Squad Busters hit $10m in its first week, say data firms

 

Squad Busters passed $10m in worldwide consumer spending during its first week of global launch, according to two out of the three data firms we obtained estimates from. A third estimated week one player spend of $9.1m.

In its latest newsletter and blog, Appfigures says that Squad Busters cleared $10m in week one player spend globally. That’s 144% more than Brawl Stars did in its first week of global launch back in 2018, as Appfigures says Brawl Stars earned around $4.1m in its first seven days after going global.

Meanwhile Sensor Tower has a more conservative estimate for Squad Busters’ first week of global launch, estimating $9.1m in total consumer spend. The data firm estimates Squad Busters was downloaded 31.7m in that first week. Total lifetime downloads stand at 42m, with revenue to date at $14.5m, says the firm.

Appmagic’s latest numbers suggest Supercell earned over $7.5m in the first seven days after global launch on May 29. Given Appmagic’s figures do not include that 30% platform cut, it too suggests the game has seen a total consumer spend of over $10m.

From last week: ‘Supercell’s Squad Busters charges past 30m lifetime downloads‘.

In terms of lifetime IAP spend to date, Appmagic data says Supercell earned over $12.6m in IAP revenue to date, again a figure that excludes Apple and Google’s 30% cut. Appmagic’s numbers also suggest that iOS players represent the vast majority of the spend to date. It estimates that Supercell has earned $8.6m from Squad Busters’ iOS players, with Android players accounting for $4m.

The market split by revenue shows the US way out in front with $4.6m, followed by Germany ($1.1m), France ($706k), South Korea ($576k) and Canada ($564k). They are followed by Spain ($497k) and Japan (487k) then there’s a sizeable drop to Taiwan and Mexico.

On downloads, the US is top with 5m to date, followed by Brazil (2.8m), Mexico (2.6m), Spain (1.8m) and Indonesia (1.7m). Completing the top ten are South Korea (1.3m), Turkey (1.2m), India (1.1m), France (746k) and Germany (725k).

From May: ‘Supercell launches Squad Busters worldwide with over 5m downloads from soft launch alone‘.

On Friday, Supercell was one of the only mobile game firms to buy a slot in Geoff Keighley’s Summer Game Fest stream. The trailer, which initially launched on YouTube on May 29, was about three minutes long and would have cost Supercell over $500k, if the numbers in a recent Esquire report are to be believed.

As we reported previously, Squad Busters launched worldwide on May 29 and had already racked up over 5m downloads from its month-long soft launch in Canada, Finland, Denmark, Norway, Sweden, Spain, Mexico and Singapore. By launch day it had reached 40m pre-registrations, and six days later Supercell confirmed to us that the game had already passed 30m lifetime downloads.

Supercell also has its take on Monster Hunter and Diablo, Mo.co, in development. The Finnish firm is already teasing a global launch, having previously posted on X and Instagram that there is “no set date for when the game will be available for everyone…yet!” Supercell is also posting regular updates on the game’s development on Reddit and in its Discord server to whip up interest as the game evolves.

From last month: ‘With Squad Busters imminent, Supercell is already teasing its next potential launch: Mo.co‘.

Mo.co was first revealed in October 2023, and was in beta for selected US-based Android players from October 25-November 6 2023. As we reported back then, early feedback on the game was positive. Naavik consulting partner Jordan Phang said that “the Supercell magic is back”.

He described the game as “A Supercell-ized mix of Diablo Immortal, Monster Hunter, and Warcraft” that “strips out the convoluted mechanics.”

“Mo.co feels like a reimagining of the MMORPG for a mobile audience that is fun, engaging and opens up the funnel to a hardcore genre,” he added. “While we’ll need an extended look at the game for its long-term potential, the first signs are looking very positive indeed.”

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