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Supercell Revenue Falls to $3.01 Billion in 2025

Supercell Revenue Falls to $3.01 Billion in 2025

Supercell reports revenue dip as EBITDA and player engagement scale rise.

11 FEB 2026, 05:41 PM

Highlights

  • Supercell revenue fell 4% to $3.01B; EBITDA rose to $1.06B.
  • Clash Royale led engagement as Supercell’s player scale reached 290M monthly users.
  • Supercell doubled its investment.

Supercell reported €2.65 billion (~$3.01 billion USD) in revenue for 2025, reflecting a 4% year-over-year (YoY) decline, according to its financial results published Feb. 10, 2026. EBITDA reached €0.93B (~$1.06B), up 6% from the previous year. 

The Finnish mobile developer also expanded its workforce, scaled live game engagement, and increased investment in new title development. Supercell stated its portfolio generated an estimated 290M monthly active players in 2025, supported by sustained engagement across long-running titles.

Clash Royale emerged as the company’s standout success. The game reached record engagement highs, including peaks in daily active players. CEO Ilkka Paananen said new player growth for the title increased by nearly 500% during the year, reinforcing its role in portfolio momentum.

Meanwhile, headcount grew 30% YoY, bringing Supercell’s global workforce to 890 employees by year-end. The company also contributed €220M (~$262M) in corporate income taxes to Finland in 2025.

Supercell Revenue 2025 Backed by Live Game Scale

Supercell increased forward investment alongside live performance. The company doubled spending on new game development during 2025 and expects to expand that investment further.

“While many companies have scaled back, we’ve moved in the opposite direction,” Paananen said. “Our strong live games performance, especially Clash Royale’s historic year, gives us the ability to make these long-term bets.”

The company framed the strategy within broader market conditions, citing modest mobile sector expansion. Industry growth has averaged roughly 3% annually in recent years, reinforcing the company’s emphasis on innovation and new gameplay formats alongside live service optimization.

Squad Busters Poster

Supercell

Squad Busters Shutdown Provides Development Lessons

Supercell also addressed the discontinuation of Squad Busters. The title was shut down less than 18 months after its global launch, marking the company’s first post-release game closure. The game recorded 75M downloads and generated more than $100M in player spending before its shutdown.

Development began in 2020, followed by closed beta testing in 2023. An initial test with 5K players delivered D7 retention of 29%, prompting design changes. 

A second beta involving more than 140K players improved retention metrics, including D1 reaching 61% and D7 rising to 38%. Despite stronger testing data, post-launch player behavior diverged from beta results.

Paananen said internal momentum to pursue bold launches had been building after six years without a successful new game release. Teams later concluded that a longer third beta phase may have identified gaps between gameplay design and player expectations earlier.

“The bottom line: the team believes they should have run a third, longer-duration beta,” he noted. “It sounds simple. It wasn’t.” The company said the experience reinforced the need for deeper long-term retention testing and validated product vision before large-scale marketing pushes.

Despite the revenue dip, EBITDA growth, player scale, hiring expansion, tax contributions, and higher investment signal resilience. This positions Supercell to sustain live operations while funding future releases.

Probaho Santra

Probaho Santra

Author

Probaho Santra is a content writer at Outlook India with a master’s degree in journalism. Outside work, he enjoys photography, exploring new tech trends, and staying connected with the esports world.

Published At: 11 FEB 2026, 05:41 PM