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  • Effort vs impact
  • This week · 6
  • This quarter · 10
  • Big bets · 3
  • Wildcards · 3
Generated Oct 23, 2026
  1. Programmable
  2. Playbooks
  3. Supercell
Supercell logo

growth playbook · Oct 23, 2026

supercell.com (opens in a new tab)

Supercell growth playbook

Diagnosis

Supercell is investing in direct relationships with players: a D2C owner in every game team, a real-time CRM platform, an in-house Creative Studio, ASO, creator programs and marketing data science.

Its website is behind that strategy: game pages do not link to the official Store, app links carry a 2014 tracking referrer, and 12,550 translated pages are labelled as English. This playbook fixes those first, then builds custom store pages, creative loops, consent-first CRM, incrementality and creator programs, all designed for a young audience.

Growth Score

8/10

Biggest Opportunity

Connect supercell.com, the Store and Supercell ID so players find official offers safely and every game owns its player relationships.

Biggest Risk

Fake stores and marketing that reaches children could hurt trust; every direct channel must be consent-first and family-safe.

01

Start here

The three moves to make first. Each one is written up in full below.

  1. 1

    Put the official Supercell Store on every game page

    Add a Store button to the Clash Royale page and track visits for two weeks.

    High impact First result in 2 weeks
  2. 2

    Replace the 2014 tracking referrer on the website's download buttons

    List every app link on the five game pages and the homepage.

    Medium impact First result in 1 month
  3. 3

    Tell search engines which language each of the 12,550 translated news pages is in

    Fix the lang attribute on one game's Japanese pages.

    High impact First result in 1 month

02

Your idea portfolio

22 ideas, grouped by when to run them. Open any idea for how to run it: the steps, who to approach, copy you can use, and how to measure it.

  • 7 ideas are marked Unexpected: plays you are unlikely to have tried.

Every idea placed by the effort it takes against the impact it could have. Quick wins sit top left; select a number to open that idea. The filters below narrow the list by status, timing, category and what Programmable can build.

Effort vs impactEach number is an idea. Select one to open it.
Impact →
Quick wins · 1Big bets · 11Fill-ins · 7Reconsider · 3
Effort →

Showing 22 of 22 ideas

This week 6

Quick wins with a clear first action.

  • 01

    Supercell is hiring a D2C owner per game to "grow Store visits", yet the five game pages, where clashroyale.com, brawlstars.com and clashofclans.com land, link to the app stores, Amazon and social channels but not to the Supercell Store. The only Store link on supercell.com is one icon in the homepage's desktop menu. Meanwhile Supercell has had to warn players about fake Store websites. A player who searches for a game and wants its Store has no official path from the official page.

    High impactLow effort First result in 2 weeks Product Manager

    First action

    Add a Store button to the Clash Royale page and track visits for two weeks.

    How to measure it

    Store visits referred by supercell.com

    Now
    –
    Target
    +50% per game
    By
    60 days

    Steps

    1. 1

      Agree the placement

      Button near the download badges on each game page.

      Web team (supercell.com) 1 day

    2. 2

      Link each game's Store

      store.supercell.com/<game>, never the generic home.

      Web team (supercell.com) 1 day

    3. 3

      Add the official-domain line

      Name store.supercell.com and link the fake-store warning.

      Product Manager, D2C 1 day

    4. 4

      Add to mobile menu and footer

      Same icon as the desktop header.

      Web team (supercell.com) 2 days

    5. 5

      Tag the links

      Campaign tags per game and placement.

      MarTech Engineer 1 day

    6. 6

      Add to offer posts

      Store link in blog posts that announce Store offers.

      Product Marketing Manager, Brawl Stars ongoing

    7. 7

      Report

      Visits and logins per game to each D2C owner.

      Product Manager, D2C monthly

    First result
    2 weeks
    Cost
    Web team time only
    Owner
    Product Manager, D2C

    Smallest test

    Ship the button on one game page and compare Store visits against the other four.

    Why it works

    Add a clear "Official Store" button to each game page that goes to that game's Store (store.supercell.com/clashroyale and so on), with a line naming store.supercell.com as the only official Store and a link to the fake-store warning. Add the Store to the mobile menu, the footer and each game's blog posts about offers. Tag the links so each game's D2C owner sees visits from supercell.com.

    The official site is the page players and search engines trust most. Linking it to the Store sends players to the real thing, takes traffic away from look-alike sites, and gives each D2C owner a steady top-of-funnel source that costs nothing.

    Ready to use

    ChecklistOfficial Store link checklist

    [ ] "Official Store" button on all five game pages
    [ ] Each button goes to that game's Store
    [ ] Line naming store.supercell.com as the only official Store
    [ ] Link to the fake-store warning
    [ ] Store in mobile menu and footer
    [ ] Parent's Guide link beside it
    [ ] Campaign tags per game and placement
    [ ] Monthly visits report per D2C owner

    Risks and how to handle them

    • Younger players see Store buttons

      Keep the button informational, link the Parent's Guide next to it, and never show prices or timers on the game page.

    • Different priorities per game

      Let each D2C owner choose the landing page, with one shared design.

