Supercell revenue has been one of the most talked-about topics in the mobile gaming industry over the past decade. And for good reason – this Finnish game studio has built some of the most iconic mobile games ever, like Clash of Clans and Brawl Stars, and made billions doing it.
In this article, we’ll take a closer look at how much Supercell has earned over the years.
We’ll break it down by each game, show yearly revenue trends from the early days to 2025, and analyze whether things are still moving up – or slowing down. You’ll also get a quick overview of the company’s history and what might be coming next.
Let’s get into the numbers.
Supercell at a Glance
Supercell was founded in 2010 in Helsinki, Finland. From the beginning, the studio took a different approach to making games. Instead of building massive teams, Supercell organized its developers into small, independent “cells” – hence the name.
These teams had the freedom to come up with their own ideas, test them quickly, and kill off anything that didn’t show promise. That philosophy led to a few failed experiments, but also some of the biggest hits mobile gaming has ever seen.
In 2016, Supercell was acquired by Chinese tech giant Tencent, which now owns a majority stake. Despite the acquisition, Supercell has continued to operate with a lot of independence, still focusing on quality over quantity.
The Games That Built the Brand
Supercell has only released a handful of games, but nearly all of them have become global successes. Here are the key titles:
Clash of Clans (2012) – The company’s breakout hit. A base-building, strategy game that quickly became one of the top-grossing mobile games ever.
Hay Day (2012) – A casual farming sim that launched around the same time as Clash of Clans and brought in a different type of player.
Boom Beach (2014) – Another strategy game, similar to Clash of Clans but with a tropical, military twist.
Clash Royale (2016) – A fast-paced, real-time multiplayer game that combined card battles with tower defense. It was a huge success and brought Supercell a whole new wave of fans.
Brawl Stars (2018) – A team-based shooter with fast matches and a colorful cast of characters. It’s been a strong performer, especially in Asia and Latin America.
Each of these games has pulled in serious revenue over the years – and that’s what we’re looking at next.
Total Supercell Revenue (All-Time)
As of 2025, Supercell has generated over $13.58 billion in total revenue from its mobile games.
That’s a massive achievement for a studio that’s only released a few titles – and a clear sign of how dominant its biggest hits have been over the years.
Total Supercell Revenue by Game
Clash of Clans – $5.97 billion
Still the king. Even over a decade after launch, Clash of Clans continues to rake in serious cash. It’s Supercell’s biggest hit by far.
Clash Royale – $3.32 billion
This card-based strategy game took off fast when it launched in 2016 and has remained one of Supercell’s top earners ever since.
Brawl Stars – $2.13 billion
A newer entry in the lineup, Brawl Stars quickly built a loyal fanbase worldwide – especially in Asia and Latin America.
Hay Day – $1.42 billion
This casual farming game may not get as much attention today, but it was huge in the early 2010s and still holds a steady audience.
Boom Beach – $653 million
Often seen as Clash of Clans’ tropical cousin, Boom Beach never reached the same level of success but still brought in hundreds of millions.
Squad Busters – $73.7 million
Supercell’s latest release. It’s still early days, but this one could grow depending on how players respond in the long run.
Supercell Revenue by Year (2015–2025)
Supercell’s revenue has shifted a lot over the past decade. Some years were fueled by new launches, others kept going strong thanks to long-term performance from core titles like Clash of Clans and Hay Day.
In this section, we’ll break down how much Supercell earned each year, and which games brought in the most money.
2015: $1.90 Billion
In 2015, Supercell brought in approximately $1.9 billion in total revenue. At the time, the company had three main games on the market – and all were still growing fast.
Clash of Clans – $1.36 billion
No surprise here – Clash of Clans was at its peak. Massive user spending and strong live ops made it Supercell’s top earner this year.
Boom Beach – $306.6 million
Released in 2014, Boom Beach was still relatively new in 2015 and performed well. It never reached the same heights as Clash, but this was a solid year.
Hay Day – $233.2 million
Supercell’s farming sim stayed consistent, continuing to bring in strong revenue three years after launch.
2016: $1.74 Billion
In 2016, Supercell earned around $1.74 billion in revenue. This was the year Clash Royale launched – and it immediately became one of the company’s biggest hits, helping offset a decline in Clash of Clans revenue.
Clash of Clans – $799.4 million
Revenue dropped compared to 2015, but Clash of Clans was still Supercell’s top earner.
Clash Royale – $647.9 million
Launched in early 2016, Clash Royale had a huge first year. It quickly climbed the charts and brought in hundreds of millions in revenue.
Hay Day – $149.6 million
Hay Day continued to bring in stable returns, though its earnings had started to decline.
Boom Beach – $138.4 million
Revenue dipped slightly, but Boom Beach still held its own.
2017: $1.45 Billion
In 2017, Supercell’s total revenue was $1.45 billion, continuing a slow but steady decline from its peak years. However, Clash Royale held strong, and Clash of Clans still brought in solid numbers.
