In July, Supercell updated Clash Royale. The game has a new monetization tool — battle pass. Thanks to him, the weekly revenue of the game jumped from $ 4.8 million to $ 13.2 million.

“Forge the iron while it’s hot.” This proverb perfectly fits what Supercell is doing now. In April, the company added a battle pass to Clash of Clans. This increased the weekly revenue of the middle-aged game by 145%.

Now the Finnish company has added a similar monetization to Clash Royale. According to DataMagic, the innovation provided a 178% increase in weekly PvP game revenue following the results of the first week. That is, from June 24 to June 30, the game earned $4.8 million. But already from July 1 to July 7, its revenue amounted to more than $ 13.2 million.

However, there are two nuances.

  • It is not quite correct to compare the last and first week of the month. Here it is better to compare the first full weeks of both months. In this case, the dynamics is not so significant — 30%.
  • Clash Royale received an increase in the first two weeks. However, then sales of the game fell to the previous level of $ 5 million. Moreover, this did not happen by the fourth week, as before, but by the third. According to the results of the whole month, the game received almost no cash gain.

Dynamics of weekly revenue Clash Royale (DataMagic)
The latter speaks, most likely, about problems in the balance of the event itself, which failed to keep attention to the mechanics and, perhaps, had a bad effect on the overall economy of the game.

As for the battle pass in Clash Royale, it does not stand out for anything special. There is a scale that is filled in depending on the user’s activity. The scale has two rows of bonuses. Free and paid. Access to the paid is opened for the IAP.

On August 5, the game began its second season with a battle pass. According to the results of the first day of the event, the game earned $ 3.3 million. The last time the game earned a large amount in a day was more than a year ago, in May 2018.

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