    Evidence

    • Your websiteStore links (checked October 22, 2026): on the homepage the Supercell Store appears once, as an icon in the desktop menu. The five game pages (clashroyale.com, brawlstars.com and clashofclans.com redirect to them) link to the App Store, Google Play, Amazon (Clash of Clans, Hay Day), social channels and the game blog, but not to the Supercell Store or to that game's own Store page.Source
    • HiringProduct Manager, D2C (Helsinki, posted April 30, 2026 and still open): "Supercell is building direct relationships with players through the Supercell Store"; D2C "is already a significant element of each game's P&L", so Supercell is "embedding a dedicated D2C owner inside each game team". The role owns "D2C revenue share, conversion, retention, top-of-funnel", an offer calendar, and must "grow Store visits and convert visitors" with "freebie-to-upsell funnels, creator activations, and community events", "with a player-first mindset".Source
    • Your website"Stay Safe: Spotting Fake Supercell Store Websites": scammers are "creating fake Supercell Store websites" to "grab your personal info"; "There is only one official Supercell Store, and that's store.supercell.com". An "Our Domains" page lists official domains and look-alikes to watch for.Source
    • Supercell Storestore.supercell.com has a Store per game (Brawl Stars, Clash of Clans, Clash Royale, Hay Day, Boom Beach) in 20+ languages; players "Log in to view offers" with Supercell ID, every purchase "earns you points towards your next Store Bonus", and "Store Specials are high-value offers that only appear on the Clash Royale Store". supercellstore.com redirects to it.Source
  • 02

    The Google Play buttons on the Clash of Clans, Hay Day and Boom Beach pages still carry a hard-coded tracking referrer dated December 2014, while Brawl Stars and Clash Royale carry none. Installs from Supercell's own website are either credited to a long-gone campaign or not credited at all, just as the marketing data team rebuilds attribution and pLTV.

    Medium impactLow effort First result in 1 month MarTech Engineer

    First action

    List every app link on the five game pages and the homepage.

    How to measure it

    Website installs measured

    Now
    –
    Target
    All five games
    By
    30 days

    Steps

    1. 1

      Inventory links

      Every app button and "Download our games" link.

      Web team (supercell.com) 1 day

    2. 2

      Create tracking links

      Per game, store and placement.

      MarTech Engineer 1 day

    3. 3

      Swap the links

      Remove the 2014 referrer.

      Web team (supercell.com) 1 day

    4. 4

      Update App Store links

      Current apps.apple.com addresses.

      Web team (supercell.com) 2 hours

    5. 5

      Add the channel

      Website as a source in reporting.

      Marketing Data Science Lead 1 week

    6. 6

      Review

      Installs per page and post.

      Head of Performance Marketing monthly

    First result
    1 month
    Cost
    $0
    Owner
    MarTech Engineer

    Smallest test

    Swap the Clash of Clans Google Play link and check it appears in the attribution dashboard.

    Why it works

    Replace every app button with links from today's attribution platform, one per game, store and placement (game page, news post, homepage). Point "Download our games" links to a chooser rather than the developer page. Then add website installs as a channel in the measurement stack.

    The website is a free channel that is currently invisible in the numbers. Measured properly, it shows which news posts and collaborations actually create installs.

    Risks and how to handle them

    • Small numbers next to paid media

      Use them for content decisions, not budget.

    Evidence

    • Your websiteApp links on the game pages: the Google Play buttons for Clash of Clans, Hay Day and Boom Beach carry a hard-coded tracking referrer dated December 2014 ("...-20141216-1681"), while Brawl Stars and Clash Royale carry none; App Store buttons use old itunes.apple.com addresses, and the general "Download our games" links go to the developer pages, not a game.Source
    • HiringMarTech Engineer (Helsinki, posted August 13, 2026): the CRM data platform "Today ... powers scheduled data syncs; tomorrow it will power real-time, multi-channel marketing ... across email, mobile push notifications, and future channels like WhatsApp". First-year goals: "Move CRM from batch to real time", "Launch mobile push notifications as a first-class channel ... for one game", and "Build privacy by design" with consent and GDPR "from day one"; the team also supports "our mobile attribution stack".Source
    • HiringMarketing Data Science Lead (Helsinki, posted August 13, 2026): owns "pLTV, attribution, incrementality, brand/lifecycle, signal and audience modeling" across "performance/UA, brand, game teams marketing and live-ops, product marketing and lifecycle, influencer and partnerships"; a first question to answer: "Are our attribution and pLTV models shaping investments?"Source
  • 03

    Most of supercell.com is translated news: 12,550 pages in 20 languages. A sampled Japanese article declares itself English and has no hreflang links to its other versions, so search engines must guess the language and may show players the wrong version, while the ASO hire is asked for localisation strategies for top markets.

    High impactMedium effort First result in 1 month Web team

    First action

    Fix the lang attribute on one game's Japanese pages.

    How to measure it

    Clicks to non-English news pages

    Now
    –
    Target
    +30%
    By
    90 days

    Steps

    1. 1

      Map languages

      URL codes to language tags.

      Web team (supercell.com) 1 day

    2. 2

      Set lang

      Per page from the URL.

      Web team (supercell.com) 2 days

    3. 3

      Add hreflang

      Between all versions and x-default.

      Web team (supercell.com) 1 week

    4. 4

      Sitemaps

      Alternates in the sitemap files.

      Web team (supercell.com) 2 days

    5. 5

      Search Console

      Watch international targeting reports.

      ASO Specialist 2 weeks

    6. 6

      Local checks

      Search results in Japan and Korea.

      ASO Specialist 2 weeks

    7. 7

      Report

      Clicks by language.

      Web team (supercell.com) monthly

    First result
    1 month
    Cost
    Engineering time
    Owner
    Web team (supercell.com)

    Smallest test

    Tag Brawl Stars Japanese pages first and compare clicks after four weeks.

