Clash Royale's revenues have halved since March
The latest game of the Finnish company Supercell – Clash Royale – has been losing revenue since May. In August, the project earned $62 million. This is two times less than the game received in March.
About this with reference to the research company Superdata writes The Wall Street Journal also notes that Niantic’s Pokemon Go, released in July, overtook the Finns’ pvp project not only in hype, but also in revenue, as evidenced by App Annie data on the position of games in the US App Store box office chart.
The position of Clash Royale and Pokemon Go in the box office top iPhone games
There may be several reasons for the decline in interest in Clash Royale.
For example, back in May, Mikhail Katkroff identified as many as five points that could negatively affect the game. In particular, the grind and the fact that the project, in fact, punishes players for using new cards.
Another reason is not the most successful start of the new functionality – tournaments, which, according to some of the audience, was released raw and unfinished.
Plus, the release of Pokemon Go could also play a role. Because of the launch of this game (or rather the hype around it), it was easy to forget about the still young Supercell project.
For Tencent, whose loan of the missing $3.5 billion for the purchase of Supercell was, according to unofficial data from The Wall Street Journal, approved by banks, this is not the best news. But it is premature to say that the $8.6 billion deal was a mistake.
Today, games are service applications whose success is determined primarily by how long they can remain relevant on the market. Plus, regular support and updates are able to return projects to top positions in the modern market.
A source: The Wall Street Journal