Sibling Rivalry: Clash of Clans vs. Clash Royale

Supercell’s top performing games compete for fans and fan loyalty

Supercell’s global release of Clash Royale on March 3 attracted a lot of attention from mobile game enthusiasts and app onlookers alike. The online community couldn’t help but compare Clash Royale to Supercell’s previous, highly successful, Clash of Clans game. Will it be as successful in creating a dedicated fan base? To answer this question, let’s start by looking at monthly changes in both games’ user engagement since the Clash Royale’s debut. More specifically, let’s take a peek at their new user acquisition, daily usage, and retention rates based on 7Park Data’s global multi-million user panel.

New Users

On the day Clash Royale debuted, Clash of Clans’ install base was at 3.85% of our panel. The following month the game’s install base began to slip and has since continued on a slow downward trend. In the meantime, Clash Royale has capitalized on its head start by capturing 2.13% of the panel within the first month and maintaining a steady growth since then. When it comes to building a new fan base, at least for now, Clash Royale’s slow, but steady, growth path moves in parallel with Clash of Clans’ downward trajectory.

Chart showing the install base of Clash of Clans vs Clash Royale.

Daily Active Users

The buzz around the Clash Royale’s release fueled an initial uphill jump in daily active users (DAUs). But over time the game’s growth in DAUs settled into a more modest pace. Clash of Clans, on the other hand, started on a slow decline in DAUs.

Chart showing the daily active users per month of the Clash of Clans app and the Clash Royale app.

Returning Users

As far as fan loyalty, Clash Royale is yet to steal Clash of Clans’ thunder. During March 3-10, or the first week after the launch, 90%-93% of users came back one day after installing Clash Royale. The high one day retention rate can be attributed to the game’s novelty factor. Clash of Clans maintained its 86%-88% one day retention rate during the same week. Of those who installed Clash Royale on March 3, 79% came back two weeks later. And, of those who installed Clash of Clans on March 3, 80% returned two weeks later. Clash of Clans’ retention rate remained solid: 74% of users who first engaged with the game on March 3 came back one month later. Clash Royale’s retention rate, on the other hand, began to slip: 69% of those who installed the app on March 3 returned a month later. As the new game’s buzz wound down, so did its user retention.

At the moment Clash Royale appears as another success story for Supercell and presents a solid competition to Clash of Clans. As the new game’s fan base expands and Supercell continues to improve the game, we may witness an eventual demise of Clash of Clans. But, for now, Clash of Clans’ higher retention rate indicates its resilience and staying power in the face of new competition. Whether the two will compete for fans or share gamers in a gainful arrangement for both, will largely depend on Supercell’s objectives and long-term goals.

Ed note: We included Clash Royale’s data from February (available only for the last two weeks of the month), when the app was still in beta.

We used 7Park Data’s App Intelligence Dashboard to write this post. If you’d like to track Clash of Clans and Clash Royale’s performance over time, request our dashboard demo.

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