After nearly five and a half years, Supercell has given the green light for its sixth global launch: Squad Busters.
The 10-player squad-building action game has garnered enough praise that the Finnish studio believes it could be its next major success, with a worldwide release date set for May 29th.
All of Supercell’s games – Hay Day, Clash of Clans, Boom Beach, Clash Royale, and Brawl Stars – have collectively generated over $1 billion in lifetime revenue, setting high expectations for Squad Busters.
This launch holds significant weight as the company’s revenue has been declining for years, leading to a restructure and hiring spree to stay competitive in the modern industry and reclaim its position as the leading mobile developer. Supercell is in need of a new hit.
Setting a High Standard
Supercell CEO Ilkka Paananen expresses excitement about the launch, noting the company’s reputation for discarding many games during development.
Paananen acknowledges the high standard set by the teams, stating, “Most people who know Supercell know they are famous for killing a lot of games. The reason why our game teams kill so many games is that they hold themselves accountable to a very high bar of creating great games.”
Despite mixed feelings about the high standard delaying game releases, Paananen commends the teams for upholding the quality benchmark established by the company.
Origins of Squad Busters
The idea behind Squad Busters originated as an IP mashup, combining elements from Supercell’s existing franchises into one game. Initially slated for release around the company’s 10th anniversary, the game faced setbacks and challenges that led to its eventual cancellation under the codename ‘fun’.
However, a revised concept emerged from this setback, leading to the creation of ‘Squad’. Following public announcements, beta tests, and a soft launch, Squad Busters was deemed ready for a global release.
This game truly meets, and not just meets, but exceeds, our bar.
Ilkka Paananen
Paananen affirms the caliber of the game, stating, “This game truly meets, and not just meets, but exceeds, our bar.”
A Tribute to Supercell IPs
Building on its successful IPs, Supercell has a history of integrating existing franchises into new titles. Squad Busters serves as a homage to the company’s IPs, leveraging the established fandom and community to generate interest and engagement for the game.
Despite external market challenges, the team behind Squad Busters views the game as a heartfelt dedication to Supercell’s IPs, with early engagement and downloads showing promising results.
Confidence in Success
The rigorous standards set by Supercell require titles to undergo thorough vetting before a global launch. The Squad Busters team expresses confidence in the game’s potential and praises the collective expertise working on the project.
Lead game designer Eino Joas, known for previous roles on Boom Beach, Clash Royale, and Clash of Clans, demonstrates faith in the game’s future success. Joined by a team of dedicated individuals, Joas emphasizes the quality and vision behind Squad Busters.
With valuable lessons learned from past games, Squad Busters embodies Supercell’s commitment to continuous improvement and adaptability in the ever-evolving gaming industry.
This game is a love letter to Supercell IPs.
Eino Joas
As Supercell gears up for the global release of Squad Busters on May 29th, the company anticipates another potential billion-dollar success story, showcasing the culmination of its history and commitment to delivering top-tier gaming experiences.