Squad Busters by Supercell Earns $24M in First 30 Days, Sees Revenue Decline Post-Launch
Released globally on May 29th, Squad Busters amassed 40 million downloads across the App Store and Google Play in its initial month. The United States led in player spending, followed by Germany, France, South Korea, and Italy. The US also topped the download charts, with Indonesia, Brazil, Turkey, and South Korea trailing.
Sensor Tower had previously reported that Squad Busters earned $28 million and 44.3 million installs three weeks after its global release, including its soft launch phase.
Revenue Decline Post-Launch
Despite a strong start, Sensor Tower's data indicates a revenue and install decline for Squad Busters in the weeks following its release. The game earned $7.2 million in net revenue during the week of May 27th (including two days before the global launch). This figure dropped to $6.7 million the week of June 3rd and further to $4.2 million the next week. It hit a low of $3.7 million in the week of June 17th, before slightly rebounding to $3.9 million the following week.
Downloads peaked during the launch week, with Squad Busters achieving 31 million installs in the week of May 27th and adding another 9 million over the next four weeks.
Comparison with Other Titles
Comparatively, Supercell's previous release, Brawl Stars, generated $43 million in net revenue during its first 30 days, approximately 79% more than Squad Busters. Clash Royale, another hit from Supercell, racked up $115 million in player spending in its first month.
Notable titles outside of Supercell's portfolio include HoYoverse's Honkai Star Rail, which earned $190 million in its first month, and Scopely's Monopoly GO!, which generated $14 million.
Pre-Registrations and Soft Launch
Squad Busters garnered 40 million pre-registrations ahead of its global release. It was available in several soft launch countries as of April 23rd, including Canada, Denmark, Spain, Mexico, Norway, Sweden, Finland, and Singapore.
This performance highlights the competitive nature of the mobile gaming market, where initial success can quickly face challenges in sustaining player engagement and revenue growth. Source: adapted from an article by Craig Chapple, Head of Content for PocketGamer.biz.