Vilket land skapade supercell
The game was very successful in the US right after its release in March, but it did not stay at the top of the download charts for very long. The company's objective is to focus on the successful games that stay popular for years. In March , Supercell released its fourth supported game, Clash Royale , which uses similar characters from Clash of Clans.
The development of Clash of Clans took six months, and the game was released on 2 August In three months, it became the most profitable app in the US. According to App Annie, in the years and Clash of Clans was the most profitable mobile game in the world. The final decision for cancelling a project is done by the development team themselves.
Supercell creator
Following its rapid growth, Supercell opened additional offices in Shanghai , San Francisco , and Seoul. Kodisoja, the firm's creative director, left the company in , followed soon after by Paananen. The social aspect of the game was emphasised as well. The game prototype was ready in eight months. In order to ease concerns of Supercell's investors due to the change of direction, Paananen increased the detail of progress reports.
In November , Supercell abandoned Gunshine for three reasons: it did not interest players for long enough, it was too difficult to play, and the mobile version did not work as well as the browser version. In the following year, the American Digital Chocolate bought Sumea and made the company its Finnish headquarters and Paananen the European manager. Supercell added to their farming simulator the ability to refine products, a production chain, and touch screen properties.
As a result, Clash of Clans became one of the most downloaded apps in Japan. Supercell Oy is a Finnish mobile game development company based in Helsinki.
However, it rose to the top 30 of the most downloaded iPhone apps after Supercell started an expensive marketing campaign in December In , the game surpassed Hay Day in the charts. The game receives regular updates and is maintained by a team of 14 people. Supercell considered Zynga 's market leadership in games on the Facebook platform insurmountable and so decided to focus on iPad games, cancelling a Facebook game it was developing.
In four months, the game became one of the most profitable games in Apple's App Store in the US, and was one of the most profitable in the world for two and a half years. Accel also invested in Rovio , among others. This game and Tower were abandoned.
Hur mycket tjänar Supercell?
The eponymous battle between the clans was added to the game as late as In summer , Supercell began a marketing collaboration with the Japanese video game company GungHo : the companies cross-marketed each other's games in their own markets. The company simultaneously developed five games, and the first to be released for public testing was Pets vs Orcs.
In , the company was bought out by Chinese conglomerate Tencent holdings, taking an Supercell focuses on the development of free-to-play games that yield profits through the in-game microtransactions. Soon, they proposed a corporate acquisition which indeed happened on 7 October In six months, Supercell's value had tripled, since in spring the company had sold Both Clash of Clans and Hay Day were released in summer , [7] and Supercell did not release a new game in almost two years.
The company started its business in the Niittykumpu district of Espoo. In May , Hay Day was published and eventually became Supercell's first internationally released game. At best, the game had approximately half a million players. The focus has not been on revenue, but on the principle "just design something great, something that users love".
The design of the third game Boom Beach started in the autumn of , and it was released in The new strategy game was released to the test market at the end of , after which it went through large changes. Founded on 14 May , [4] the company's debut game was the browser game Gunshine. Paananen moved to venture capital company Lifeline Ventures, but wanted to create a game company where executives would not disturb the work of the game developers.
Leppinen and Louhento wanted to make a strategy game that would use a touch screen so playing would be as simple and pleasant as possible. Their team had spent months on a fantasy themed Facebook game when Supercell changed strategies. The first game Supercell started to develop was the massive multiplayer online game Gunshine that could be played on Facebook with a browser or on mobile platforms.