Clash Royale Player Count

Clash Royale Player Count 2026: Monthly Active Users, Revenue and the Impossible Comeback

Clash Royale Player Count 2026: Monthly Active Users, Revenue & The Comeback Story
Ten years after launch, Clash Royale has 72.2 million monthly active players and 25 million daily active users in 2026 — but the headline number isn’t what makes this story extraordinary. What’s remarkable is how the game got here: 2025 revenue jumped 149% to $646.8 million, turning a game in managed decline into Supercell’s most profitable title that year, a daily revenue record of $6.6 million, and one of the most studied comeback stories in mobile gaming history. This article covers every verified player count figure from June 2025 to June 2026, the full revenue history, regional data, the mechanics of the comeback, and what the data honestly can and cannot tell us.

Key Takeaways: Clash Royale 2026

  • Players72.2 million monthly active players (MAU) in 2026 — and 25 million daily active users (DAU). Google Play MAU peaked at 45.8 million in October 2025 before declining. AppMagic is primary source; figures vary significantly by tracker. [AppMagic via Icon Era, Udonis, Levvvel]
  • Revenue$646.8 million in 2025 — up 149% YoY — Clash Royale’s third-best year ever and its highest since launch. Lifetime player spending crossed $4.9 billion in March 2026 on the game’s 10th anniversary. [AppMagic; Pocket Gamer Biz; SQ Magazine]
  • Peak MonthSeptember 2025: $98.4 million single-month revenue record — the third-highest monthly total in the game’s history. Daily revenue peak of $6.6 million in September 2025, surpassing the prior record of $4.9 million. [AppMagic via Pocket Gamer Biz]
  • Downloads723 million lifetime downloads — peak single month of 47.5 million (launch era 2016). October 2025 downloaded 14 million times in one month. Current monthly downloads at ~2.3 million, down 95% from peak. [Udonis; Icon Era]
  • ComebackThree Supercell updates drove 5.7× revenue growth in 5 months — economy overhaul (March 2025), Merge Tactics mode launch (July 2025), Classic 2v2 return (August 2025). Monthly revenue went from under $15M to $105M peak. [AppMagic; Levvvel]
  • 2026 TrendMAU declining from December 2025 peak (75.3M) to 65.6M by June 2026 — a 13% retracement from peak. Revenue also softening: $101M YTD through June 2026 vs. $646.8M for all of 2025. [Udonis; AppMagic]
  • SupercellClash Royale was Supercell’s top-grossing game in 2025 — ahead of Clash of Clans and Brawl Stars. It holds second place in Supercell’s lifetime revenue ranking at $4.9B, behind Clash of Clans at ~$7B. [Pocket Gamer Biz; Udonis Supercell data]
  • Data CaveatPlayer count figures diverge sharply across trackers — AppMagic (72.2M MAU), ActivePlayer.io (37.8M MAU), Sci-Tech Today (87.1M MAU). Methodology differences are large. Supercell does not publish official player counts. [See Section 7]

1. Clash Royale Player Count 2026: Monthly and Daily Active Users

Why the numbers vary so much: Supercell does not publish official player count figures for Clash Royale. Every number you see — including in this article — comes from third-party estimation services (AppMagic, ActivePlayer.io, data.ai) with different methodologies. AppMagic (the most widely cited premium source) puts 2026 MAU at 72.2 million; ActivePlayer.io puts current MAU at ~37.8 million. This section explains why, and which numbers to trust.
Player Count Chart Visual

Based on AppMagic’s App Store and Google Play estimation data — the most consistently cited premium source — Clash Royale averages 72.2 million monthly active players (MAU) and 25 million daily active players (DAU) in 2026. A decade after launch, that puts Clash Royale comfortably among the top 20 most-played mobile games on the planet.

72.2M
Monthly Active Users (2026 avg)
AppMagic estimate
25M
Daily Active Users (2026 avg)
AppMagic estimate
75.3M
Peak MAU (Dec 2025)
↑ Post-comeback high
65.6M
MAU (June 2026)
↓ −13% from Dec 2025 peak

