Squad Busters tops $28 million in player spending, with Supercell investing heavily in paid ads

The launch of Squad Busters turned out to be a commercial success for Supercell. Here is a new data about the game’s revenue and downloads.

Squad Busters tops $28 million in player spending, with over 44 million downloads

  • Squad Busters has already generated over $28 million in player spending globally, according to Sensor Tower.
  • The game also surpassed 44.3 million downloads on iOS and Android, with the US, Indonesia, Brazil, Mexico, and South Korea as its top 5 markets.
  • Analysts noted that Supercell has been investing heavily in user acquisition and paid ads to gain momentum at launch. From May 29 (release date) to May 31, the company was the top brand by digital ad spend in the US on platforms such as Facebook, Instagram, TikTok, X, and YouTube.
  • As a result, Squad Busters generated more downloads during this time frame than any other mobile app, including TikTok and Threads.

Prior to its global launch, Squad Busters became Supercell’s fastest game to reach 5 million downloads. The game’s in-app revenue surpassed $9 million in its first week. AppMagic data also shows that the US accounts for 37% of total revenue, followed by Germany, France, South Korea, and Japan.

As part of its promo campaign, Supercell presented a star-studded trailer at the latest Summer Game Fest. The company’s marketing lead Rob Lowe told GamesIndustry.biz that “there’s no reason” why mobile games shouldn’t be showcased at such events. “We see ourselves as a company that want to take similar track to what Nintendo does in console gaming, but in mobile gaming,” he said. “The way we make our games, the way we market our games… it’s something that’s very dear to me. It just so happens that a phone is a console that everyone has in their pocket.”

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