Jakub Remiar’s Post

View profile for Jakub Remiar

Product & Game Design Consultant 🕹 Mobile F2P 📱 Monetization = Game design

Supercell's Clash Royale last 30 days revenue is 🤑 $105 Mil., which is a 600% increase from its January 2025 rev, which is 50% of the whole monthly portfolio revenue making it again the Supercell biggest game 😲 after 8 years! Yes, you read that right, its nearly 3x Brawl Stars daily revenue currently. It seems Supercell pulled another "6x revenue on an old game" trick out of its sleeve. Let's look at the last 2 years of what was happening. ▪️ In June of 2023, it introduced Card Evolutions, essentially doubling the daily revenue from 250K to 500K 🤑. This is a qualitative upgrade to some units. More units are getting these with every update. Basically recycling their unit collection for more different units created from old ones. ▪️ Then in March 2024 they introduced Lucky Drops 🎰, an analogue system of Star Chest from Brawl Stars, which was during the "to the moon" phase of it scaling up. But you would just get 2 Lucky drops from daily quests, so not that impactful on economy yet. ▪️ Then comes the critical update from March 2025, which removed the signature timed chest feature from the game and added 4 Lucky Drops daily instead. BUT, they also heavily nerfed the economy 📉, 𝐠𝐢𝐯𝐢𝐧𝐠 𝐦𝐮𝐜𝐡 𝐥𝐞𝐬𝐬 𝐫𝐞𝐬𝐨𝐮𝐫𝐜𝐞𝐬 𝐭𝐨 𝐩𝐥𝐚𝐲𝐞𝐫𝐬, no more season shop, no more gem offers, no more daily quests. You see where this is going 😅. And then comes the rocket boom of game making now instead of $500K a day $2 Mil. a day. ▪️ And yes they also added Merge Tactics on June 30th, which is a streamlined version of the killed auto chess game Clash Mini. Its great that it feeds the exact same Pass Royale progression and you get to play with the exact same heroes as in main game, but as you see, this was not the killer feature. 𝐄𝐜𝐨𝐧𝐨𝐦𝐲 𝐫𝐞𝐛𝐚𝐥𝐚𝐧𝐜𝐞 𝐚𝐧𝐝 𝐠𝐚𝐜𝐡𝐚 𝐬𝐲𝐬𝐭𝐞𝐦 𝐨𝐟 𝐋𝐮𝐜𝐤𝐲 𝐃𝐫𝐨𝐩𝐬 𝐰𝐚𝐬! Join me on this special episode I did just on this topic on the two & a half gamers podcast 😎 so next time somebody asks you why is this happening you won't say because Merge Tactics, but because of hard economy rebalance.

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Alexander Schäfer

Cracking the code to go from Zero to Successful Products | Built Multiple $1B+ Gaming Franchises | 25B+ Downloads

1w

Ahm…and you don’t think 3x daily download growth after February 2025 was another, if not " the” main driver of that revenue growth?

I’ll never understand the obsession with revenue, Remo. Anyone with a budget can generate it. The real question is — at what cost? Remember Mobile Strike?

Bashisthadev Ghosh

F2P Consultant: Retention, Economy, Monetization, Live Ops| Founder @ FameGame

1w

Looks like a masterclass in how tightening the economy and timing gacha right can revive an aging game. Scarcity really does drive spend—but the real test is how long players stay happy with that trade-off.

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My gosh, that is tremendous! Quite a sum. 🐵Congratulations

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Mostafa Khalid

Account & Partnerships Manager at FlexWall | CPA, CPI & CPL Offers | Offerwall & AdTech Specialist

1w

Thanks for sharing, Jakub

Joakim Achren

Investor, Co-Founder @ Next Games (acquired by Netflix), the most helpful investor on your cap table 🫡

1w

I think there's something going on with their push for reactivation since the game has been coming up a lot with my friends and family, all of a sudden everyone is playing the game a lot more.

Oleg Shabrov

Game Design Consultant | ex-Playrix | Owner, developer

1w

Progression, rebalance economy, progression. Perfect combo for a $1M per day knockout!

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Gokhan Uzmez

Game Consultant| xZynga-Rollic | Mobile Game Product Manager | Business Development | Mobile Game Design

1w

Cant see this even remotely happening to moco or squad busters, in 8 years, unless they pivot

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Thanks for sharing, Jakub

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Zach Jiang 蒋文超

Connecting Brands with Game publishers/Ads monetization/Branding budget/In-game ads/SDK/GAM/ORTB/PREBID/Publisher Growth Manager @iion

1w

Stay hungry 🤑 Stay foolish 🫠

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