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Supercell CEO Ilkka Paananen said in February 2023 that the company had launched five hit games and “killed 30+, by my latest count.” The five hits he had named previously were Hay Day, Clash of Clans, Boom Beach, Clash Royale and Brawl Stars. The 30-plus figure is Paananen’s retrospective count at that time—not a count of 30 globally released games.
What did Supercell’s CEO mean by “5 hit games” and “30+”?
In “The Next Chapter of Supercell,” published February 15, 2023, Paananen wrote: “We have launched 5 hit games but we have killed 30+, by my latest count.” He was describing the difficulty of making new successful games, not announcing an audited industry statistic. The words “by my latest count” matter: the figure reflects his count when he wrote the essay, not a permanent total.
In a 2022 essay, Paananen identified the five games as Hay Day, Clash of Clans, Boom Beach, Clash Royale and Brawl Stars. The 2023 sentence does not list them by name. Read Paananen’s February 2023 essay and his 2022 essay naming the five games.
Which five games did Supercell count as hits?
- Hay Day
- Clash of Clans
- Boom Beach
- Clash Royale
- Brawl Stars
Supercell’s 2022 account attached historical scale figures to those five titles: more than 5 billion downloads and 250 million monthly players collectively, as reported by the company at the time. Paananen also said each had grossed more than $1 billion in lifetime revenue, and that Clash of Clans and Clash Royale had grossed over $10 billion combined “so far.” Those revenue statements are anchored to the 2022 essay’s publication date; they should not be read as current totals.
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Does “killed 30+ games” mean 30 games launched?
No. Supercell’s company history describes projects stopped at different development stages, including before global release. Its examples include Pets vs. Orcs, Tower and Battle Buddies, as well as a project codenamed Magic that a five-person team worked on for nearly six months. Members of the Magic team later worked on Clash of Clans.
The company also describes a “company playable” milestone: a point when employees across the company can try a game. A project may still be cancelled after that internal milestone. Supercell’s history says, “It’s usually better to kill games earlier rather than later.” That is the company’s explanation of its own development practice, not evidence that every project in Paananen’s 30-plus tally reached beta or launch. Supercell’s company history gives examples of how its development process and cancellations have varied.
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Why does Supercell cancel games?
Supercell says it stops work when a game fails to meet its vision or does not seem likely to hold players’ interest. Its first game, Gunshine, illustrates the distinction: the company said players became bored after a month or two, and it concluded the game was unlikely to become one people would play for years. Supercell says that experience helped move its strategy from cross-platform development toward tablet-first and then mobile-first games.
Paananen has framed the cancellations as part of taking risks on new games: “Creating a hit game is really, really hard, and requires a lot of luck too.” In this account, ending projects that miss the team’s bar is the other side of pursuing games with the potential to become long-running hits.
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Is the 30-plus figure still current?
There is no updated overall cancellation count in the latest company statement covered here. In a February 2026 essay reflecting on 2025, Paananen said Squad Busters became Supercell’s “first-ever killed game after global launch.” That adds a notable post-launch cancellation to the company’s history, but it does not revise or replace the 2023 total.
Supercell reported that Squad Busters had 40 million pre-registrations and 75 million downloads in its first year. In a 2025 essay about 2024, the company had also said the game earned more than $100 million in gross revenue during its first seven months of 2024, while falling short of the team’s aspirations. These are company-reported figures for different periods and measures; early downloads or revenue alone do not establish long-term success. Paananen’s February 2026 update discusses the cancellation and the company’s plans for game development.
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For broader context, Supercell said in 2025 that its live games had more than 300 million monthly active players worldwide in 2024. That figure covers the company’s live-game portfolio, not just the five hits named in the 2022 essay. The company’s 2025 account of 2024 reports that figure.
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