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Supercell’s Clash Royale plunders $2 billion in revenues in just over two years

Supercell’s Clash Royale plunders $2 billion in revenues in just over two years

Supercell's hit collectible card and tower defence hybrid Clash Royale has brought in more than $2 billion in revenue.

That's according to mobile intelligence firm Sensor Tower, which reports that Clash Royale took just over two years to pass the milestone.

Since launching in March 2016, Google Play has slightly edged the App Store in being a greater source of revenue, taking a 51 per cent share while the latter contributed 49 per cent.

US players generated the largest portion of Clash Royale’s revenue at 30 per cent. Germany followed on with 10 per cent while France came third with seven per cent.

In terms of Asian territories, South Korea contributed five per cent while China clocked up 6.5 per cent on iOS alone (Android was not mentioned).

Clash of the Titans

Reaching the sales milestone means Supercell has become the first mobile publisher to have more than one multi-billion-dollar game on both the App Store and Google Play.

Its other hit strategy game Clash of Clans has grossed in excess of $6 billion since its launch back in 2012.

“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,” said Sensor Tower head of mobile insights Randy Nelson.

“The spin-off was 11th globally in terms of mobile game spending in June and ranked ninth, one spot above Clash of Clans, for Q2 revenue.”

You can check out mobile gaming's billion-dollar club right here.


Staff Writer

Iain is a freelance writer based in Scotland with a penchant for indies and all things Nintendo. Alongside PocketGamer.Biz, he has also appeared in Kotaku, Rock Paper Shotgun, PCGamesN and VG24/7.

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