Clash of Clans is a freemium PVP strategy game published by Finnish mobile game development company Supercell.
Ilkka Paananen, CEO and founder of Supercell, wanted to make games that had a longer shelf life than a few weeks, much like one of Paananen’s favourites, World of Warcraft. This was the company’s core focus when it was established in 2010.
Lasse Louhento and Lassi Leppninen came up with the original concept of Clash of Clans, with an aim to make a strategy game that was easy to use on mobile. At the time, many mobile developers saw strategy games as too complex for the limited control functionality on mobile.
It took six months, from the original concept, for Supercell to release Clash of Clans on iOS. Three months after launch, it was already the highest grossing game in the United States, and in 2013 it was the most profitable game worldwide.
Clash of Clans is one of the few mobile games to surpass 500 million downloads on iOS and Android, while also being one of the few to surpass $1 billion yearly revenue. Supercell has done this without the team size of the most popular studios, with less than 1,000 employees.
Supercell is still actively updating Clash of Clans to keep gamers interested and gameplay fresh. Speaking in 2012, Louhento said to PocketGamer said: “Updates are a very important part of our strategy. We want to make games that players can enjoy for a long time, and that keep rewarding players for the time they’ve invested.”
In keeping with his words, SuperCell added their own season pass in 2019 called the ‘Gold Pass’. On the first day alone, the app was one of the highest grossing on both iOS and Android in 46 countries.
In less than week, it had doubled user spending, with Clash of Clans players spending $3.9 million per day. The Gold Pass increased Clash of Clash revenue for 2019, the first time it had reported a revenue increase since 2014.
Clash of Clans may not be as popular as it was in the mid-2010s, but it is still one of the highest grossing games on iOS and Android. Supercell does not appear to be finished with updates to the game, which may entice new gamers to try it out.
We have collected data and statistics on Clash of Clans and Supercell. Read on below to find out more.
Clash of Clans Key Statistics
- Clash of Clans made $471 million revenue in 2022
- Clash of Clans accounted for 24% of Supercell’s total revenue in 2022
- We estimate Clash of Clans had 75 million active players in 2022
Clash of Clans Overview
Title | Title 2 |
---|---|
Launch date | 2 August 2012 |
HQ | Helsinki, Finland |
People | Ilkka Paananen (CEO) |
Business type | Subsidiary |
Owner | Tencent |
Industry | Mobile games |
Clash of Clans Revenue
Clash of Clans generated $489 million in 2021, a 1% increase on the previous year.
Clash of Clans annual revenue 2014 to 2023 ($mm)
Year | Revenue ($mm) |
---|---|
2014 | 1182 |
2015 | 1324 |
2016 | 822 |
2017 | 552 |
2018 | 429 |
2019 | 529 |
2020 | 483 |
2021 | 489 |
2022 | 471 |
Source: AppMagic
Supercell Revenue
Supercell made $2.2 billion revenue in 2021, a 51% increase, most of which came from its other titles.
Supercell annual revenue 2012 to 2021 ($mm)
Year | Revenue ($mm) |
---|---|
2013 | |
2014 | |
2015 | |
2016 | |
2017 | |
2018 | |
2019 | |
2020 | |
2021 | |
2022 |
Source: Company data
Clash of Clans Users
Clash of Clans has an estimated 75 million monthly active users.
Clash of Clans annual users 2014 to 2021 (mm)
Year | Users (mm) |
---|---|
2014 | 29 |
2015 | 37 |
2016 | 55 |
2020 | 72 |
2021 | 76 |
2022 | 75 |
Note: 2020-2022 is an estimate based on Supercell’s total users. Sources: Company data
Clash of Clans Most Popular Countries
Clash of Clans highest usage is in the United States, followed by Turkey and China.
Clash of Clans highest usage by country 2021 (%)
Year | Percentage of active daily participation |
---|---|
United States | 18.92 |
Turkey | 6.17 |
China | 4.09 |
Germany | 3.65 |
Russia | 3.57 |
Source: Player Counter
Supercell Funding
Supercell received a small amount of funding in its first few years. It was acquired by Tencent in 2016 for $8.6 billion.
Supercell funding 2010 to 2013 ($mm)
Year | Funding ($mm) |
---|---|
2010 | 0.85 |
2011 | 12.8 |
2013 | 148 |
Source: Crunchbase
Clash of Clans FAQ
How much revenue has Clash of Clans generated since launch?
Clash of Clans has generated over $6.4 billion since it launched in 2012.
How much did Tencent pay to acquire Supercell?
Tencent paid $8.6 billion for a controlling interest in Supercell, which stands at 81.4 percent in 2021.
How many times has Clash of Clans been downloaded?
Clash of Clans has been downloaded over 500 million times, one of only seven games to reach that mark.
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