Clash Royale Monthly Player Count: June 2025 – June 2026

Month MAU (millions) DAU (millions) Key Event
June 202552.4M17.8MPre-major-update baseline
July 202554.7M18.7M↑ Merge Tactics mode launches
August 202558.6M20.2M↑ Classic 2v2 returns; revenue +38% MoM
September 202565.4M21.8M↑ Revenue record: $98.4M; DAU record peak
October 202571.7M23.9M↑ 14M downloads in one month
November 202574.9M25.9M↑ Sustained growth; post-anniversary wave
December 202575.3M 🔺27.1M 🔺↑ Peak MAU and DAU — all-time post-relaunch high
January 202674.2M25.6M↓ Seasonal softening begins
February 202672.6M24.5M↓ Gradual retracement
March 202671.4M24.0M10th anniversary events
April 202669.5M23.7M↓ Continuing decline
May 202667.5M22.9M↓ Google Play MAU at 7.8M (platform-specific)
June 202665.6M22.3M↓ Most recent available data

Source: Udonis citing AppMagic (June 2026). MEDIUM confidence — AppMagic estimates from App Store + Google Play data; Supercell does not verify. Monthly figures are averages, not point-in-time counts.

Clash Royale MAU: June 2025 → June 2026
Monthly Active Users in millions · AppMagic data via Udonis
Jun 2025
52.4M
Aug 2025
58.6M
Sep 2025
65.4M
Oct 2025
71.7M
Dec 2025 🔺
Peak: 75.3M
75.3M
Feb 2026
72.6M
Apr 2026
69.5M
Jun 2026
65.6M

Source: Udonis citing AppMagic · MEDIUM — see Section 7 for data quality discussion

What this means for you: Clash Royale’s player base surged dramatically through the second half of 2025 following major gameplay updates, then peaked in December 2025 and has been in a gradual 13% decline through June 2026. At 65.6 million MAU, it remains one of the largest mobile game player bases in the world — but the question is whether the 2025 update momentum can be sustained or whether this follows the typical pattern of a temporary content-driven spike.

2. Clash Royale Peak Player Count: What the Numbers Looked Like at Launch

Clash Royale’s current 72.2 million MAU is impressive for a decade-old game, but it represents a dramatic compression from launch-era peaks. The game launched globally on March 2, 2016, and rapidly became one of the fastest-growing mobile games ever: it crossed 100 million monthly active players within its first year, with peak MAU estimates ranging from 96.2 million to over 100 million in 2016–2018.

Era Peak MAU (est.) Peak Monthly Revenue Key Context
Launch peak (2016–2017)96.2M–100M+$106MGlobal launch frenzy; mobile gaming boom
2018–2019~60–80M est.~$25–35MDeclining from peak; Clash of Clans resurgent
2020–2022~30–50M est.~$15–25MManaged decline; pandemic didn’t boost CR as much as Brawl Stars
2023–early 2025~15–35M est.~$12–18MLong tail; near-stagnation before comeback
Dec 2025 post-comeback peak75.3M$98.4M (Sep 2025)Second peak driven by product updates, not new launch
June 202665.6M~$12–15M est.Post-spike normalisation; still elevated vs pre-2025

⚠ Peak vs. Current: The Metric That Shows the Full Picture

Compared to launch-era metrics, the current state is mixed: MAU at 65.6M is roughly −32% from the original all-time peak of 96.2M, but monthly downloads at ~2.3M are down −95% from the launch peak of 47.5M/month, and monthly revenue at an estimated $12–15M is down sharply from the September 2025 peak of $98.4M. The 2025 comeback was real and significant but the game has not surpassed its 2016–2017 highs on any metric. [Source: Udonis]

3. The 2025 Comeback: How Supercell Turned a Declining Game Into Its #1 Title

The 2025 Comeback

🏆 2025 in Numbers: One of Mobile Gaming’s Most Documented Revivals

Clash Royale went from under $15 million/month in January 2025 to a peak of approximately $105 million in a single month — a 600% increase in under a year. This is not typical of a mobile game a decade old.

For comparison: Brawl Stars, another Supercell title, achieved a similar arc in 2024. Clash Royale in 2025 was described by AppMagic as having a “second Brawl Stars moment” — earning Supercell the Best Developer award at the Pocket Gamer Mobile Games Awards 2025.

