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Squad Busters generates $28 million in first three weeks

The latest numbers on Supercell's big new game launch
Squad Busters generates $28 million in first three weeks
Date Type Companies Involved Key Datapoint
Jun 21, 2024 milestone Supercell Squad Busters $28m revenue
  • Squad Busters ranked as the No. 2 most downloaded mobile game worldwide in May
  • The title has accumulated 44.3m installs to date, according to Sensor Tower estimates

Supercell’s Squad Busters generated more than $28 million from player spending across the App Store and Google Play in its first three weeks, according to estimates from market intelligence firm Sensor Tower.

Data shows that the title was the No. 2 game for global mobile game downloads for the entire month of May, despite only launching worldwide on May 29th.

It was beaten to the No. 1 most downloaded game spot by Garena Free Fire, which is said to have racked up 1.64 billion global installs since its release in September 2017.

To date, Squad Busters has picked up an estimated 44.3 million installs, with top markets said to include the US, Indonesia, Brazil, Mexico and South Korea.

Busting out

It’s worth noting that Squad Busters accumulated 40 million pre-registrations ahead of its release. The title's launch was also backed by a star-studded video trailer, which included Chris Hemsworth, Christina Ricci, Ken Jeong, Will Arnett and Aulii Cravalho.

Sensor Tower said Supercell ranked as the top brand for total digital ad spend in the US on both desktop and mobile platforms between May 29th and 31st, including Facebook, Instagram, TikTok, Twitter (now known as X) and YouTube.

Supercell marketing lead Rob Lowe recently said in an interview with GamesIndustry.biz that the company was able to take some risks with the launch of Squad Busters, thanks the company’s previous successes.

“I'm not sure every mobile company could have done a launch like this, but I think we felt reasonably confident going into it, because we knew there was that anticipation," said Lowe. 

“We're in a fortunate position at Supercell to have these five successful hit titles already out, which gives us a degree of risk-taking ability. And I think that's something that a lot of mobile games companies have a challenge with, which is that they're unable to take too much risk, particularly on the marketing side of things.”

Update: Estimates include data from soft launch period.