Squad Busters: Revenue Drop by 50%

Is it time for Supercell to worry?
📉 In June, daily revenue fell from $1.2M to $600k, a 50% drop.

↳ This was expected as the initial spike was due to organic downloads from pre-registrations.

↳ A decline was anticipated once those settled and user acquisition shifted to paid traffic.

📉 But in July, daily revenue dropped another 50%: from ±$600k to <$300k.

This isn’t just normalization: User Acquisition can’t attract enough traffic at this price. The game probably is far from reaching profitability.

Why did the decline happen again?

• Very low medium- and long-term retention
• Day 30 retention does not exceed 3%
• For comparison, Brawl Stars has nearly 20% Day 30 retention

Causes:

• Insufficient gameplay depth
• Weak further gacha mechanics
• Lack of content
• UX problems

It’s time for Supercell to take more decisive measures to improve the game.

Data Source: AppMagic

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