The comeback was driven by a sequence of three Supercell product decisions — not a marketing campaign. Each update unlocked a new wave of players and spending:

Date Update Revenue Impact Player Impact
Early 2025 Chest queue removal, timer removal, Banner Token removal Groundwork only Reduced friction for new and returning players
March 2025 Economy & progression overhaul — reward rates improved, progression barriers lowered +Foundation for comeback Lapsed players began reinstalling; Day 30 retention improved
Late June 2025 Full in-game economy & progression rebuild — reshaped monetisation architecture July: $45.8M (+45% MoM) MAU grew from 52.4M to 54.7M in July
July 2025 Merge Tactics mode launch — turn-based strategy layer added alongside real-time battles New paying user segment Gave lapsed players genuine reason to reinstall; new audience
August 2025 Classic 2v2 mode return — beloved multiplayer format restored August: $63M+ (+38% MoM) MAU surged to 58.6M
September 2025 Content creator partnerships, special offers, Merge Tactics expansions $98.4M — monthly record MAU: 65.4M; daily revenue record $6.6M (Sep 26, 2025)
October 2025 Sustained momentum; $71M revenue $71M; 14M downloads MAU: 71.7M — first time above 70M since 2017
March 2026 10th anniversary events and rewards Anniversary MAU: 71.4M $4.9B lifetime spending milestone crossed

Supercell CEO Ilkka Paananen publicly acknowledged content creators for their role in Clash Royale’s comeback — following criticism that his initial anniversary statement had failed to mention them. The creator ecosystem (YouTube tutorials, Twitch streams, TikTok Clash Royale content) was a meaningful force multiplier on organic player acquisition during the July–October 2025 surge. Clash Royale ranked among the top 30 most-streamed mobile games on Twitch with over 3.7 million hours watched monthly at peak. Twitch’s role in mobile game revivals is explored further in our Twitch Statistics 2026 article.

Merge Tactics Mode Concept

4. Clash Royale Revenue Statistics 2016–2026: From $647M Launch to $4.9B Lifetime

Clash Royale generated $646.8 million in player spending in 2025 — a 149% increase year-over-year from 2024’s $202 million, and the game’s third-best year ever. This made it Supercell’s most profitable title in 2025, ahead of the perennial leader Clash of Clans and the recent breakout hit Brawl Stars. Lifetime player spending crossed $4.9 billion in March 2026 at the game’s 10th anniversary.

Clash Royale Annual Revenue by Year
USD millions · 2016–2026 · Sources: AppMagic, Udonis, SQ Magazine, Pocket Gamer Biz
2016 🔺
Launch year $604–648M
~$648M
2017
$658M
2018
$381M
2019
$298M
2020
$193M
2021
$315M
2022
$217M
2023
$170M
2024
$202M
2025 🔺
$646.8M — comeback year
$646.8M
2026 YTD
$101M

Source: Udonis (primary), SQ Magazine, Icon Era — all citing AppMagic estimates. MEDIUM — figures are third-party AppMagic IAP + subscription estimates; not Supercell-verified

Monthly Revenue Records in 2025

Month Revenue MoM Growth Key Driver
January 2025<$15M—Pre-update baseline; near-stagnant
June 2025~$31.5MPost-overhaul upliftEconomy overhaul impact
July 2025$45.8M+45%Merge Tactics launch
August 2025$63M++38%Classic 2v2 return
September 2025$98.4M 🔺+56%All-time post-launch high; daily record $6.6M
October 2025$71M−28%Normalisation from September peak; 14M new downloads
~Peak single month 2025~$105M+600% vs Jan 2025Some sources cite $105M as peak; Sep 2025 most verified at $98.4M

Source: AppMagic via Pocket Gamer Biz (Sep 2025 record confirmed); Levvvel ($105M peak estimate). Note: the $98.4M and $105M figures may reflect different revenue definitions (net vs gross). MEDIUM

The 2026 YTD revenue of $101 million through June 2026 implies an annualised run rate of roughly $200 million — significantly below 2025’s $646.8M and more in line with 2020/2024 levels. This confirms the typical pattern of a content-driven spike: rapid growth following transformative updates, then gradual normalisation as the novelty effect fades and the player base stabilises. The key question for Supercell is whether the elevated player count (65.6M MAU vs pre-2025 lows of ~15–30M) translates into a permanently higher revenue baseline — or whether it too reverts toward pre-update levels.

5. Clash Royale Downloads and Global Reach

723M+
Lifetime Downloads
All-time across both stores
47.5M
Peak Monthly Downloads
Launch era 2016 peak
14M
Downloads — Oct 2025
↑ Comeback month
~2.3M
Current Monthly Downloads
↓ −95% from peak

Clash Royale has been downloaded over 723 million times across Google Play and the App Store since its 2016 global launch — one of the highest lifetime download totals of any competitive mobile game. Monthly downloads peaked at 47.5 million at launch and have declined to approximately 2.3 million/month in 2026 — a 95% reduction from peak. However, October 2025’s 14 million downloads was an extraordinary outlier, showing that the 2025 comeback drove real new-player acquisition, not just returning lapsed users.

