Supercell is once again one of top five highest-grossing mobile game publishers globally in 2019. Its flagship title Clash of Clans grossed $727 million in the past year.

It’s up 27 percent from last year’s revenue of $572 million. Moreover, it’s the first time that the player spending in the game has increased since 2015. Back then, it generated $1.8 billion in a relatively small increase of 9 percent year-over-year.

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Clash of Clans

Sensor Tower attributes this growth to the introduction of the Gold Pass added in April 2018. At the price of $4.99, the Gold Pass prompted players to spend $66.6 million in April alone (up 58 percent month-over-month and up 73 percent year-over-year).

Following the release of the Gold Pass, the feature continued to impact the game’s revenue. According to Sensor Tower, “Clash of Clans grossed $597 million from the beginning of April through to the end of December, growing 32 percent Y/Y from the $453 million earned during the same nine-month period in 2018.”

Clash of Clans came out in 2012.

Battle passes became a staple in mobile gaming in 2018, when Fortnite and PUBG Mobile utilized the feature to commercial success.

Supercell was able to adapt the battle pass system to its season challenges, which proved vital in boosting the game’s earnings. In 2019, Clash of Clans accounted for 42 percent of the publisher’s 2019 revenue.

clash-of-clans-annual-revenue-since-2014

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