Following its release in March, Supercell’s Clash Royale became another smash hit for the Clash of Clans developer, as Newzoo reported the game brought in more than $80 million in worldwide revenue across iOS and Android in March. This doesn’t include the 30 percent cut given to the iTunes App Store and Google Play.
According to Newzoo, more than 50 percent of Clash Royale’s iOS revenue in March came from the U.S. and China. Specifically, the U.S. and China accounted for 21.5 percent and 31.5 percent of the game’s iOS revenue in March, respectively.
In Clash Royale, players create an army using collectible cards and deploy their troops in real-time two-player battles with the goal of destroying the enemy’s towers before their own towers can be destroyed. The game allows users to purchase chests containing additional cards, as well as premium currency.
Good news for Supercell is that Clash Royale has hardly cannibalized revenues from Clash of Clans. Its flagship title saw only a slight single-digit decline in March. With the recent launch into China’s Android ecosystem by its partner, Kunlun, things are looking positive for Supercell.
As of this writing, Clash Royale is the No. 3 grossing app on the iPhone apps chart in the U.S. Supercell’s Clash of Clans is No. 5, followed by Boom Beach and Hay Day at Nos. 25 and 27, respectively.
Readers: Do you play Clash Royale?