Supercell’s 2025 financials paint a picture of a company in transition—one balancing a slight revenue decline with surging profitability, aggressive investment in new development, and a renewed appetite for risk after years of cautious iteration.
Revenue and Profit (with USD equivalents)
Supercell reported €2.65 billion in revenue for 2025, a 4% year‑over‑year decline. Using early‑2026 exchange rates (approx. €1 = $1.08 USD), that places revenue at roughly $2.86 billion USD.
Profits before taxes reached €932 million, a 6% increase from the previous year—equivalent to about $1.01 billion USD.
The company also contributed €220 million in corporate income taxes to Finland (≈ $238 million USD).
Key Financial and Operational Metrics
| Metric | 2025 Result | USD Equivalent | Notes |
|---|---|---|---|
| Revenue | €2.65B | ~$2.86B | Down 4% YoY |
| Profit (pre‑tax) | €932M | ~$1.01B | Up 6% YoY |
| Corporate taxes | €220M | ~$238M | Paid to Finnish economy |
| Global headcount | 890 employees | — | Up 30% YoY |
| Monthly active players | 290M | — | Across all live titles |
Clash Royale’s “Historic Year”
Supercell’s flagship performer in 2025 was Clash Royale, which the company described as achieving record highs in engagement:
- Daily active users surged
- New players grew by almost 500% across the year
- Engagement metrics hit all‑time peaks
This performance effectively carried the company’s live‑service portfolio and gave leadership the confidence to double down on new development.
Doubling Investment in New Games
CEO Ilkka Paananen emphasized that Supercell doubled its investment in new game development in 2025—and plans to double it again going forward.
His message was clear: while many studios are scaling back, Supercell is intentionally moving in the opposite direction, using the strength of its live games to fund long‑term bets.
The Squad Busters Shutdown: A Cultural Reset
One of the most candid parts of Supercell’s 2025 recap was the post‑mortem on Squad Busters, which was shut down less than 18 months after launch.
Paananen described a growing internal pressure—not from leadership, but from the team itself—to take bigger risks after six years without a successful new launch. The team believed their risk appetite had become too constrained.
The key lesson:
They should have run a third, longer beta, which might have revealed the mismatch between the game and player expectations earlier.
Strategic Outlook for 2026 and Beyond
Supercell enters 2026 with:
- A massive, stable live‑game audience
- A billion‑dollar profit engine
- A rapidly growing workforce
- A willingness to take creative risks again
The company’s trajectory suggests a shift from the ultra‑conservative “kill early” culture of the late 2010s toward a more experimental, ambitious phase—one funded by the extraordinary staying power of Clash Royale and its portfolio of evergreen titles.









