Supercell reported €1.89 billion ($2.24 billion) in revenue and €734 million ($852 million) in EBITDA for 2021. The $852 million figure is not net income: EBITDA means earnings before interest, taxes, depreciation, and amortization. These are historical 2021 results, not a statement of the company’s current financial performance.
What Supercell reported for 2021
In a 2022 company post, Supercell CEO Ilkka Paananen said the company’s annual financial results under Finnish law included €1.89 billion ($2.24 billion) in revenue and €734 million ($852 million) in EBITDA. Supercell’s post is the primary source for these figures; GamesBeat also reported them. GamesBeat’s account defines EBITDA as earnings before interest, taxes, depreciation, and amortization.
Revenue is the amount the company brought in, while EBITDA is a measure of earnings before those listed costs. It should not be read as net income or as the amount Supercell paid out to owners.
How the 2021 figures compare with 2020
GamesBeat reported the following dollar-denominated figures for the two years:
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| Year | Revenue | EBITDA |
|---|---|---|
| 2020 | $1.48 billion | $463 million |
| 2021 | $2.24 billion | $852 million |
GamesBeat described 2021 revenue as 51% higher than in 2020 and EBITDA as 84% higher. Those percentages are its reported year-over-year comparisons, not a separate analysis of what drove the change.
Taxes and what Supercell said the results enabled
Supercell said it contributed approximately €150 million ($177 million) in corporate taxes to Finland in 2021. That is a separate figure from EBITDA: it describes the company’s reported tax contribution, not another measure of earnings.
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Paananen framed the results as supporting investment in game development and risk-taking, saying they would “enable us to keep investing in making even better games, taking risks and better serving the over 250 million people that play our games every month!” That is the company’s explanation of the value of the results, not independent evidence that any one game update produced the financial outcome.
What Supercell was doing in its games
In the same account, Supercell pointed to 2021 activity across several games: a full year of Farm Pass in Hay Day, Town Hall 14 in Clash of Clans, Card Level 14 and Champions in Clash Royale, and progression and club updates in Brawl Stars. The company described these as examples of its work during the year; the account does not attribute the reported revenue or EBITDA to any particular update.
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Why the date and metric matter
“Supercell made $852 million” is shorthand for its reported 2021 EBITDA, not a claim that it earned $852 million in net profit. Likewise, the $2.24 billion revenue figure belongs to 2021. The cited accounts establish that historical result, but do not provide a current-year financial result or audited statements for readers to use as a current performance measure. Supercell said it preferred a longer-term view of its mission and results rather than judging the company by a single financial year.
Quick Recap
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