Superdata Research reports on the Clash of Clans and Clash Royale cannibalisation. The full article can be read in full here.

No one questioned that Supercell had a winner when Clash Royale made its debut this March. However, the title’s early success had a hidden cost, it appears Clash Royale is cannibalizing Clash of Clans. Clash of Clans revenue initially tumbled 23% from March to April while Clash Royale experienced a similar drop in the same period.

The downward trend has continued, with total revenue for the two titles falling 16% from May to June and 12% from June to July. Despite Clash Royale’s initial success, aggregate revenue for the Clash franchise has seen little growth overall.

Supercell played it safe by piggybacking off the success of the Clash of Clans franchise. From day one, Clash Royale could draw from a player base already familiar with its theme. However, Clash Royale ended up cannibalizing a significant number of Clash of Clans players without expanding Supercell’s larger user-base.

In contrast, by re-skinning an old game with a brand new IP, Machine Zone risked Mobile Strike’s immediate success in exchange for long-term benefits. Launching a new mobile IP is inherently riskier than leaning on an old one, but is ultimately more sustainable when trying to establish a diverse mobile portfolio.

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