The mobile game publisher Supercell reported revenues of $2.3 billion last year, more than in 2015 ($2.1 billion). Despite this small increase, the Nordic company, which fell to the Chinese Tencent last June for $8.6 billion, has paid $1 billion to its shareholders, which is a significant gain for a company with only 213 Employees and four games on the market (Hay Day, Clash of Clans, Boom Beach and Clash Royale).

Supercell generated million of users every day, mainly on the popular Clash of Clans and Clash Royale. In parallel with this important community of players, the Helsinki-based publisher has also succeeded in monetizing its audience, notably through a “free-to-play” model, which offering a free app for a wide audience to market options within the game. Supercell’s revenues, However, would rely on only 5% of paying users.

$1 billion in revenue generated by Clash Royale

In 2016, Supercell reaped the benefits of the successful launch of Clash Royale in March. The new game from the Finnish publisher allowed him to earn $1 billion in revenues despite the competition of the game Pokémon GO, developed by Niantic and Nintendo. According to Randy Nelson, mobile analyst at the Sensor Tower analysis firm, Clash Royale reported five times more than Clash of Clans, launched in May 2012, over its first 11 months at the same time.

In addition to developing mobile games, Supercell is trying to diversify its business. The publisher has launched an original comic Web series created by three Simpsons authors, which includes the characters of Clash of Clans and Clash Royale. The latter generated more than 200 million views.

Supercell also acquired last September a 51% stake in the Finnish publisher Frogmind, which created the mobile games Badland, for $7.8 million. The Ilkka Paananen company is also eyeing e-sport. Supercell has already organized ten e-sport tournaments in 6 countries with 5 million players.