Encouraging safe play clash royale
In hindsight it of course sounds completely obvious, but we concluded that in order to keep chasing our dream, we simply need to do better for players. We started to challenge many assumptions through the lens of this dream of ours. In examining how we could improve as a company, the obvious place for us to start from was our mission statement, or our dream as we call it: to create games that as many people as possible play for years and that are remembered forever. Hopefully, this will give you a better idea of where Supercell is going and, most importantly, what our plan is to do even better for players of our games. I wanted to share some of our thought process and its actions. This fundamental question started a pretty deep discussion at Supercell and, more importantly, led to us changing our thinking and approach on several things. I am not exactly sure if it was because of the past success, but as of a year ago, the fact was that our games had not really grown that much in the past few years, and also, we had not launched a new game since Brawl Stars (which launched globally in December 2018). We could not even have dreamed about anything like this when we founded the company in 2010. They’ve had more than 5 billion downloads, and to this day, 250 million players play them every month, and each of these five games has grossed more than a billion dollars in their lifetime, and Clash of Clans and Clash Royale have grossed over $10 billion lifetime revenue so far.
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At Supercell, we’ve been very fortunate in that in the past 11 years, we’ve released 5 hit games: Hay Day, Clash of Clans, Boom Beach, Clash Royale, and Brawl Stars. It may surprise some, it certainly surprised us, but developing and operating hit games does not become any easier even when you’ve been able to release a few.