Pre-register: State of Mobile 2025Get Early Access

Blog

STORE INTELLIGENCE · OLIVER YEH · JULY 2019

Supercell's Clash of Clans Just Had Its Best Month in Two Years, With First-Half Revenue Up 26% Over 2018

Clash of Clans grossed $76 million in June and nearly $334 million in the first half of 2019, Sensor Tower Store Intelligence data shows.

Clash of Clans Daily Revenue

Supercell's addition of a season pass subscription to its classic strategy title Clash of Clans earlier this year continues to pay off. According to Sensor Tower Store Intelligence estimates, the game just marked its highest-earning month since 2017, generating approximately $76 million in global player spending on the App Store and Google Play.

This was the largest month for spending in the game since June 2017, when players generated close to $82 million worldwide. Its second-best month since then was June 2018, when $71 million was spent. The United States contributed the largest portion of last month's spending at 47 percent or close to $36 million. Its second largest market in June was Germany at 8 percent of revenue. China continues to be one of its top markets, ranking third at 5 percent of spending or nearly $4 million.

Looking at the first half of this year, Clash of Clans grossed an estimated $334 million globally. That sum was 26 percent greater than the $265 million it generated in the first half of 2018.

Mobile gamers worldwide have spent more than $6.2 billion in Clash of Clans since January 2014 and installed the game more than 621 million times.


Sensor Tower's platform is an enterprise-level offering. Interested in learning more?


Oliver Yeh

Written by: Oliver Yeh, Founder at Sensor Tower

Date: July 2019