Squad Busters hits $10 million in revenue, with US, Germany, and France being top three markets

Squad Busters is Supercell’s first globally launched game since Brawl Stars. It has been just over a week since its release, so it’s time to take a closer look at its revenue, downloads, and other metrics.

  • According to AppMagic, Squad Busters generated $9.16 million in IAP revenue (reduced by platform fees and taxes) between May 29 (global launch) and June 6. When adding $1.5 million it made during the soft launch period, the total would be over $10.6 million.
  • The US is the number one country by revenue, accounting for 37% of the total. It is followed by Germany (8%), France (5.5%), Canada (5%), and Spain (4.5%).
  • May 31 was the peak day by revenue at nearly $1.3 million. After that, daily IAP spend slightly declined
  • The App Store accounts for nearly 68% of the game’s post-launch revenue.

Squad Busters’ daily revenue between May 31 and June 6

  • AppMagic data shows that Squad Busters generated 23.6 million downloads on the App Store and Google Play. However, Supercell reported 30 million installs earlier this week.
  • The US accounts for 18% of the total, followed by Mexico (11%), Brazil (8%), Spain (7%), and Indonesia (5%).
  • After peaking at 3.1 million downloads at launch, the number began to gradually decline. Right now, the game is generating around 500k installs per day.
  • Google Play is the leader in terms of downloads, accounting for more than 71% of the total.

Squad Busters’ daily downloads between May 31 and June 6

  • The game currently has an RpD (revenue per download) of $0.45.

Squad Busters reached 5 million downloads in 18 days since its soft launch on April 23, becoming Supercell’s fastest game to hit this mark. For comparison, Clash Royale took 59 days to generate 5 million installs, followed by Boom Beach (145 days), Clash of Clans (149 days), and Hay Day (183 days).

Although Squad Busters is off to a good start in terms of revenue and downloads, the main question is whether it will be able to retain the audience in the long term.

It is the fifth live game in the portfolio of Supercell, which has struggled to launch a new title since December 2018. For more information about the Finnish studio’s approach to making games and measuring their success, revisit our article about all the games killed by Supercell.


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