![]() Today, Supercell is a $10B+ Tencent subsidiary (~84% stake with rumors of a complete buy-out) clocking $2.24B in annual revenue (2021) with an EBIDTA of $824M, from 5 super hit games - Clash of Clans (CoC), Clash Royale, Hay Day, Boom Beach and Brawl Stars! Behind the jaw-dropping revenue, downloads, DAU, MAU, and retention metrics of Clash of Clans and other Supercell games are inspiring product-led growth lessons for you and me. Retention numbers however painted a picture that contradicted with Supercell's principles (#3), and when this was combined with a renewed love for mobile (the age of the tablet, app store and touch screen had arrived) - the game was killed ☠️ - a move that would become a notorious norm at Supercell. With 500k active users, the massively multiplayer online role-playing game (MMORPG - gotta love gaming acronyms □) made for Facebook saw mild success □. ![]() mt space in Espoo, Helsinki, and in a year's time launched Gunshine. Meanwhile, not too far away from the birthplace of Snake in Espoo, Finland, a clan of 6 - Mikko Kodisoja and Ilkka Paananen, who had worked at another mobile game company before, along with four others they knew through work connections were just setting out to build the next big thing in the world of mobile gaming: Clash of Clans. The tides of the default SaaS go-to-market motion were slowly turning, as Candy Crush made the freemium model in mobile gaming widely popular. Those among us who spent many a sleepless night on Flappy Bird only to clock a high score of 3 gave up soon after and found solace in Cut the Rope instead.Ģ010 was pivotal in the world of tech. Moore's law played out before our very eyes as birds, both angry and flappy replaced the snake. The number of mobile apps grew 200 times in two years after Steve Jobs unveiled the iPhone to the world. ![]() The introduction of accelerometers, capacitive touch, and multipoint sensing in the iPhone in 2007 saw the birth of such classics as Tap Tap Revenge and Trism. ![]()
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