Top Countries by Clash Royale Player Interest (2026)

Rank Country Notes Confidence
1IndiaLargest player base by count; massive mobile gaming populationMEDIUM
2United StatesHighest revenue per player; strong esports followingMEDIUM
3BrazilThird-largest market; passionate Latin American communityMEDIUM
4IndonesiaHigh mobile gaming penetrationLOW
5TurkeyStrong competitive scene; content creator baseLOW
6GermanyEuropean powerhouse for Supercell titlesLOW
—Global reachAvailable in 182 countries; 60+ languagesHIGH

Source: Sci-Tech Today; Icon Era — based on Google Trends and App Store rank data, not primary Supercell disclosure. LOW confidence on rankings — country-level player counts for Clash Royale are not publicly disclosed

6. Clash Royale Game Statistics: Cards, Seasons, Pass Royale and Esports

Stat Figure Notes
Total cards in game (2025)112+New cards added each season
Battle arenas15From Goblin Stadium to Legendary Arena
Game modes6+Standard, Merge Tactics, 2v2, Draft, Party modes
Pass Royale monthly buyers24M+57% of all Clash Royale revenue (Sci-Tech Today, 2025)
Average battle duration3 minutesDesigned for short mobile sessions
Season length4 weeksMonthly seasonal cycles with new content
Clash Royale World Finals prize pool$500,0002025 esports prize money; top competitive event
Twitch hours watched (peak 2025)3.7M/monthTop 30 most-streamed mobile games
Day 30 retention2.2%Of new installs still active 30 days later (industry avg: 3–5%)
ARPDAU (avg revenue per DAU)$0.04Low per-user; high volume compensates

Pass Royale: The Revenue Engine

With over 24 million Pass Royale buyers monthly accounting for 57% of all revenue, Clash Royale’s monetisation leans heavily on its subscription-style season pass rather than one-time in-app purchases. This is a more predictable and defensible revenue model than pure pay-to-win microtransactions — and is a structural reason why 2025’s economy overhaul (which reduced premium barriers and made Pass Royale feel better value) was so effective.

At $4.99/month for Pass Royale, 24 million buyers would generate approximately $120M/month in subscription revenue alone — suggesting Supercell’s $98.4M September peak likely came primarily from Pass Royale, not individual card or gem purchases.

7. Why Clash Royale Player Count Figures Vary So Widely: A Data Transparency Section

The core problem: Supercell does not publish player count data for Clash Royale. Every figure in this article — and across the internet — comes from third-party estimation services that use different methodologies, sample populations, and update frequencies. Figures range from 37.8M MAU (ActivePlayer.io) to 132M MAU (ActivePlayer.io combining both stores) to 72.2M (AppMagic) to 87.1M (Sci-Tech Today). This section explains why — and which sources to trust most.
Source MAU Figure Cited Methodology Confidence
AppMagic (via Udonis, Icon Era, Levvvel)72.2M (2026 avg)Paid SDK panel + App Store/Google Play store data modelling; most widely cited by gaming analystsHIGHEST (premium paid data)
ActivePlayer.io37.8M current; 132M both storesGoogle Play-specific scraping + iOS store activity estimation; the “132M” includes iOS with a wide range (52.9M–90.7M), suggesting wide uncertainty bandsMEDIUM — methodology not fully disclosed
Sci-Tech Today87.1M (2025); 14M+ DAUAggregates from multiple third-party sources; sometimes outdated or extrapolatedLOW — aggregator, not primary; sourcing unclear
Squrs.com (game data)34.4M MAU (Q2 2025)Direct Supercell in-game API data — trophy counts, battle frequency; most granular but covers only certain player segmentsHIGH for relative distribution; absolute count uncertain
Supercell (official)Not publishedSupercell discloses lifetime revenue milestones (e.g., “$4.9B”) but no player count figuresHIGH for what it does disclose; player counts not disclosed

Our recommendation: Use AppMagic-sourced figures (72.2M MAU, 25M DAU) as the best available estimate for cross-platform player counts. Use ActivePlayer.io for Google Play-specific trends (as they track that store closely). Treat any figure above 90M or below 30M for current MAU with caution. Most critically: do not cite any single figure as definitive — Supercell does not verify any of them.