    Why it works

    Set the page language from the URL (ja, ko, zh, pt and so on), add hreflang links between every translation and the English original, include them in the sitemap, and give each language its own title and description. Check Japanese and Korean search results before and after.

    Correct language tags let Google, Naver and AI assistants show the local article for local searches, which is where Brawl Stars and Clash Royale publish the most.

    Risks and how to handle them

    • Missing translations break links

      Only link versions that exist.

    Evidence

    • Sitemapsupercell.com sitemap (14,707 URLs, read October 22, 2026): 12,550 are translated news pages under /en/games/<game>/<language>/ in 20 languages. A sampled Japanese article has a Japanese title but declares <html lang="en">, with no hreflang links to its other language versions. By game: Clash Royale 5,819 URLs, Brawl Stars 4,349, Clash of Clans 3,587, Hay Day 80, Boom Beach 63; the Hay Day blog on supercell.com shows two posts, from September 2023 and September 2025.Source
    • HiringASO Specialist (Helsinki or London, posted October 15, 2026): "increase the visibility and downloads of our existing games" on the App Store and Google Play; "Execute A/B testing to increase conversions", "Create localisation strategies for our top markets" and "Work with our UA team to create Custom Product Pages & Custom Store Listings".Source
    • HiringGame-team marketing: a Product Marketing Manager, Brawl Stars (posted May 27, 2026, still open) for a game with "100M+ monthly active players" and "major updates every few weeks, each accompanied by trailers, social content, creator activations, and community campaigns"; a Competitive Experience Manager, Clash Royale (June 29) to build competitive play "from grassroots tournaments to global championships", including CRL.Source
  • 04

    hayday.com is the only game domain that is not redirected to supercell.com. Its page title and social share title show a build project name instead of "Hay Day", the description is "Hay Day official website", and the HTML has no readable text because everything is drawn in the browser. Links shared on social or in chat show the project name.

    Medium impactLow effort First result in 2 weeks Principal Product Manager

    First action

    Change the title and share title today.

    How to measure it

    hayday.com search click-through

    Now
    –
    Target
    +15%
    By
    60 days

    Steps

    1. 1

      Rewrite tags

      Title, share title, description.

      Web team (supercell.com) 1 hour

    2. 2

      Add text

      Server-rendered summary and links.

      Web team (supercell.com) 1 day

    3. 3

      Add Store link

      Hay Day Store.

      Product Manager, D2C 1 hour

    4. 4

      Test previews

      Social and messaging apps.

      Web team (supercell.com) 1 hour

    5. 5

      Decide on redirect

      Keep or redirect to supercell.com.

      Principal Product Manager, Live Ops & Monetization, Hay Day 1 week

    6. 6

      Measure

      Search Console clicks.

      Web team (supercell.com) monthly

    First result
    2 weeks
    Cost
    $0
    Owner
    Principal Product Manager, Live Ops & Monetization, Hay Day

    Smallest test

    Fix the tags and share one link internally to check the preview.

    Why it works

    Set the title, share title and description to Hay Day's own words, add a short server-rendered summary with the download links and the official Store link, and test the share preview. Or redirect hayday.com to the supercell.com Hay Day page like the other games.

    Every Hay Day link shared by players shows the preview. A proper title and text also help search engines and AI assistants describe the game correctly.

    Risks and how to handle them

    • Two Hay Day sites compete

      Pick one canonical home.

    Evidence

    • Your websitehayday.com is a separate site (not redirected like the other games): its page title and social share title show a build project name instead of "Hay Day", the description is just "Hay Day official website", and the 2,966-byte HTML carries no readable text, because everything is drawn in the browser.Source
    • HiringPlatform and Hay Day roles: a Senior Software Engineer, Supercell ID (September 3): Supercell ID "connects hundreds of millions of players to Supercell's ecosystem", from "registration and login to account safety, compliance and identity"; a Live Ops Designer, Hay Day (July 29) and a Principal Product Manager, Live Ops & Monetization, Hay Day to "drive player engagement and business growth".Source
    • Your websiteStore links (checked October 22, 2026): on the homepage the Supercell Store appears once, as an icon in the desktop menu. The five game pages (clashroyale.com, brawlstars.com and clashofclans.com redirect to them) link to the App Store, Google Play, Amazon (Clash of Clans, Hay Day), social channels and the game blog, but not to the Supercell Store or to that game's own Store page.Source
  • 05

    Real visitors already pass Core Web Vitals, so speed is not urgent. But on a slow phone the mobile hero image takes 17 seconds in Google's lab test, and the homepage description, which search results show, is "Visit Supercell.com and find out more about us and our games."

    Medium impactLow effort First result in 2 weeks Web team

    First action

    Rewrite the homepage description.

    How to measure it

    Click-through on "Supercell" searches

    Now
    –
    Target
    +10%
    By
    60 days

    Steps

    1. 1

      Rewrite description

      Name games and tasks.

      Web team (supercell.com) 1 hour

    2. 2

      Compress hero

      Mobile size, modern format.

      Web team (supercell.com) 1 day

    3. 3

      Defer scripts

      Cookie banner and non-critical CSS.

      Web team (supercell.com) 2 days

    4. 4

      Fix contrast

      The two accessibility issues.

      Web team (supercell.com) 1 day

    5. 5

      Re-test

      PageSpeed lab and field.

      Web team (supercell.com) 1 day

    6. 6

      Monitor

      Search Console click-through.

