The game is only available to certain countries such as Finland, Canada, Norway and others. In short, today we believe that the best quality can only be achieved by focusing on one platform at a time. The truth is there wasn’t. Sometimes it can happen, but it can't be a rule. We can make new games that will change how people think about mobile gaming and games in general. One thing we fundamentally believe in is that how we ultimately achieve the best quality is we learn as quickly as possible. Until this point, every single beta launch we’d had as a company had been lukewarm at best and had eventually led us to kill the game later on. A place where the best people could make the biggest possible impact and nothing would stand in their way. Each game comes from a cell, and they all operate extremely independently and have complete control over their own roadmap. Of course, sometimes you need to put in long hours, and the Brawl Stars team has been working super hard over the last two months. The designing of the third game Boom Beach started in the autumn of 2012, and it was released in 2014. Accel Partners and Index Ventures invested $12 million in the Series A of Supercell in 2011,[16] Atomico led the Series B investment,[17] and in October 2013 it was announced that the Japanese company GungHo Online Entertainment and its parent SoftBank had acquired 51% of the company for a reported $1.51 billion. However, it rose to the top 30 of the most downloaded iPhone apps after Supercell started an expensive marketing campaign in December 2014. That’s why we have a tradition of celebrating these lessons by drinking champagne every time we screw up. Usually they get killed after a milestone we call a “company playable”, which means that the team releases the game for everyone in the company to play. To this end, we’ve opened offices in Tokyo, Seoul and Shanghai, and we’ve been pleasantly surprised at how warmly our games have been received there. We’ve been so incredibly fortunate, and that’s allowed us to help others around us. Kodisoja co-founded Sumea in 1999, and Paananen was hired as the company's CEO in 2000. The two core pillars around which we wanted to build this longevity would be game play and social. “So we wanted to launch it very early, in a very raw and unfinished state.”. [18] On 1 June 2015, SoftBank acquired an additional 22.7% stake in Supercell, which brought their total stake to 73.2% of the company and made them the sole external shareholder. Probably the hardest decision at the time was killing a game with the codename Magic. We can make our existing games much better. [11], Lasse Louhento had started at Bloodhouse, and Lassi Leppinen was the chief programmer at Sumea and Digital Chocolate. And we want to build a company that will last for decades. Supercell sold to Chinese Company? Our goal is to make the best games – games that are played by as many people as possible, enjoyed for years and remembered forever. The development of Clash of Clans took six months, and the game was released on August 2, 2012. We used this simple sentence to describe our idea of a new kind of games company that would put people front and center. Teams can kill their games and move on if deemed necessary. Supercell is a collection of these cells. If you never ship anything to real players, you never learn, and you never achieve ultimate quality. [23] Halti S.A. was 50%-owned by Chinese technology company Tencent; in October 2019, Tencent increased its stake in the consortium to 51.2% by acquiring shares worth $40 million as part of a convertible bond. Many of us had been big fans of games like World of Warcraft, which most people play for years, not just weeks or months. The game launched globally on June 21st. Since our launch in 2010, we've brought five games to the global market – Hay Day, Clash of Clans, Boom Beach, Clash Royale and Brawl Stars. [7], Before Supercell, two of its founders, Mikko Kodisoja and Ilkka Paananen, worked at Sumea, a mobile game company. You would think it would get easier over time, especially when you’ve been lucky enough to put out hits like we have. "Supercell revenues take a big dip in 2018 — to $1.6 billion and profits of $635 million", "The $2.4 Million-Per-Day Company: Supercell", "Is This the Fastest-Growing Game Company Ever? Our first office was in Niittykumpu in Espoo, Finland. × Supercell", "Clash of Clans mobile game was most popular Super Bowl ad in 2015", "Suomalaisyrityksen mainos vuoden katsotuin YouTubessa", "Forget Liam Neeson and Kate Upton — even the 'worst' Super Bowl game ad worked", "Vuoden suomalainen pelinkehittäjä valittiin – lahjoitti koko summan Movemberille", "Suomen hyvämaineisimmat: Supercell, Kone ja... kolmatta et muuten arvaa", https://en.wikipedia.org/w/index.php?title=Supercell_(video_game_company)&oldid=991146741, Articles containing Finnish-language text, Articles with unsourced statements from July 2016, Creative Commons Attribution-ShareAlike License, Supercell's first game and only non-mobile game. The time had come to make some hard decisions. Since then, the company has fully released six mobile games: Hay Day, Clash of Clans, Boom Beach, Clash Royale, Brawl Stars, and Hay Day Pop, which are freemium fast-paced games and have been very successful for the company, the first two generating revenue of $2.4 million a day in 2013.[4].