Supercell announced strong 2016 sales and the gains today, but not broken, the performance of certain games. Fortunately, the signature o...
Supercell announced strong 2016 sales and the gains today, but not broken, the performance of certain games. Fortunately, the signature of the mobile measuring tower sensor has done for us, and it shows that Clash Royal has generated more than $ 1 billion in less than a year on the market.
Royal Clash Supercell started on 2 March 2016. With $ 1 billion in sales, in large part $ 2.3 billion in sales in 2016. The following table shows the calendar year SuperCell that simple rts game on mobile devices experienced faster growth Supercell another great success, clans clash, which launched in 2012 to life.
Above: estimates show faster than the clash Clash Royal sensor scope of clans increased.
Credit Image: sensor tower
Randy Nelson, head of mobile penetrations in the tower of the sensor wrote that in its first 11 months of availability, Clash Royal raised about five times more than the struggle of the clans in the same period made.
"Even taking into account the absence of a version of Android clans meet in the first six months, the difference is huge - and shows how not only Supercell, but the ability of the mobile title free-to-play to create application transaction turnover in just four years came, "Nelson wrote.
Royal Shock retained its position as the top source of income after 2016, even in the presence of his rival Pokemon Go, which generates more than $ 1 billion in its first year.
Supercell was last hit triggered on player spending in the first two months of Pokemon Go Niantic in July last year, but since September has not the top 10 of the most successful iPhone apps in the US App Store left Nelson wrote.