8. Clash Royale Within the Supercell Portfolio

Clash Royale is one of four major live games in Supercell’s portfolio alongside Clash of Clans, Brawl Stars, and Squad Busters. In 2025, it was the portfolio’s top earner for the first time since its launch era — an extraordinary achievement for a nine-year-old game. Supercell’s total 2025 revenue was approximately €2.65 billion (roughly $2.9B), down 4% from 2024 at the company level despite Clash Royale’s surge, as other titles softened.

Supercell Game 2025 Revenue (est.) Lifetime Revenue Notes
Clash Royale$452–647M$4.9BTop earner in 2025 (first time since 2016)
Clash of Clans$360M~$7BAll-time lifetime leader; #1 Supercell title ever
Brawl Stars~$350M est.~$2B+Had its own 2024 “comeback moment”; now competing with CR
Squad Busters<$100M<$200M2024 global launch; underperformed expectations

Source: Udonis Supercell revenue data; Pocket Gamer Biz. MEDIUM — revenue figures are AppMagic estimates, not Supercell-audited. Note: Supercell reports in EUR (€2.65B total 2025 revenue confirmed by Pocket Gamer Biz); per-game splits are third-party estimates

The mobile gaming landscape Clash Royale competes in has also shifted significantly. Games like Marvel Rivals on PC/console, the rapidly approaching GTA 6, and mobile-first competitors all compete for player time. Clash Royale’s ability to hold 65M+ MAU in this environment is a testament to its decade of community investment.

9. Frequently Asked Questions

How many people play Clash Royale in 2026?
Based on AppMagic’s estimation data — the most widely cited source — Clash Royale has approximately 72.2 million monthly active players (MAU) and 25 million daily active players (DAU) on average in 2026. The MAU peaked at 75.3 million in December 2025 following a major 2025 comeback, and has since declined to 65.6 million by June 2026. Note: Supercell does not publish official player count data, so all figures are third-party estimates. [Sources: AppMagic via Udonis, Icon Era; June 2026]
Is Clash Royale still popular in 2026?
Yes — Clash Royale is still one of the largest mobile games in the world by player count a decade after launch. 65.6 million monthly active users places it in the top tier of competitive mobile games globally. It ranks in the top 20 grossing mobile games on both app stores as of mid-2025. However, it has declined from its June 2026 MAU versus the December 2025 post-comeback peak of 75.3 million, and monthly downloads (~2.3 million) are 95% below the 2016 launch peak. The accurate description: still very popular, but normalising after an extraordinary 2025 revival. [Sources: Udonis; AppMagic; Sci-Tech Today]
What was Clash Royale’s peak player count?
Clash Royale’s all-time peak MAU was approximately 96.2 million to 100 million+ in 2016–2017, during its launch era global frenzy. Its second peak — driven by the 2025 comeback — reached 75.3 million in December 2025. The launch-era peak remains the all-time high. For downloads, the launch-era peak was 47.5 million monthly downloads versus October 2025’s comeback-era peak of 14 million. [Sources: Udonis; Icon Era; AppMagic]
How much revenue did Clash Royale make in 2025?
Clash Royale generated approximately $646.8 million in player spending in 2025, according to AppMagic estimates — a 149% increase year-over-year from 2024’s $202 million. This was the game’s third-best year ever, and its best since the 2016–2017 launch era. It made Clash Royale Supercell’s top-grossing game in 2025, ahead of Clash of Clans and Brawl Stars. September 2025 was the peak month at $98.4 million, including a daily revenue record of $6.6 million. Lifetime player spending crossed $4.9 billion on the game’s 10th anniversary in March 2026. [Sources: AppMagic; Pocket Gamer Biz; Levvvel]
What caused Clash Royale’s 2025 comeback?
Three Supercell product decisions drove the comeback: (1) An early-2025 friction reduction (removing chest queues, timers, and banner tokens) that lowered barriers for new and returning players; (2) A late-June 2025 economy and progression overhaul that reworked reward rates and monetisation architecture, generating a 45% month-over-month revenue spike; (3) The July 2025 launch of Merge Tactics — a new turn-based strategic mode — which gave lapsed players a genuine reason to reinstall and attracted a new strategic-gaming audience. The return of Classic 2v2 mode in August added another 38% monthly revenue surge. Content creators on YouTube, TikTok, and Twitch also played a meaningful role — a fact Supercell CEO Ilkka Paananen publicly acknowledged (under community pressure) in March 2026. [Sources: AppMagic; Pocket Gamer Biz; Levvvel]
How does Clash Royale’s player count compare to Clash of Clans?
Clash of Clans is estimated to have approximately 100–120 million monthly active users as of 2025, placing it above Clash Royale’s 72.2 million. Clash of Clans also leads in lifetime revenue at approximately $7 billion vs. Clash Royale’s $4.9 billion. However, in 2025, Clash Royale’s annual revenue ($646.8M) surpassed Clash of Clans ($360M) for the first time — demonstrating the impact of an exceptionally well-executed product refresh. Both games are produced by Supercell and remain among the longest-running top-grossing mobile titles in history. [Sources: Udonis Supercell data; AppMagic]
How many total downloads does Clash Royale have?
Clash Royale has over 723 million lifetime downloads across the App Store and Google Play since its March 2, 2016 global launch. It peaked at 47.5 million downloads in a single month at launch and has declined to approximately 2.3 million monthly downloads as of 2026. However, October 2025 saw a spike to 14 million monthly downloads — the highest since the launch era — driven by the content update momentum and creator-led marketing. [Source: Udonis citing AppMagic data]
When did Clash Royale launch, and is it 10 years old?
Clash Royale launched globally on March 2, 2016, making it exactly 10 years old as of March 2026. It celebrated its 10th anniversary with in-game events, rewards, and a milestone announcement that lifetime player spending had crossed $4.9 billion — the second-highest lifetime total in Supercell’s portfolio, behind only Clash of Clans. The game was soft-launched in Canada, Finland, Hong Kong, Sweden, Norway, Denmark, Iceland, New Zealand, and Australia in January 2016. [Source: Supercell via Pocket Gamer Biz]
What is Merge Tactics in Clash Royale?
Merge Tactics is a turn-based strategic game mode added to Clash Royale in July 2025. Unlike the classic real-time card-battling format, Merge Tactics involves strategic placement and merging of units in a grid-based format before battles. It was a significant product innovation for a decade-old game — adding a genuinely new gameplay loop without disrupting the existing card battle mode. The mode attracted both lapsed players and new audiences from the auto-chess and turn-based strategy gaming segment. Its launch triggered a 45% month-over-month revenue increase and contributed materially to Clash Royale’s 2025 comeback. [Sources: AppMagic; Levvvel; Pocket Gamer Biz]