      Web team (supercell.com) monthly

    First result
    2 weeks
    Cost
    $0
    Owner
    Web team (supercell.com)

    Smallest test

    Change the description and compare click-through after a month.

    Why it works

    Serve a smaller, modern-format mobile hero, defer the cookie banner script, and rewrite the homepage description to name the games and what players can do on the site (news, Store, support, Parent's Guide). Re-run PageSpeed afterwards.

    Players in markets with slower networks get the page faster, and a specific description earns more clicks from searches for "Supercell".

    Risks and how to handle them

    • Lab gains not felt by most visitors

      Prioritize the description; treat speed as a slow-network fix.

    Evidence

    • PageSpeed testGoogle PageSpeed for supercell.com/en (October 22, 2026). Real Chrome visitors pass Core Web Vitals: main content in 2.0 s, taps respond in 162 ms, no layout shift, and load time is 21% faster than a year earlier. The throttled mobile lab test scores 64/100 with the main content at 17.4 s, because the mobile hero image is the largest element and the page downloads 3.9 MB (2.8 MB images); render-blocking requests cost about 1.3 s. The homepage description is "Visit Supercell.com and find out more about us and our games."Source
    • Your websiteStore links (checked October 22, 2026): on the homepage the Supercell Store appears once, as an icon in the desktop menu. The five game pages (clashroyale.com, brawlstars.com and clashofclans.com redirect to them) link to the App Store, Google Play, Amazon (Clash of Clans, Hay Day), social channels and the game blog, but not to the Supercell Store or to that game's own Store page.Source
    • Your websiteParent's Guide (written with Internet Matters): the web Supercell Store needs a Supercell ID, and "As long as no payment information (e.g., credit card details) is added to the Supercell Store, no purchases can be made"; ID Rewards rewards players "for completing missions in game". Principles include "Transparency and Control".Source
  • 06

    The Parent's Guide already explains that the Store needs a Supercell ID and that no purchase can happen without payment details. That reassurance lives on a separate page. Parents who land on the Store, or who find a look-alike site, do not see it.

    Medium impactLow effort First result in 1 month Product Manager

    First action

    Draft the three answers with the player safety team.

    How to measure it

    Store-related parent tickets

    Now
    –
    Target
    -20%
    By
    2 quarters

    Steps

    1. 1

      Write answers

      Three questions, plain language.

      Product Manager, D2C 2 days

    2. 2

      Safety review

      With the Parent's Guide authors.

      Player Safety 1 week

    3. 3

      Design the panel

      Store pages and help.

      Store platform team 1 week

    4. 4

      Translate

      Store languages.

      Localization 2 weeks

    5. 5

      Launch

      All five Stores.

      Store platform team 1 day

    6. 6

      Measure

      Support tickets and panel views.

      Product Manager, D2C monthly

    First result
    1 month
    Cost
    Staff time only
    Owner
    Product Manager, D2C

    Smallest test

    Add the panel to one game's Store help page.

    Why it works

    Add a short panel on every Store page and the Store help: "Is this the official Store?", "How do purchases work?", "How do I control spending?", linking the Parent's Guide and device settings. Keep it free of offers and calls to buy.

    Trust from parents is what keeps families playing for years, and a clear official explanation is another defence against fake stores.

    Risks and how to handle them

    • Seen as marketing

      No offers or prices in the panel.

    Evidence

    • Your websiteParent's Guide (written with Internet Matters): the web Supercell Store needs a Supercell ID, and "As long as no payment information (e.g., credit card details) is added to the Supercell Store, no purchases can be made"; ID Rewards rewards players "for completing missions in game". Principles include "Transparency and Control".Source
    • Your website"Stay Safe: Spotting Fake Supercell Store Websites": scammers are "creating fake Supercell Store websites" to "grab your personal info"; "There is only one official Supercell Store, and that's store.supercell.com". An "Our Domains" page lists official domains and look-alikes to watch for.Source
    • Supercell Storestore.supercell.com has a Store per game (Brawl Stars, Clash of Clans, Clash Royale, Hay Day, Boom Beach) in 20+ languages; players "Log in to view offers" with Supercell ID, every purchase "earns you points towards your next Store Bonus", and "Store Specials are high-value offers that only appear on the Clash Royale Store". supercellstore.com redirects to it.Source

This quarter 10

The core plays for the next three months.

  • 07

    The ASO hire will build Custom Product Pages and Custom Store Listings with UA, and the new in-house Creative Studio produces UA creative at volume. When an ad shows a collaboration or a game mode, the store page should show the same thing.

    High impactMedium effort First result in 1 quarter ASO Specialist

    First action

    Pick the top five themes for Brawl Stars.

    How to measure it

    Ad-to-install conversion

    Now
    –
    Target
    +15%
    By
    2 quarters

    Steps

    1. 1

      Group themes

      Top ads per game.

      Marketing Creative Lead 1 week

    2. 2

      Design pages

      Screenshots and video per theme.

      Marketing Illustrator, Creatives Studio 2 weeks

    3. 3

      Set up pages

      App Store and Google Play.

      ASO Specialist 1 week

    4. 4

      Link ads

      Per theme.

      Head of Performance Marketing 1 week

    5. 5

      Compare

      Install rate vs default page.

      Marketing Data Science Lead 1 month

    6. 6

      Scale

      Other games.

      ASO Specialist 1 quarter

    7. 7

      Share learnings

      With Creative Studio.

      ASO Specialist monthly

    First result
    1 quarter
    Cost
    Design time
    Owner
    ASO Specialist

    Smallest test

    Run one Brawl Stars theme page for a month.

