仅900名员工却一年赚218亿,CEO:历史最牛,别人收缩我扩张
3 6 Ke·2026-02-11 02:34

Core Insights - Supercell reported a revenue of €2.65 billion (approximately ¥218 billion) and an EBITDA of €930 million (approximately ¥77 billion) for 2025, matching the historical best performance of 2024, demonstrating the value of long-termism in a stagnating industry [1][44] - The blog highlights two contrasting narratives: the resurgence of "Clash Royale" and the failure of "Brawl Stars," emphasizing the need for innovation and risk-taking in the gaming industry [5][19] Group 1: Performance Highlights - "Clash Royale" experienced a historic resurgence with player engagement metrics showing a doubling of returning players and nearly 500% growth in new players, marking a significant achievement for a nearly ten-year-old game [11][12] - The success of "Clash Royale" was attributed to team efforts in simplifying gameplay and introducing appealing new content, which improved player experience and engagement [13][14] - Supercell's overall financial performance in 2025 was one of its best years, with a notable contribution from "Clash Royale," reflecting a strong product portfolio and commitment to player experience [44][45] Group 2: Lessons from Failures - "Brawl Stars" became the first game in Supercell's history to be shut down after global release, highlighting the challenges of launching new titles in a competitive market [19][20] - Key lessons from the failure of "Brawl Stars" include the importance of extensive testing for long-term retention and the need for a deeper understanding of player expectations before large-scale marketing [21][22] - The experience with "Brawl Stars" reinforced the company's culture of learning from failures and the necessity for bold innovation in game development [24][25] Group 3: Industry Context - The mobile gaming market has seen a modest average annual growth rate of only 3% over the past five years, indicating a stagnation in the industry [9][24] - A significant disparity exists in the success of new games, with only 22 out of approximately 53,000 new mobile games released since 2020 achieving over $1 billion in revenue, predominantly from developers in China, Japan, and South Korea [24][25] - The industry is criticized for focusing on optimizing existing games rather than pursuing radical innovations that could attract new players and expand the market [26][27] Group 4: Strategic Initiatives - Supercell plans to double its investment in new games and innovation in 2025, aiming to create an environment conducive to both long-term game support and new game development [29][30] - The company has restructured its organization to foster independent teams for long-term games and new game development, allowing for distinct cultures and operational methods [30][32] - Supercell is committed to combining the best traits of startups with the advantages of a mature company, emphasizing the need for ambitious founders and a structured approach to innovation [32][34]