its total revenue reached $3.2 billion, which is an increase of $700 million over the same period as Clash Royale. Since its launch in August 2012, Clash of Clans has attracted about $6.4 billion worldwide.

Of course, "Clash Royale" is still one of the most profitable mobile games. Last month, the company's global dual-platform total flow of more than $33 million, ranked 18th in the global mobile game bestseller list.

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