    Why it works

    For each game, group live ads into four or five themes (a collaboration, a mode, a character, a season). Build a matching Custom Product Page and Custom Store Listing for each theme, link ads to them, and compare install rates with the default page.

    Matching the store page to the ad promise lifts conversion on the same spend, and the results feed back to the creative team.

    Risks and how to handle them

    • Too many pages to maintain

      Retire pages when the campaign ends.

    Evidence

    • HiringASO Specialist (Helsinki or London, posted October 15, 2026): "increase the visibility and downloads of our existing games" on the App Store and Google Play; "Execute A/B testing to increase conversions", "Create localisation strategies for our top markets" and "Work with our UA team to create Custom Product Pages & Custom Store Listings".Source
    • HiringCreative Studio hiring: a Marketing Creative Lead (posted September 9, 2026) to lead UA creative across "gameplay-based creative, playable ads, cinematic animation, App Store Optimization (ASO)"; Creative Studio "was formed recently" and is "deliberately building capability in-house". Also a Gameplay Capture & Video Artist (July 3) producing "UA creative at volume" for Meta, TikTok and YouTube with AI-assisted tools, and a Marketing Illustrator in Seoul (October 15) for "marketing campaigns, social channels, app stores, game events".Source
    • HiringHead of Performance Marketing (London, posted August 11, 2026): leads "Performance Marketing teams, ASO, and CRM", "operates both centrally and embedded within game teams", and will "Own CRM as a strategic growth lever - ensuring lifecycle and retention strategy is tightly integrated with user acquisition".Source
  • 08

    The ASO post asks for localisation strategies for top markets. Translated listings are not the same as local ones: screenshots, captions and the first line differ by market.

    High impactMedium effort First result in 1 quarter ASO Specialist

    First action

    List the top five markets per game.

    How to measure it

    Listing conversion in tested markets

    Now
    –
    Target
    +10%
    By
    2 quarters

    Steps

    1. 1

      Pick markets

      By installs.

      ASO Specialist 1 week

    2. 2

      Local briefs

      Screenshots and captions.

      ASO Specialist 1 week

    3. 3

      Produce

      Local assets.

      Marketing Illustrator, Creatives Studio 1 month

    4. 4

      Run tests

      Store listing experiments.

      ASO Specialist 1 month

    5. 5

      Log winners

      By market.

      ASO Specialist ongoing

    6. 6

      Roll out

      Winning listings.

      ASO Specialist 1 quarter

    First result
    1 quarter
    Cost
    Production time
    Owner
    ASO Specialist

    Smallest test

    Test one Korean listing for Clash Royale.

    Why it works

    Pick the five markets with the most installs per game, run store listing experiments with local screenshots, captions and video (local creators where allowed), and keep a log of winners by market.

    Local creative often wins in Japan, Korea and Brazil, and listing tests cost no media spend.

    Risks and how to handle them

    • Small samples

      Run tests long enough for significance.

    Evidence

    • HiringASO Specialist (Helsinki or London, posted October 15, 2026): "increase the visibility and downloads of our existing games" on the App Store and Google Play; "Execute A/B testing to increase conversions", "Create localisation strategies for our top markets" and "Work with our UA team to create Custom Product Pages & Custom Store Listings".Source
    • HiringCreator Partnerships Manager, Korea (Seoul, posted October 12, 2026): owns the Creator Program in South Korea, local platform partnerships with "YouTube's Korea team, SOOP and CHZZK", and "creator initiatives connected to game updates, tournaments, creator bounties, merchandise", plus paid creator campaigns across APAC.Source
    • Sitemapsupercell.com sitemap (14,707 URLs, read October 22, 2026): 12,550 are translated news pages under /en/games/<game>/<language>/ in 20 languages. A sampled Japanese article has a Japanese title but declares <html lang="en">, with no hreflang links to its other language versions. By game: Clash Royale 5,819 URLs, Brawl Stars 4,349, Clash of Clans 3,587, Hay Day 80, Boom Beach 63; the Hay Day blog on supercell.com shows two posts, from September 2023 and September 2025.Source
  • 09

    Creative Studio is new and building its operating model, with capture artists, illustrators and AI tools. A fixed weekly loop turns that capacity into learning.

    High impactMedium effort First result in 1 quarter Marketing Creative Lead

    First action

    Agree the weekly budget and format mix.

    How to measure it

    Concepts beating control

    Now
    –
    Target
    4 a month per game
    By
    2 quarters

    Steps

    1. 1

      Set the loop

      Five concepts weekly.

      Marketing Creative Lead 1 week

    2. 2

      Capture

      Moments from new updates.

      Gameplay Capture & Video Artist weekly

    3. 3

      Build playables

      One per week.

      Marketing Creative Lead weekly

    4. 4

      Test

      Fixed budget.

      Head of Performance Marketing weekly

    5. 5

      Library

      Hooks and results.

      Marketing Creative Lead ongoing

    6. 6

      Review

      Monthly with game leads.

      Marketing Creative Lead monthly

    First result
    1 quarter
    Cost
    Test budget
    Owner
    Marketing Creative Lead

    Smallest test

    Run the loop for one game for a month.

    Why it works

    Every week, each game team ships five new concepts: three capture-based, one playable, one illustrated. Test with a set budget, keep a shared library of hooks and results, and retire losers fast.

    A steady rhythm finds winners faster than big campaigns, and the library helps new games launch with proven hooks.

    Risks and how to handle them

    • Volume over quality

      Keep a quality bar per format.

