Super Brawl's revenue still didn't manage to catch Clash Royale's $154 million in its first three months on the market.
Brawl Stars, Supercell’s follow-up to Clash Royale, has made $150 million in its first 90 days on the market, according to a new report from analyst firm Sensor Tower.
The game managed to hit $100 million within its first two months, said to stem from the player-base belonging in the United States, which takes on 22 percent of the game’s spending, equating to $33 million. South Korea came behind the US, taking in $22.5 million of spending.
South Korea, however, did come out in top in regards to monthly revenue from the game, bringing in $11.4 million. This was ahead of the $9.1 million from the US. Sensor Tower added that since its worldwide December launch, Brawl Stars has grossed an average of $1.7 million daily.
It did not, though, beat the previous record holder in Clash Royale, which made $154 million in its first 90 days. Fortnite made $100 million in its first three months on iOS alone. The closest competitors outside the $100 million mark are Tencent’s Honor of Kings/Arena of Valor at $33 million and $23 million for NetEase’s Knives Out: Tokyo Royale. PUBG Mobile brought in $5.2 million in its first 60 days.
Regardless, with both Clash Royale and Brawl Stars, it means that Supercell are now the record holders for 90-day mobile launch periods in first and second, respectively.
Sensor Tower’s report added that Brawl Stars has passed 75 million installs within the three month period, with 8.7 million installs coming from the US, followed by Brazil in second with 7.7 million total installs. But Brazil did come first in monthly installs last month with 1.6 million installs ahead of South Korea’s second-placed effort with 1.4 million installs. The US came lagging behind in third with 900,000 installs.
The fact that Brawl Stars has gotten off to such an explosive start suggests that Supercell may not have to entirely rely on Clash Royale as its sole golden egg.
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