And it’s also a true eSports game, driven by a behemoth player base of 30M daily active players and a couple of hundreds of millions of fans. It’s also a game makers’ game, offering a very ‘fair’ character and skin driven monetization model that doesn’t allow payers to get any added benefit while still generating close to two billion (!) annually. It’s a gamers’ game – not easy to get into and impossible to master. It’s a relatively simple looking game that carries unlimited depth. Riot’s League of Legends (LoL) is the Mount Everest for (most) of us game makers. So, after pretty much re-doing the game twice after the soft launch, does Brawl Stars have what it takes to become as Supercell-style hit game? Or will it join Spooky Pop ( Supercell's Spooky Pop and the Six Rules of a Hit Puzzle Game) and Battle Buddies ( Battle Buddies - Four Mistakes Away From Greatness) as one of those fun and polished games cut by Supercell during the soft launch? Not to mention that the market looks absolutely different with battle royale games claiming all the glory and Supercell’s crown jewel, Clash Royale, clawing to hold its spot in the top 10. Since then Brawl Stars has been overhauled three times. Just like the company’s last three super mega hits: Clash of Clans, Boom Beach and Clash Royale.īut that was in June 2017, almost a year ago. The game looked and sounded simple and fun. Supercell’s latest masterpiece to survive the company’s infamous gauntlet of development was revealed to millions of players around the world via YouTube Live tournament. In June 2017, during the E3 week, Brawl Stars shot into soft launch like no other game before.
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