INTRODUCTION
May 2026 turned out to be one of the busiest months for Supercell in a long time - and not because all its games grew. On the contrary, the Finnish company's portfolio is now more polarized than ever. Some games are breaking multi-month records, while others are on their last legs. And one is literally being reborn from scratch right before our eyes. The company's total revenue for May was approximately $103 million -roughly the same as in April. But there's much more hidden within this figure than meets the eye. In this article, Gamerland Media will share statistics for all Supercell games from the last month of spring and reveal which ones have risen and which, conversely, are declining.

BRAWL STARS - №1 GAME BY STATISTICS
In June, one of the company's latest hits, Brawl Stars, turns nine years old since its beta release. This game is performing significantly better than its competitors!
In May, the game earned a whopping $48 million - an all-time high since December 2024. Back then, the game earned $47 million, but was in significant decline - from June 2024 ($71 million), the game's revenue continued to decline until early 2026 (November 2025 - $20 million). However, starting in 2026, Brawl Stars began to rebound: $25 million in January, $29 million in February, $41-42 million in March and April, and finally reached $48 million in May. Over the past three months, revenue has grown by almost 65%.
Speaking of May, the game's revenue increased thanks to events and collaborations that took place that month. For example, the collaboration with My Hero Academia began at the end of April. And then, throughout May, the Starr Nova event continued, which is still ongoing. The game has clearly grown in recent months, and further growth is expected!

Game downloads are a separate section of this article. In May, the number of downloads reached 7 million, which is very noticeable compared to other games from the companies. And the situation in April was also interesting: the number of downloads on Google Play reached 1 billion, and the number of active players was almost 50 million, a 10.3% increase from March!
With these figures and data, the game could see great success in the second half of this year. In the first five months, the game earned a whopping $185 million, and at this rate, it will be more successful than last year. As a reminder, in 2025, the game's annual revenue was $330 million.

CLASH OF CLANS - A STABLE SITUATION
Clash of Clans's revenue has been stable for a year and a half now. Its revenue has remained stable at $19-22 million. In May, it reached $21 million. Over the past year and a half, the game's most profitable month was November 2025, which was driven by the release of TH18. In terms of revenue, this may seem stagnant at first glance, but it's actually a good sign. The game is already 14 years old. It doesn't chase viral moments or rely on one-off surges. Its audience pays methodically, month after month, and this is what makes Clash of Clans one of the most reliable assets in Supercell's portfolio.

In June, the "Anime Fury" season launched, introducing the first Dragon Duke skin and a full anime-themed lineup of heroes. Supercell is clearly synchronizing anime themes across several games, targeting the same audience. 1.6 million downloads in a month is a very respectable result for a 2012 strategy game.
What's noteworthy: for the first time in several months, Clash of Clans has overtaken Clash Royale in revenue. This isn't groundbreaking, but it's telling - the two leading Clash games have swapped places, and now CoC once again looks the more stable of the two.
CLASH ROYALE - THE DECLINE CONTINUES
This is the most alarming story in the May report. Clash Royale earned $17 million, down from $21 million in April and $21 million in March. That's down $4 million for the month. It's down more than $55 million from its peak in November 2025, when the game brought in $74 million.
Looking at the three-month trend - January $36 million, February $26 million, March $21 million, April $21 million, May $17 million - we see a clear downward curve, slowing but not stopping. The game has lost its key growth narrative, which had been sustained throughout late 2025 on the wave of major updates and record engagement.

At the same time, downloads - 1.8 million in May - look slightly better than Clash of Clans (1.6 million). New players are coming, but they either leave before their first purchase or play for free. This means the problem isn't reach, but monetization and retention.
By the way, just in the fall of 2025, the game's revenue reached a whopping $74 million per month, but now, its revenue is similar to that of Hay Day…
HAY DAY - NEW TOP 3?!
Hay Day is a game that's rarely talked about. Released in 2012, it's never been a hot topic, never making headlines for breaking records. And yet, month after month, it brings in $13-16 million with enviable consistency. The game will turn 14 in June.

In May, it earned $16 million and downloaded 1.7 million. That's right on par with Clash Royale ($17 million), and the gap continues to narrow. If things continue at this rate, Hay Day could leap into third place in revenue by June, overtaking Supercell's former flagship.
BOOM BEACH - CLASSIC
$1.1 million and 80,000 downloads. Boom Beach exists in its own little world. Updates are rare, marketing is practically nonexistent, and the community is small but devoted. By all the rules of the genre, the game should have died out a few years ago - but it continues to make money.

An interesting detail: 80,000 downloads in May are fewer than mo.co (140,000), even though mo.co just underwent a complete reset and relaunch. Boom Beach relies solely on the loyalty of long-time players who are comfortable in this niche.
mo.co - THIS IS JUST THE BEGINNING
The most intriguing number in the table is $120,000 - less than Boom Beach earns in three days. But this figure needs to be viewed in a completely different context.
On May 21st, the "Neo mo.co" update was released - essentially a complete reboot of the game. The entire progression was reset, a new class system was introduced, seasons replaced chapters, and the balance was completely reworked. The day before, on May 20th, the servers were under 24-hour maintenance. This means the game only actually earned money during the last 10 days of the month.

Compared to April ($12,000), this represents a 900% increase. After several months of near-zero activity, mo.co has once again found active players willing to spend money. 140,000 downloads in May are also a signal: people are returning or playing for the first time, attracted by the hype surrounding the update.
The game remains an experiment. Mobile MMORPGs are a brutal genre where retaining an audience is extremely difficult. But Neo mo.co has something the original lacked: a clear direction and visible enthusiasm from its team. June will tell whether this initial launch will translate into sustainable growth.
CONCLUSION
Looking at May 2026 as a whole, three parallel narratives emerge:
The first is steady growth. Brawl Stars is on the rise, collaborations are working, downloads are breaking records. The company has learned the right lessons from the disastrous 2025 and rebuilt the game to meet current audience demands.
The second is a slow decline. Clash Royale is losing money every month with no clear bottom. Squad Busters is on its last legs. These stories remind us that even strong brands aren't immune to audience loss.
The third is uncertainty about potential. mo.co is just beginning a new chapter. Hay Day is quietly climbing the rankings, and no one seems to notice.
The image below shows the revenue of all Supercell games from December 2024 to May 2026:

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