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