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Brawl Stars Hits $275 Million Revenue, 100 Million Installs Worldwide in Six Months

Supercell's Brawl Stars has generated $275 million in player spending globally since releasing in December 2018, Sensor Tower Store Intelligence data reveals.

Brawl Stars Revenue 100 Million

Team-based shooter Brawl Stars has generated an estimated $275 million in player spending for publisher Supercell six months after its December 12, 2018 global launch, Sensor Tower Store Intelligence data shows. This places the game, which has just passed 100 million installs, more than a quarter of the way to becoming the Helsinki-based developer's next billion-dollar mobile title.

Brawl Stars has grossed about 64 percent as much as Supercell's previous release, Clash Royale, had at the same point following its March 2, 2016 worldwide release. We estimate that title had generated $431 million in player spending outside China at this stage. Brawl Stars has yet to launch in the world's largest mobile market, but is expected to arrive there before the end of 2019.

South Korea Leads Spending

South Korea is the largest market for Supercell's latest title, having contributed close to 22 percent of its $275 million total, or nearly $61 million. It's followed by the United States, which represented about 19 percent of total spending or just over $52 million. Japan is the game's third largest market with 9 percent of revenue or just short of $25 million.

An Original Success

Having spent a year and a half in soft-launch before releasing globally, Brawl Stars has proven to be a strong performer for Supercell. While the title is tracking behind the blockbuster Clash Royale in terms of player spending to date, it is generating close to $46 million per month and $1.5 million per day on average despite its status as a totally original property. Clash Royale was able to literally cash in on being a spin-off of Supercell's astronomically popular mobile game Clash of Clans—in addition to being a superbly made title in its own right.

Brawl Stars was the No. 22 mobile game by worldwide revenue in May and ranked No. 57 in the U.S. It was Supercell's top-earning title for the first quarter of 2019, accounting for 35 percent of the publisher's revenue across the App Store and Google Play.

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Randy Nelson

Written by: Randy Nelson, Head of Mobile Insights

Date: June 2019