Supercell reported its annual results today, with revenue hitting $3 billion in 2025, down 4% compared to a year ago. Meanwhile, profits grew.
The performance, which was one of the company’s best years ever, was driven by the live services revenue for its mobile games, which include Clash of Clash, Clash Royale, Boom Beach, Brawl Stars and Hay Day. Those games have 290 million active players a month.
The standout for 2025 was Clash Royale, which had a record year. Simultaneously, the company affirmed its commitment to innovation, doubling its investment in new game development, in a blog post by Ilkka Paananen, CEO of Helsinki-based Supercell.
The year 2025 virtually matched Supercell’s record results from 2024, cementing a strong period of performance across the company’s portfolio of live titles.
“We had one of our best years ever, which is incredible – but what excites me most is what it allows us to do. The mobile games industry is nowhere near its true potential. To reach that, we need more innovation – both in making the existing games better and in creating entirely new experiences that bring new people to gaming. Our strong results give us the ability to take bigger risks, and that’s exactly what we intend to do,” said Ilkka Paananen, CEO of Supercell, in a statement. “We’re in a fortunate position, and with that comes responsibility. In 2025, we doubled our investment in new games and innovation. This year, we are expecting to double it again.”
Financial and player highlights
Supercell’s results in 2025 were driven by the combined performance of its live game portfolio, with several long-running titles delivering continued growth after multiple consecutive years on the market.
● Revenue before deferrals was €2.65 billion ($3.0 billion), down 4% year-over-year.
● EBITDA (earnings before interest, taxes, depreciation and amortization) before deferrals grew by 6%, reaching €932 million ($1.06 billion)
● Sustainable Growth: Compounded growth of 15% over the last three years in revenue and EBITDA pre-deferral, reflecting deep long-term player engagement.
● Highly Engaged Global Player Base: Supercell games deeply connect with a massive global player base of around 290 million active players every month
● Standout year within the portfolio: Clash Royale delivered an exceptional year, reaching
record highs across key engagement metrics, including daily active players, while
significantly re-engaging returning players and attracting new audiences.
● €220 million paid in corporate taxes in Finland.
● Headcount grew 30% year-over-year, and 2025 ended with 890 Supercellians.
“These strong results show that putting players first – and choosing the long term over the short term – pays off. We keep our games fresh by listening closely, learning fast, and evolving the experience so players keep coming back and can feel surprised and delighted,” said Sara Bach, president of Supercell, in a statement.
Doubling down on live games and new game innovation
In 2025, Supercell undertook a major restructuring to create optimal conditions for two distinct challenges: growing live games at a massive scale and creating innovative new games. The company split into two dedicated organizations – one focused entirely on live games, the other on new games.
The new games organization is designed to replicate the conditions that make startups thrive: tight constraints, full creative independence, and meaningful financial upside for founding teams if they succeed.
Supercell doubled its investment in new game development during 2025 and plans to double it again in 2026. This includes expanding the AI Innovation Lab program, which will triple in size this April with concurrent cohorts in Helsinki, San Francisco, and Tokyo.
Drussila Hollanda, head of new games at Supercell, said in a statement, “Our mission is to create games that as many people as possible play for years, and remember forever. To do that, our industry needs bold gameplay innovation – and that requires a different kind of environment. We’ve built something that combines the hunger of a startup with the scale of Supercell. We ask founders to build the rocket.”
Hollanda added, “We provide the best launchpad in the world. And if it reaches orbit, we share the rewards together – just like you would at a startup. Our goal is simple: to be the best place for the best founders to build their ambitious new game. Better than starting your own company.”
Note: Financial highlights are presented excluding the impact of the change in deferred revenues, which the company believes is more representative of player activity in the year and the resulting financial performance. A reconciliation to the financials presented under Finnish Accounting Standards (FAS) is included in the appendix to the official press release.