    Evidence

    • HiringCreative Studio hiring: a Marketing Creative Lead (posted September 9, 2026) to lead UA creative across "gameplay-based creative, playable ads, cinematic animation, App Store Optimization (ASO)"; Creative Studio "was formed recently" and is "deliberately building capability in-house". Also a Gameplay Capture & Video Artist (July 3) producing "UA creative at volume" for Meta, TikTok and YouTube with AI-assisted tools, and a Marketing Illustrator in Seoul (October 15) for "marketing campaigns, social channels, app stores, game events".Source
    • HiringMarketing Data Science Lead (Helsinki, posted August 13, 2026): owns "pLTV, attribution, incrementality, brand/lifecycle, signal and audience modeling" across "performance/UA, brand, game teams marketing and live-ops, product marketing and lifecycle, influencer and partnerships"; a first question to answer: "Are our attribution and pLTV models shaping investments?"Source
    • HiringHead of Performance Marketing (London, posted August 11, 2026): leads "Performance Marketing teams, ASO, and CRM", "operates both centrally and embedded within game teams", and will "Own CRM as a strategic growth lever - ensuring lifecycle and retention strategy is tightly integrated with user acquisition".Source
  • 10

    The MarTech role aims to move CRM from batch to real time and launch push for one game, with privacy by design. The first trigger should help players, not just sell.

    High impactHigh effort First result in 2 quarters MarTech Engineer

    First action

    Define the eligibility rules with legal and privacy.

    How to measure it

    Returning-player day-7 retention

    Now
    –
    Target
    +5%
    By
    2 quarters

    Steps

    1. 1

      Eligibility

      Consent and age rules in data.

      Privacy Counsel 2 weeks

    2. 2

      Event stream

      Real-time return event.

      MarTech Engineer 1 month

    3. 3

      Message

      What's new plus a free gift.

      CRM Manager 2 weeks

    4. 4

      Holdout

      10% control group.

      Marketing Data Science Lead 1 week

    5. 5

      Launch

      One game.

      MarTech Engineer 1 month

    6. 6

      Measure

      Retention vs holdout.

      Marketing Data Science Lead monthly

    7. 7

      Scale

      Other games.

      Head of Performance Marketing 1 quarter

    First result
    2 quarters
    Cost
    Engineering time
    Owner
    MarTech Engineer

    Smallest test

    Send the trigger to a small consented group for one month.

    Why it works

    Start with a "welcome back" trigger: a returning player who opted in gets a short summary of what changed and a free in-game gift within minutes. Only players who consented and meet the age rules for marketing are included; everyone else is excluded at the data layer.

    Timely messages lift return rates, and starting with a helpful trigger builds trust in the new channel.

    Risks and how to handle them

    • Messages reaching children

      Exclude by age at the data layer; no purchase prompts in triggers.

    Evidence

    • HiringMarTech Engineer (Helsinki, posted August 13, 2026): the CRM data platform "Today ... powers scheduled data syncs; tomorrow it will power real-time, multi-channel marketing ... across email, mobile push notifications, and future channels like WhatsApp". First-year goals: "Move CRM from batch to real time", "Launch mobile push notifications as a first-class channel ... for one game", and "Build privacy by design" with consent and GDPR "from day one"; the team also supports "our mobile attribution stack".Source
    • HiringHead of Performance Marketing (London, posted August 11, 2026): leads "Performance Marketing teams, ASO, and CRM", "operates both centrally and embedded within game teams", and will "Own CRM as a strategic growth lever - ensuring lifecycle and retention strategy is tightly integrated with user acquisition".Source
    • Your websiteParent's Guide (written with Internet Matters): the web Supercell Store needs a Supercell ID, and "As long as no payment information (e.g., credit card details) is added to the Supercell Store, no purchases can be made"; ID Rewards rewards players "for completing missions in game". Principles include "Transparency and Control".Source
  • 11

    Push is being launched as a first-class channel for one game. The fastest way to lose it is to send too much.

    Medium impactMedium effort First result in 1 quarter CRM Manager

    First action

    Write the push policy.

    How to measure it

    Monthly push opt-outs

    Now
    –
    Target
    Under 1%
    By
    2 quarters

    Steps

    1. 1

      Write policy

      Caps and quiet hours.

      CRM Manager 1 week

    2. 2

      Build caps

      In the CRM platform.

      MarTech Engineer 2 weeks

    3. 3

      Add setting

      In-game control.

      Game team 1 month

    4. 4

      Launch

      One game.

      CRM Manager 1 week

    5. 5

      Monitor

      Opt-outs and opens.

      Marketing Data Science Lead weekly

    6. 6

      Adjust

      Monthly.

      CRM Manager monthly

    First result
    1 quarter
    Cost
    Staff time only
    Owner
    CRM Manager

    Smallest test

    Run the capped policy for the first game only.

    Why it works

    Set caps before launch: at most a few pushes per week, quiet hours by local time, no pushes about offers to players under the marketing age, and an easy in-game setting. Measure opt-outs as a primary metric.

    A respected channel keeps opt-in rates high for years.

    Risks and how to handle them

    • Caps limit short-term results

      Judge on 90-day retention.

