Supercell's 2025 Money: Less Income, More Spending on New Games

Supercell, the company behind popular games like Clash of Clans, shared its money results for 2025. They made less money than last year, but they are spending more money to create new games and hire more people. They want to make exciting new games for the future.

Supercell, the creator of popular mobile games like Clash of Clans and Clash Royale, has released its financial results for 2025. The company reported a 4% decrease in revenue, bringing in €2.65 billion (approximately $3 billion). Despite this decline, Supercell has significantly increased its investment in new game development and expanded its workforce. The company’s leadership attributes the revenue dip to a broader trend of "coasting" within the mobile gaming industry, while simultaneously emphasizing a commitment to innovation and nurturing new talent.

Supercell revenue declines 4% to €2.65bn in 2025 - 1

Financial Performance and Market Position

Supercell’s 2025 fiscal year concluded with key financial figures:

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  • Revenue: €2.65 billion ($3 billion), a 4% reduction compared to the previous year.

  • EBITDA: Reached €932 million ($1.06 billion), marking a 6% increase.

  • Monthly Active Players: Remained strong, with the company’s portfolio attracting 290 million players each month.

  • Headcount: Increased by 30%, ending the year with 890 employees.

  • Investment in New Games: Doubled, with a stated goal to foster innovation and create new gaming experiences.

  • AI Innovation Lab: Set to triple in size in April, with offices in Helsinki, San Francisco, and Tokyo.

  • Corporate Tax: Paid €220 million.

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While specific games were not cited as underperforming, the company’s majority shareholder, Tencent, remains a key partner, and Supercell's established titles, Clash of Clans and Clash Royale, continue to be significant revenue drivers. This marks a departure from the company's peak revenue years, such as around 2015 when annual revenues approached €2 billion.

Supercell revenue declines 4% to €2.65bn in 2025 - 3

Strategic Initiatives and Future Outlook

Supercell’s leadership, including CEO Ilkka Paananen, has outlined a strategic direction focused on fostering innovation and supporting new game development. This involves:

Supercell revenue declines 4% to €2.65bn in 2025 - 4
  • Startup-like Approach: Empowering new game teams with direct profit sharing upon successful launch.

  • Environment for Growth: Acknowledging a need to fully cultivate an environment where new game teams can truly thrive.

  • New Game Pipeline: Updates were provided on games in development, including mo.co, Boat Game, and Project Rise, though their progress was described as only "partway there."

  • Industry Commentary: Paananen has voiced concerns about the broader mobile industry, suggesting a lack of innovation and a tendency to "coast" by some developers.

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The company has not launched a new game in five years, despite ongoing efforts. This situation underscores a shift in strategy, moving from a more concentrated focus to an expansion that reflects changes in the global gaming landscape. Supercell’s investments also extend to advocating for foreign workers in Finland, aiming to bolster its talent pool.

Operational Adjustments and Player Base

The increase in headcount and investment in new development suggest a proactive response to market dynamics. Supercell’s core business model, built on in-app purchases within its games, continues to support its operations. Despite the revenue dip, the company maintains profitability, enabling it to sustain its existing games and pursue ambitious new projects.

The company’s consistent player base of 290 million monthly active players across its portfolio indicates a stable foundation. However, the decline in revenue raises questions about the performance of its live games or the success of recent additions in generating substantial income. The increased investment in new game development and its AI Innovation Lab signals an intent to drive future growth and explore new frontiers in gaming technology.

Historical Performance and Market Context

Supercell has a history of significant revenue generation, with Clash of Clans being a notable success. While the company has not matched its highest revenue figures from earlier years, it has consistently remained profitable. This resilience is partly attributed to the enduring appeal of its flagship titles.

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YearRevenue (approx.)Key Events/Trends
2015€2 billionPeak revenue period mentioned
2020Highly ProfitableDescribed as a profitable year despite not reaching 2015 heights
20234% revenue decline8% profit decline reported
2025€2.65 billion4% revenue decline; 6% EBITDA increase; doubled investment in new games

The company’s status as a private entity, with a small public investment from the Finnish government, means financial results are disclosed annually. This transparency allows for monitoring of its performance within the competitive mobile gaming sector.

Sources:

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Frequently Asked Questions

Q: Did Supercell make less money in 2025?
Yes, their income went down by 4% to about $3 billion.
Q: Did they spend more money?
Yes, they doubled their spending on making new games and hired 30% more people.
Q: What new games are they working on?
They are working on games called mo.co, Boat Game, and Project Rise, but they are not finished yet.
Q: Why is the company spending more?
They want to create new and exciting games and grow their team to do this.