What Squad Busters and mo.co Tell Us About Supercell’s new Approach to Games

A new approach!

Image Credits: Supercell
Saurabh Shetty
3 Min Read
  • Squad Busters and mo.co haven't matched Supercell's past revenue highs so far.
  • Both games explore new genres, moving away from Supercell's usual strategy-based formulas.
  • Supercell is testing different monetization styles, but neither has fully succeeded yet.

Supercell has had two launches in the last two years at the time of writing: Squad Busters in April 2024 and mo.co in March 2025. It is safe to say they were new approaches, considering the switch from their usual strategy genre and adding more RPG elements, but even with the launches, they tried something different.

Thanks to the detailed analysis by the folks at AppMagic, their research article offers an insightful look into the performance and strategies behind both games. As per data, Squad Busters made about $70 million in its first year, much less than Brawl Stars, which made $340 million in its first year.

In May 2025, Squad Busters earned just $1.2 million, a low number for any Supercell game. mo.co, still in a kind of soft launch since it has been an invite-only launch, has earned only $2.5 million in its first three months, where $1.2 million was raked in the first couple of weeks, which is far below Supercell’s usual standards.

Supercell Games revenue
Image Credits: AppMagic.rocks

Looking at Supercell’s top performers over the years, Clash of Clans ($5.9 billion revenue), Clash Royale ($3.26 billion), and Brawl Stars ($2.09 billion) lead the charts, which isn’t a surprise. But even though they are recent launches, it’s clear that both Squad Busters and mo.co have a long way to go.

Still, these games are important because they show how Supercell is trying new ideas. Squad Busters started out very casual and had to become more midcore over time. On the other hand, mo.co is noted to have started off deep and might have been too complex from the beginning.

There is also a mention of the monetization strategies, while the two games have very different ideas, one focused on gameplay power, the other only on cosmetics, the article adds that neither approach has fully worked out so far.

In the end, both games are still evolving. They show how Supercell is trying to find new ways to balance deep gameplay with wide appeal. Whether they stick to their paths or make more big changes, one thing’s clear: Supercell is willing to take risks, rebuild, and surprise us, and that’s what keeps things interesting.

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Just someone who loves soaking up the small joys in life, from gaming and catching sports highlights to laughing at memes and movies. Part time poet, full time gamer.
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