    Evidence

    • HiringMarTech Engineer (Helsinki, posted August 13, 2026): the CRM data platform "Today ... powers scheduled data syncs; tomorrow it will power real-time, multi-channel marketing ... across email, mobile push notifications, and future channels like WhatsApp". First-year goals: "Move CRM from batch to real time", "Launch mobile push notifications as a first-class channel ... for one game", and "Build privacy by design" with consent and GDPR "from day one"; the team also supports "our mobile attribution stack".Source
    • Your websiteParent's Guide (written with Internet Matters): the web Supercell Store needs a Supercell ID, and "As long as no payment information (e.g., credit card details) is added to the Supercell Store, no purchases can be made"; ID Rewards rewards players "for completing missions in game". Principles include "Transparency and Control".Source
  • 12

    The Marketing Data Science Lead's first question is whether attribution and pLTV models shape investments. Incrementality tests answer what attribution cannot.

    High impactHigh effort First result in 2 quarters Marketing Data Science Lead

    First action

    Pick matched regions for one game.

    How to measure it

    Budget with tested incrementality

    Now
    –
    Target
    50%
    By
    3 quarters

    Steps

    1. 1

      Design test

      Matched regions.

      Marketing Data Science Lead 2 weeks

    2. 2

      Agree budgets

      With game teams.

      Head of Performance Marketing 1 week

    3. 3

      Run

      Four weeks.

      Head of Performance Marketing 1 month

    4. 4

      Analyze

      Installs and revenue.

      Marketing Data Science Lead 2 weeks

    5. 5

      Feed models

      pLTV and planning.

      Marketing Data Science Lead 1 month

    6. 6

      Repeat

      Quarterly.

      Marketing Data Science Lead quarterly

    First result
    2 quarters
    Cost
    Test opportunity cost
    Owner
    Marketing Data Science Lead

    Smallest test

    Run one channel holdout in one game.

    Why it works

    Run geo holdouts for the two biggest channels per game: pause or double spend in matched regions for four weeks and measure installs and revenue. Feed the results into pLTV bidding and budget planning.

    Proven incrementality moves budget to what works and protects spend that looks weak in last-click data.

    Risks and how to handle them

    • Lost installs in holdout

      Keep tests short and regions small.

    Evidence

    • HiringMarketing Data Science Lead (Helsinki, posted August 13, 2026): owns "pLTV, attribution, incrementality, brand/lifecycle, signal and audience modeling" across "performance/UA, brand, game teams marketing and live-ops, product marketing and lifecycle, influencer and partnerships"; a first question to answer: "Are our attribution and pLTV models shaping investments?"Source
    • HiringHead of Performance Marketing (London, posted August 11, 2026): leads "Performance Marketing teams, ASO, and CRM", "operates both centrally and embedded within game teams", and will "Own CRM as a strategic growth lever - ensuring lifecycle and retention strategy is tightly integrated with user acquisition".Source
  • 13

    The Korea creator role owns partnerships with YouTube Korea, SOOP and CHZZK and runs creator bounties around updates. Korea's streaming platforms reward live, long sessions.

    High impactMedium effort First result in 1 quarter Creator Partnerships Manager

    First action

    Draft the bounty rules for the next Brawl Stars update.

    How to measure it

    Streams per major update

    Now
    –
    Target
    200
    By
    2 quarters

    Steps

    1. 1

      Rules

      Time, content, rewards.

      Creator Partnerships Manager, Korea 1 week

    2. 2

      Platform deals

      SOOP and CHZZK promotion.

      Creator Partnerships Manager, Korea 1 month

    3. 3

      Creator links

      Tracked per creator.

      MarTech Engineer 2 weeks

    4. 4

      Launch

      Next update.

      Creator Partnerships Manager, Korea 1 week

    5. 5

      Feature creators

      Official channels.

      Community Manager ongoing

    6. 6

      Measure

      Views and installs.

      Marketing Data Science Lead monthly

    First result
    1 quarter
    Cost
    Reward budget
    Owner
    Creator Partnerships Manager, Korea

    Smallest test

    Run one bounty for one update.

    Why it works

    For each major update, publish a bounty: creators who stream the new content for a set time get in-game rewards for their viewers and a feature on official channels. Track views and installs from creator links.

    Live streams on local platforms reach players that global campaigns miss, and bounties scale without negotiating each deal.

    Risks and how to handle them

    • Creators unsuitable for younger audiences

      Use the Creator Program's content standards to choose who qualifies.

    Evidence

    • HiringCreator Partnerships Manager, Korea (Seoul, posted October 12, 2026): owns the Creator Program in South Korea, local platform partnerships with "YouTube's Korea team, SOOP and CHZZK", and "creator initiatives connected to game updates, tournaments, creator bounties, merchandise", plus paid creator campaigns across APAC.Source
    • HiringGame-team marketing: a Product Marketing Manager, Brawl Stars (posted May 27, 2026, still open) for a game with "100M+ monthly active players" and "major updates every few weeks, each accompanied by trailers, social content, creator activations, and community campaigns"; a Competitive Experience Manager, Clash Royale (June 29) to build competitive play "from grassroots tournaments to global championships", including CRL.Source
  • 14

    The Competitive Experience Manager will grow competitive play from grassroots tournaments upward. Local organizers need a simple, official way to run events.

    High impactMedium effort First result in 1 quarter Competitive Experience Manager

    First action

    Write the kit with three community organizers.

    How to measure it

    Listed tournaments

    Now
    –
    Target
    100 a quarter
    By
    2 quarters

    Steps

    1. 1

      Interview organizers

      Three to five.

      Competitive Experience Manager, Clash Royale 2 weeks

    2. 2

      Write the kit

      Rules and templates.

      Competitive Experience Manager, Clash Royale 1 month

    3. 3

      Events page

      Listings.

