Here’s a recap of the World Finals in Tokyo: Congratulations to the team and everyone who made this event what it was! (I guess this might have made Royale the biggest esports on mobile.) Eventually, with millions of people watching, Team Nova emerged as World Champions. Around 25 million players participated in the in-app challenge events that served as qualifiers for the League. In December, we hosted the World Finals of the Clash Royale League in Tokyo. The Boom Beach and Hay Day teams devoted their time to working on something big that they’ll bring to their players this year. Clash of Clans and Clash Royale saw major updates during the year with Royale getting its own breed of Clan Wars, and Clash of Clans receiving new Town Hall levels for both villages as well as the new competitive endgame Clan War Leagues. It’s crazy to think that Hay Day and Clash of Clans both celebrated their 6-year anniversaries. It has been great to see how much this vision means for our teams, how they continue to evolve their games with this founding idea of ours in mind. When we founded Supercell, our idea was to create an environment where the best teams can make the best games – games that would be played for years and remembered forever. According to the whole Brawl team, who attended in-person, it was a lot of fun and you can expect more later this year! Our Dream: Games That Are Played for Years and Remembered Forever As for esports, Brawl just had its first live tournament in Dortmund, Germany. Even more incredible, we haven’t even launched in China yet, which we hope to do later this year. At the time I’m writing this, 80 million people have played Brawl Stars, and it’s average rating is 4.5/5 stars, which is incredible. One of our dreams has always been to be the first truly global games company so this has been encouraging to see.
I wish for a long and fun Brawl ride together! It’s still early days, but we are really excited! Right after launch, Brawl was the #1 downloaded game in more than 50 regions, including some big Asian markets like Japan, Korea and Taiwan. I want to thank all the countless players and content creators who believed in Brawl Stars and have been with us since the early days. To get an idea of the event, here’s a short video moment: Seeing our office filled with the excitement and passion from the content creators was very humbling. Games can indeed bring people together from all walks of life and make the world a smaller, better place. It is hard to describe how awesome it was to have everyone here in cold and dark Helsinki to share the launch with us. So, they invited almost 100 content creators from all over the world to our office on December 12th to launch the game globally. In the spirit of this community centric approach, the Brawl Stars team wanted to launch the game together with the community that had been with them during the Beta. Oh, and Mortis obviously got his hat back )Ī huge thank you from the Brawl team and myself to everyone who has contributed! We appreciate all the other great suggestions such as brawlers, skins, games modes and, of course, the great fan art. For example, so far we’ve had 19 maps (out of 65 maps in total) in the game designed or inspired by Brawl community members like Mordeus (Thousand Lakes & Forks Out), Lewinham (Echo Chamber & Puddle Splash), Rushalisk (Fancy Fencing & Island Invasion) and Owen Reds (Scorched Stone & Layer Cake), besides others. They want to draw ideas from our great player community. The Brawl Stars team wants it to be Supercell’s most community centric game ever. This is how we all want Supercell to operate: we should only release games that are the best possible experiences for our players games that we ourselves are proud of. This is precisely why I am so proud that the Brawl Stars team took all the time they needed to get the game to where they wanted it to be quality-wise. I guess there was even some self-imposed pressure within Supercell to do so. Given such a long gap, everyone was very eager to get Brawl out.
When the year started, Brawl Stars had already been in Beta for a while, and we hadn’t launched a new game since Clash Royale in 2016.
We’ve never been big on PR – we’d rather focus on creating the best possible games – but I thought that in the spirit of openness I would try writing a blog post to share what happened in 2018 and what we are excited about this year. Many of you, our players, have been eager to hear more about what we are up to here at Supercell.