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STORE INTELLIGENCE · CRAIG CHAPPLE · DECEMBER 2019

South Korea Powers Supercell's Brawl Stars to $420 Million Revenue in First Year

Brawl Stars generated $422 million from 141 million downloads in its first year, Sensor Tower data shows.

Brawl Stars Revenue Week One Hero

Following an 18-month soft-launch that began in June 2017, Brawl Stars from Supercell has gone on to generate $422 million in gross revenue in its first year, according to Sensor Tower Store Intelligence estimates.

The real-time multiplayer shooter became the fifth title from the Finnish studio to see a full global release when it launched on December 12, 2018. Google Play users contributed the majority of revenue since then, generating $242 million, or 57 percent of all player spending in the title to date. The App Store, meanwhile, picked up approximately $180 million, or roughly 43 percent of the total.

Looking at the regional level, South Korean players spent the lion's share of revenue across both stores, racking up $94 million to date, or 22 percent of all revenue. The United States was its No. 2 market, generating $73 million, or 17 percent, while Germany ranked No. 3 with $35 million, or 8 percent. Asia as a region represented 34 percent of player spending in Brawl Stars during its first year of global availability.

Brawl Stars On Top For Supercell in Asia

While on a global level Brawl Stars ranked No. 3 over the past year for revenue in Supercell's portfolio behind Clash of Clans and Clash Royale, the shooter was No. 1 for user spending in Asia. Brawl Stars generated $143 million in the region in the year since launch, representing 38 percent of Supercell's earnings in Asia. Clash of Clans was No. 2 with $111 million, or approximately 30 percent of revenue, while Clash Royale was No. 3 with $989 million, or 26 percent.

Revenue generated by Supercell games in Asia from December 12, 2018 to December 12, 2019

Excluding China, where we only track App Store data and Brawl Stars is not currently available, the shooter has accounted for 49 percent of Supercell's game revenue in the rest of Asia. Clash of Clans, meanwhile, took in $81 million over the past year, or 24 percent of the region's total, while Clash Royale generated $62 million, or 21 percent.

When it comes to downloads, Brawl Stars has racked up 141 million unique installs globally to date. Brazil topped the download rankings, accumulating nearly 14 million downloads, or 10 percent of the total. The U.S., meanwhile, picked up approximately 13 million installs, or 9 percent, while Russia rounded out the top three markets by downloads with 12 million installs, or 8.5 percent.

Google Play generated the majority of these installs, picking up more than 106 million downloads, or 75 percent of the total. The App Store, meanwhile, accumulated just under 35 million downloads, or 25 percent. Across both stores combined, the average revenue per download for Brawl Stars currently stands at approximately $2.90.

Growing Asia Share

Brawl Stars is the only title in Supercell's portfolio to have an Asian market as its top revenue generator over the past year. However, a look at the top five revenue generating countries for the publisher shows that while the U.S. and Germany are its top two markets for user spend, the rest of the top five is made up of South Korea, Japan, and China (App Store-only).

Asia accounted for close to 22 percent of all user spend across Supercell's portfolio during Brawl Stars' launch year. That's up from a roughly 19 percent share the year prior, showing a growing market for Supercell in the East—and likely another reason why the company has set up a development studio in China.


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Craig Chapple

Written by: Craig Chapple, Mobile Insights Strategist, EMEA

Date: December 2019