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Artwork 2Clash of Clans is an addictive mixture of strategic planning and competitive fast-paced combats. Raise an army of Barbarians, War Wizards, Dragons and other mighty fighters. Join a clan of players and rise through the ranks, or create your own Clan to contest ownership of the Realm.
No development budget was ever disclosed. What is documented instead is the shape of the team: five people at the start, eight by launch, six months from project start to the August 2012 iOS release — Supercell's small-cell studio model rather than a budget line. Revenue has to be read on two levels. Supercell publishes company-wide figures, and those are first-party: €2.8 billion revenue in 2024, up 77% year on year, with €876 million EBITDA — and in that report Supercell states plainly that Clash of Clans 'remained the company's largest game by significant margin'. Per-game numbers, however, only exist as third-party analytics estimates: roughly $6.4 billion lifetime as of 2019 per Sensor Tower, around $7 billion through 2024 per AppMagic, with a revenue peak of about $1.32 billion in 2015 followed by a long decline to roughly $355 million in 2024. Those are modelled estimates, not disclosures, and should be read as such. Press-reported daily takes from the peak era give a sense of scale: about $654,000 a day in February 2014, around $1.5 million a day in 2015. The strongest single valuation datapoint is the June 2016 acquisition, when a Tencent-led consortium bought 81.4% of Supercell for $8.6 billion, with Tencent raising its own stake in that consortium to 51.2% in 2019.