10. Methodology and Data Sources

Data Category Primary Source Date Confidence
Monthly player count table (Jun 2025–Jun 2026)Udonis citing AppMagic; published June 2026Jun 2026MEDIUM
2026 MAU/DAU averages (72.2M / 25M)AppMagic via Icon Era (Jul 2026); Levvvel (Aug 2026)2026MEDIUM
Annual revenue by year (2016–2026)Udonis citing AppMagic; Levvvel; SQ Magazine2026MEDIUM (AppMagic estimates, not Supercell verified)
$646.8M 2025 revenue; 149% YoY growthAppMagic via Pocket Gamer Biz (Mar 2026); Icon Era; SQ MagazineMar 2026HIGH (multiple premium sources agree)
$98.4M September 2025 revenue peakAppMagic via Pocket Gamer Biz; games.ggMar 2026HIGH
$6.6M daily revenue record (Sep 2025)AppMagic Newsletter via Pocket Gamer Biz, Nov 2025Nov 2025HIGH
$4.9B lifetime revenue milestoneSupercell / AppMagic via Pocket Gamer Biz 10th anniversaryMar 2026HIGH (Supercell anniversary confirmed)
Comeback timeline (update dates, MoM growth)AppMagic Blog (Nov 2025); Levvvel; SQ Magazine2025–2026HIGH
723M lifetime downloadsUdonis citing AppMagic2025MEDIUM
Country rankings (India #1, US #2, Brazil #3)Sci-Tech Today; Icon Era — Google Trends + store rank2025LOW — not primary Supercell data
Pass Royale buyers (24M+)Sci-Tech Today (2025)2025LOW — unclear primary source

Data timestamp: October 15, 2026. The most recent player count data available is June 2026 from Udonis/AppMagic. Supercell does not publish quarterly player count updates. Revenue data through Q2 2026 ($101M YTD) is the latest available. Not financial advice.

AbiGAil Says

Abi has been writing about gaming, sports, puzzles, and UK entertainment since 2019. She covers everything from game reviews and festival previews to your daily Wordle hints — always from a British perspective.

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