This was also the first year Brawl Stars appeared on the radar, though it was still in soft launch and hadn’t scaled globally yet.
Clash Royale – $706.3 million
This became Supercell’s top-grossing game for the year, holding onto its momentum after a massive launch year.
Clash of Clans – $545.2 million
Clash of Clans continued its slow revenue dip, but it was still a powerhouse and remained in the global top charts.
Hay Day – $136.4 million
Revenue kept declining gradually, but Hay Day remained a steady earner.
Boom Beach – $63.4 million
Boom Beach’s earnings continued to taper off this year.
Brawl Stars – $1.9 million
Still in soft launch during 2017, Brawl Stars brought in a small amount of revenue from test markets.
2018: $1.01 Billion
In 2018, Supercell’s total revenue dropped just below the $1 billion mark for the first time in years, landing at $1.01 billion. While Clash of Clans and Clash Royale still made up most of the earnings, this was also the launch year for Brawl Stars, which started picking up speed toward the end of the year.
Clash of Clans – $424.3 million
Still going strong, Clash of Clans remained Supercell’s highest-earning game for the year.
Clash Royale – $409.5 million
Clash Royale’s revenue declined slightly but it was still a major revenue driver.
Hay Day – $116.7 million
The downward trend continued, but Hay Day remained a reliable source of income.
Boom Beach – $32.8 million
Boom Beach saw a significant dip this year as its player base continued to shrink.
Brawl Stars – $31.5 million
After a global launch in December 2018, Brawl Stars started generating solid early revenue – setting the stage for a big 2019.
2019: $1.28 Billion
In 2019, Supercell pulled in $1.28 billion in revenue – marking a bounce back from the previous year’s dip below $1 billion.
The increase was mostly thanks to Brawl Stars, which had its first full year on the global stage and quickly became a top performer.
Clash of Clans – $519.1 million
Back on top. Supercell’s flagship title reclaimed the #1 spot after a strong year of updates and seasonal content.
Clash Royale – $319.7 million
Revenue declined again, but Clash Royale still played a major role in the company’s total earnings.
Brawl Stars – $311.2 million
In its first full year worldwide, Brawl Stars nearly matched Clash Royale. A huge showing for a new IP.
Hay Day – $103.2 million
Revenue continued to decline but remained steady enough to stay on the board.
Boom Beach – $22.2 million
At this point, Boom Beach had become a very small part of Supercell’s revenue pie.
2020: $1.12 Billion
In 2020, Supercell brought in $1.12 billion in total revenue. While still strong, the downward trend from previous years continued. Brawl Stars solidified its place as a top earner, while Clash Royale saw another drop.
Clash of Clans – $475.6 million
Clash of Clans remained Supercell’s #1 game for the year, thanks to ongoing updates and seasonal events.
Brawl Stars – $318.0 million
Brawl Stars held steady and even grew slightly year over year, proving it wasn’t just a one-year wonder.
Clash Royale – $206.6 million
Revenue declined again, but Clash Royale still had a loyal core audience keeping it profitable.
Hay Day – $101.8 million
Another consistent year for Hay Day, though its revenue slowly continued to shrink.
Boom Beach – $20.9 million
Boom Beach was now earning just a fraction of what it once did, but it still had some players spending.
2021: $1.23 Billion
In 2021, Supercell generated $1.23 billion in total revenue – a slight bump up from the previous year.
While Clash of Clans continued to lead, Clash Royale made a surprising recovery, and Hay Day had its best year in a while.
Clash of Clans – $486.8 million
Still Supercell’s top performer. Over nine years since launch, and it was still pulling in nearly half a billion in a single year.
Brawl Stars – $307.4 million
Brawl Stars dropped slightly year-over-year but stayed solid and consistent.
Clash Royale – $292.2 million
A bit of a comeback. Thanks to updates and seasonal content, Clash Royale posted a solid year after several declines.
Hay Day – $125.1 million
Hay Day had its best performance since 2018, climbing slightly compared to the year before.
Boom Beach – $18.4 million
Boom Beach revenue fell again, but the game was still technically alive and earning.
2022: $982.2 Million
In 2022, Supercell’s total revenue dropped below the $1 billion mark again, coming in at $982.2 million.
All major titles saw a dip in earnings, and the company had no new global releases to inject fresh momentum into its portfolio.
Clash of Clans – $459.7 million
Still leading the pack, Clash of Clans held strong – though down slightly from the year before.
Clash Royale – $216.0 million
Clash Royale slipped again but managed to stay above the $200 million line.
Brawl Stars – $166.7 million
Brawl Stars had its weakest year since launch, continuing a steady decline.
Hay Day – $124.7 million
The farming sim kept plugging along, with earnings nearly identical to 2021.
