“We didn’t create this company to make money.” This is an amazing statement, coming from the creators of five megastars among mobile games generating billions of dollars in revenue. The story of Supercell, the most successful among a group of top-quality Finnish gaming companies, is fascinating reading. You can find it on their website. Finland seems to have the winning code for gaming in its DNA. Take a tour of Suomikasino, for example, and discover the Finnish recipe to merge fun and financial success. As for Supercell, two of their mobile games sit on the first and second place on the list of the highest-grossing games of all time.
Sensor Tower, the leading provider of market intelligence and insights for the global app economy, reports that Supercell’s Clash Royale has earned more than $3 billion in lifetime revenue. The Store Intelligence was disclosed on July 15th and revealed that it took Clash Royale only four years to reach this result. It’s an all-time record, taking into account that the mobile game was released in March 2016.
Clash Royale has surpassed another Supercell mega-hit, the farming game Hay Day that has earned $1.4 billion since January 2014. Two more hits of the same company, Boom Beach and Brawl Stars, so far have cashed $887 million and $757 million respectively.
The real-time strategy hit has become one of the top-grossing mobile games of all time. Yet, it sits at No. 2 to another Supercell title, Clash of Clans, which has generated close to $7 billion to date since January 1st, 2014. According to Sensor Tower, “no other game of similar design has so far been able to come close to replicating Clash Royale’s success.”
Why is then Clash Royale “only” second? Because the first place on the top-grossing list of mobile games is occupied by another Supercell bestseller: Clash of Clans. Its revenue is close to $7 billion to date, generated since it was launched on January 1st, 2014.
What is the secret of Supercell’s success? Their very original strategy. When you visit their website, you will find only the above mentioned five games. The company was born in 2010 from a group of six young gaming enthusiasts in Helsinki. Those kids worked in a 30-square-meter room and used cardboard boxes as their desks. You can see a photo of CEO Ilkka Paananen working this way in the “Our Story” section on their website. On that page, you will also learn that Supercell learnt to kill all the new game projects that showed signs of not being successful in the early phase. And drown the team’s disappointment in a champagne party.
This Nordic discipline paid off. Later, the Chinese giant, Tencent, acquired a majority stake in Supercell and opened the Chinese market door to them. The rest is history.