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Supercell "printing money" with Clash games - SuperData

Both Clash of Clans and Clash Royale are generating $100m a month as digital sales in April climbed 5% to $6.2 billion

While Mobile Strike was the top revenue generating title in April, SuperData's latest report shows that Supercell was the dominant mobile player for the month, as both Clash of Clans and new spinoff Clash Royale generated $100 million each.

"Supercell keeps printing money with both its Clash games earning over $100 million a month. Following a spectacular release month, earnings for Clash Royale show first signs of normalization as revenues more closely resemble those for the firm's other title Clash of Clans. Both grossed a little over $100 million last month, with combined earnings still higher than before the new game's release," noted SuperData analyst Joost van Dreunen.

While EEDAR's Patrick Walker previously speculated that Supercell may be in danger of cannibalizing its own Clash franchise by being too successful with Clash Royale, SuperData doesn't see it that way. "So far Supercell's new title has managed to add to the company's bottom line rather than cannibalize the success of its existing titles. In the past few months, Clash of Clans did experience a decline in revenues from over $5 million a day to just under $4 million, suggesting that the release of its new title was well-timed. Earlier this week the Wall Street Journal reported that Tencent is considering a possible acquisition of Supercell," van Dreunen continued.

Looking at other digital platforms, interestingly SuperData found that Bandai Namco's Dark Souls III was the first Dark Souls title to perform better on PC than console, "demonstrating that both Bandai Namco and From Software put the lessons learned from Dark Souls I and II to good use. This time around, a PC-optimized version was prepared in advance for the game's dual-platform release, providing PC users with improved controls and graphics from the get-go. The title's PC success makes up for its failure to earn a top-ten grossing rank on Digital Console." Overall, Dark Souls III earned an estimated $45 million in the first month of its release, outperforming console revenue by nearly $18 million and cracking the top five digital PC games.

For the entire digital games ecosystem, sales were up five percent year-over-year to $6.2 billion in April. Much of the growth came from digital sales on consoles, as digital console saw the fastest growth of any segment - up 23 percent in revenue and up 15 percent in audience. On the casual games side, players unsurprisingly have been shifting from social desktop to mobile devices, leading to a 10 percent decline for the category.

Here are the top selling digital titles by category for April 2016:

Digital console

  1. Call of Duty: Black Ops III
  2. FIFA 16
  3. Tom Clancy's The Division
  4. Grand Theft Auto V
  5. Dark Souls III

PC DLC

  1. Dark Souls III
  2. Counter-Strike: Global Offensive
  3. Starcraft II
  4. Minecraft
  5. Fallout 4

Free-to-play MMO

  1. League of Legends
  2. Crossfire
  3. Dungeon Fighter Online
  4. World of Tanks
  5. DOTA 2

Pay-to-play MMO

  1. World of WarCraft
  2. Lineage I
  3. Star Wars: The Old Republic
  4. TERA: Online
  5. Blade & Soul

Mobile

  1. Monster Strike
  2. Clash Royale
  3. Clash of Clans
  4. Game of War: Fire Age
  5. Puzzle & Dragons

Social

  1. DoubleDown Casino
  2. Slotomania
  3. Candy Crush Saga
  4. FarmVille 2
  5. Jackpot Party Casino - Slots

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Latest comments (2)

Patrick Walker VP, Insights, EEDAR2 years ago
While EEDAR's Patrick Walker previously speculated that Supercell may be in danger of cannibalizing its own Clash franchise by being too successful with Clash Royale
My more specific argument is that while the short term revenue of Royale + Clans is obviously higher overall, Royale won't have the long term staying power of Clans. Therefore, the cannibalization (that is already occuring) will be an overall negative to Supercell revenues within 6 months. This is after several years of Clans dominance.

I'm basing this on a combination of the game play mechanics of Royale, consumer panel data, and early signals from the US app store. I just checked the US ios top grossing charts and Clash Royale is down to number 5, below Clash of Clans at number 4.

Edited 2 times. Last edit by Patrick Walker on 27th May 2016 11:42pm

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Craig Page El Presidente, Awesome Enterprises2 years ago
That sounds about right, a week after installing Clash Royale I quit Clash of Clans. And I was the leader of a level 8 clan that was winning 2 out of every 3 wars. But Clash Royale was clearly a better game, so why bother with Clash of Clans anymore?

Clash Royale lasted another month, before I hit a pretty hard wall that slowed progression to a crawl, my deck wasn't doing so well, and for a week straight every new chest gave me crap cards. So I uninstalled that game too.

Is cannibalization the right word? It's more like cannibalization then self destruction. :O
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