Squad Busters 2.0 and mo.co: What We Learned from Supercell’s Experimental Era
After 6 years without global releases, Supercell returned with two new titles: Squad Busters (2024) and mo.co (2025). Both took an experimental path, skipping the traditional soft launch 🚀
One year in, Squad Busters reached $70M in revenue — not quite at Brawl Stars’ $340M mark. In May, it dipped to $1.2M — a number Brawl Stars and Clash Royale never hit post-launch 📉
As for mo.co, while still in its own type of soft launch, it brought in $2.5M so far — below what we usually see from Supercell titles 💭
With the dust settling, we took a closer look at what worked and what didn’t, answering the questions:
🎯 Skip soft launch vs invite wall: how are these two experimental launches affecting metrics today?
🎮 Casual vs midcore: targeting opposite audiences early on — how are the games balancing them over time?
💸 Pay-to-win vs cosmetics-only: how are the monetization models evolving for long-term success?
📆 Diverse events vs diverse core: how Supercell is applying its golden LiveOps formula to both titles?
Check out the full deconstruction here!
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