We’ve Acquired data.aiLearn more

Blog

STORE INTELLIGENCE · RANDY NELSON · JULY 2018

Supercell's Clash Royale Revenue Has Surpassed $2 Billion, and It's Still Going Strong

Clash Royale revenue exceeds $2 billion worldwide since launch according to Sensor Tower Store Intelligence estimates.

Clash Royale official artwork

In just over two years, Clash Royale has managed two incredible feats. Feat one: It has now, according to Sensor Tower Store Intelligence estimates, exceeded $2 billion in global player spending. Feat two: In doing so, it has cemented Supercell as the first mobile publisher to have more than one multi-billion-dollar title on the App Store and Google Play, the other being its 2012 hit Clash of Clans, which itself has grossed in excess of $6 billion.

Since launching in March 2016, Clash Royale revenue has been fairly evenly divided between the App Store and Google Play, at approximately 49 percent and 51 percent, respectively. Players in the United States have generated the single largest portion of the game's revenue at about 30 percent, followed by Germany at 10 percent, France at 7 percent, China (iOS-only) at 6.5 percent, and South Korea at 5 percent of the total.

Clash Royale continues to be a major revenue generator for Supercell, taking in more than $40 million worldwide last month, placing it second to Clash of Clans, which grossed nearly $70 million. The spin-off was No. 11 globally in terms of mobile game spending in June and ranked No. 9—one spot above Clash of Clans–for Q2 revenue.

So far in July, the game has grossed an average of $1.2 million per day worldwide across both platforms. As of this writing, it is the No. 26 iPhone game by U.S. App Store revenue, and No. 38 on Google Play.


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


Randy Nelson

Written by: Randy Nelson, Head of Mobile Insights

Date: July 2018