Boom Beach – $12.5 million
Boom Beach’s revenue was now minimal – just over $1 million a month.
2023: $788.5 Million
In 2023, Supercell’s revenue dropped to $788.5 million, the lowest annual total in over a decade.
Every major title declined compared to the year before, and with no new global releases, the company relied entirely on its aging portfolio.
Clash of Clans – $375.9 million
Still leading the way, but down significantly from its 2021 and 2022 totals.
Clash Royale – $170.4 million
Continued its slow decline, now earning less than half of what it brought in at its peak.
Hay Day – $117.0 million
Stable, but slightly down from the previous year – still showing surprising longevity.
Brawl Stars – $112.7 million
Dropped once again, with signs that its audience may be shrinking more rapidly now.
Boom Beach – $11.9 million
Barely hanging on. Boom Beach had the lowest revenue of all Supercell titles again.
2024: $1.45 Billion
After a few tough years, 2024 marked a major comeback for Supercell, with total revenue climbing to $1.45 billion – its highest number since 2021.
The big driver? Brawl Stars, which had a massive year, and the launch of a new title: Squad Busters.
Brawl Stars – $678.5 million
A huge surprise. Brawl Stars more than doubled its 2023 revenue, making it the biggest Supercell title of the year by far.
Clash of Clans – $359.9 million
Still steady, though slightly down from 2023.
Clash Royale – $202.2 million
Clash Royale held relatively flat year-over-year, showing signs of long-term stability.
Hay Day – $132.9 million
One of the quiet wins of 2024 – Hay Day actually grew, bringing in its best numbers since 2021.
Squad Busters – $64.2 million
Supercell’s first new global release in years. While it didn’t explode out of the gate, it brought fresh energy to the company’s lineup.
Boom Beach – $16.2 million
The slow fade continues. Boom Beach remained the smallest contributor by a wide margin.
2025: $628.3 Million (So Far)
As of mid-2025, Supercell has generated $628.3 million in revenue. Unless something changes in the second half of the year, this could end up being one of the company’s lowest-earning years in over a decade.
Brawl Stars – $206.6 million
Still leading the charge, but way down from its 2024 peak. The 2025 slowdown could be tied to waning player interest or fewer live events.
Clash of Clans – $171.9 million
Clash of Clans is still a consistent performer, but this is its weakest showing in years.
Clash Royale – $149.0 million
Clash Royale continues its gradual decline but is still holding up reasonably well.
Hay Day – $78.1 million
Even after 12+ years, Hay Day is bringing in solid numbers – a testament to its loyal fanbase.
Boom Beach – $10.2 million
Boom Beach is still alive, but just barely.
Squad Busters – $9.5 million
After a decent launch in 2024, revenue has slowed sharply. It’s unclear whether the game has long-term potential or is fading fast.
Supercell Revenue Trends: Is It Going Up or Down?
Looking at the numbers year by year, Supercell’s revenue has mostly declined since its peak in the mid-2010s.
The company earned close to $2 billion in both 2014 and 2015, but after that, it entered a slow decline. By 2018, revenue dropped just above the $1 billion mark – and in 2023, it hit a low point of $788.5 million.
2024 was a bright spot. Thanks to a massive spike in Brawl Stars revenue and the global launch of Squad Busters, revenue jumped to $1.45 billion – its best year in recent memory. But the boost didn’t last. By mid-2025, Supercell was back on track for another low year unless something major happens in Q3 or Q4.
Here’s a quick summary of the trend:
- Clash of Clans remains the backbone of Supercell’s earnings, even after more than a decade.
- Clash Royale has steadily declined since its early success, with only minor rebounds.
- Brawl Stars is the only title showing volatility – it had a huge comeback in 2024 but dropped sharply again in 2025.
- New games haven’t stuck. Boom Beach faded fast, and Squad Busters hasn’t shown signs of long-term success yet.
- Hay Day continues to surprise, staying relevant and profitable even as other games fade out.
So is Supercell’s revenue going up or down?
Long-term, it’s trending downward. The company is still profitable, but with no breakout hit since 2018, it’s clear they need a new global success to kickstart another growth cycle.
What’s Next for Supercell?
Supercell’s future depends on one thing: its next hit.
The studio has shown time and time again that it knows how to build long-lasting games. But in recent years, it’s struggled to repeat the success of Clash of Clans, Clash Royale, or even Brawl Stars.
Newer titles like Squad Busters haven’t taken off in the same way – at least not yet.
That said, Supercell still has some big advantages. It’s sitting on massive cash reserves, backed by Tencent, and known for giving small teams the freedom to innovate. Several new projects are in soft launch or testing, and if one of them sticks, we could see another wave of growth.
The big question is: can Supercell do it again?
With mobile gaming evolving fast – and competition fiercer than ever – they’ll need to launch something truly fresh to stay at the top.
Data Source
- AppMagic, 2025. Supercell IAP revenue (global)
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