      Web team (supercell.com) 1 month

    4. 4

      Launch

      Announce in game and news.

      Community Manager 1 week

    5. 5

      Feature

      Top events monthly.

      Competitive Experience Manager, Clash Royale monthly

    6. 6

      Qualifier path

      Winners to qualifiers.

      Competitive Experience Manager, Clash Royale 1 quarter

    First result
    1 quarter
    Cost
    Staff time only
    Owner
    Competitive Experience Manager, Clash Royale

    Smallest test

    Pilot the kit with five organizers.

    Why it works

    Publish a free kit: rules, a bracket template, in-game tournament settings, logos and a listing on an official events page. Feature top community events and invite winners to qualifiers.

    Grassroots events keep committed players engaged and create a path to CRL.

    Risks and how to handle them

    • Events with minors

      Require organizer guidelines on age and safety.

    Evidence

    • HiringGame-team marketing: a Product Marketing Manager, Brawl Stars (posted May 27, 2026, still open) for a game with "100M+ monthly active players" and "major updates every few weeks, each accompanied by trailers, social content, creator activations, and community campaigns"; a Competitive Experience Manager, Clash Royale (June 29) to build competitive play "from grassroots tournaments to global championships", including CRL.Source
    • Your websiteThe site has no newsletter or email sign-up for news; Supercell sends player news from [email protected] (listed on Our Domains). Brawl Stars pages link to a Duolingo collaboration and the path to the Brawl Stars Championship 2027.Source
  • 15

    The D2C role plans "freebie-to-upsell funnels" and an offer calendar with live ops. A free gift gives players a reason to visit the Store without paying.

    High impactMedium effort First result in 1 quarter Product Manager

    First action

    Add one free weekly gift to one Store.

    How to measure it

    Weekly Store logins

    Now
    –
    Target
    +25%
    By
    2 quarters

    Steps

    1. 1

      Pick the gift

      Small, useful item.

      Product Manager, D2C 1 week

    2. 2

      Calendar

      Aligned with live ops.

      Principal Product Manager, Live Ops & Monetization, Hay Day 1 week

    3. 3

      Announce

      In game and on the game page.

      Product Marketing Manager, Brawl Stars 1 week

    4. 4

      Launch

      One Store.

      Store platform team 2 weeks

    5. 5

      Measure

      Logins and repeat visits.

      Marketing Data Science Lead weekly

    6. 6

      Extend

      Other games.

      Product Manager, D2C 1 quarter

    First result
    1 quarter
    Cost
    Gift value
    Owner
    Product Manager, D2C

    Smallest test

    Run a free gift for four weeks in one Store.

    Why it works

    Offer a free daily or weekly gift in each Store, tied to the live ops calendar, announced in game and on the game page. Keep paid offers separate and optional.

    Free gifts build the Store habit and Supercell ID logins, and the player-first approach keeps trust.

    Risks and how to handle them

    • Pressure on younger players

      No timers or countdowns on paid offers next to the gift.

    Evidence

    • HiringProduct Manager, D2C (Helsinki, posted April 30, 2026 and still open): "Supercell is building direct relationships with players through the Supercell Store"; D2C "is already a significant element of each game's P&L", so Supercell is "embedding a dedicated D2C owner inside each game team". The role owns "D2C revenue share, conversion, retention, top-of-funnel", an offer calendar, and must "grow Store visits and convert visitors" with "freebie-to-upsell funnels, creator activations, and community events", "with a player-first mindset".Source
    • Supercell Storestore.supercell.com has a Store per game (Brawl Stars, Clash of Clans, Clash Royale, Hay Day, Boom Beach) in 20+ languages; players "Log in to view offers" with Supercell ID, every purchase "earns you points towards your next Store Bonus", and "Store Specials are high-value offers that only appear on the Clash Royale Store". supercellstore.com redirects to it.Source
    • Your websiteStore links (checked October 22, 2026): on the homepage the Supercell Store appears once, as an icon in the desktop menu. The five game pages (clashroyale.com, brawlstars.com and clashofclans.com redirect to them) link to the App Store, Google Play, Amazon (Clash of Clans, Hay Day), social channels and the game blog, but not to the Supercell Store or to that game's own Store page.Source
  • 16

    Brawl Stars and Clash Royale have thousands of news pages on supercell.com; Hay Day has two posts in two years. Hay Day is hiring live ops roles to drive engagement, and live ops needs a place to tell players what is coming.

    Medium impactLow effort First result in 1 quarter Principal Product Manager

    First action

    Write next month's event post.

    How to measure it

    Monthly visits to Hay Day news

    Now
    –
    Target
    +200%
    By
    2 quarters

    Steps

    1. 1

      Plan topics

      Monthly calendar.

      Principal Product Manager, Live Ops & Monetization, Hay Day 1 week

    2. 2

      Write

      First post.

      Hay Day Community Manager 1 week

    3. 3

      Translate

      Top languages.

      Localization 2 weeks

    4. 4

      Publish

      With correct language tags.

      Web team (supercell.com) 1 day

    5. 5

      Link in game

      News button.

      Hay Day team 1 month

    6. 6

      Measure

      Visits and returns.

      Marketing Data Science Lead monthly

    First result
    1 quarter
    Cost
    Writing time
    Owner
    Principal Product Manager, Live Ops & Monetization, Hay Day

    Smallest test

    Publish one post and link it in game.

    Why it works

    Publish a short monthly Hay Day post (events, farm tips, neighborhood challenges), translated into the top languages, linked from the game page and in game.

    News pages bring search traffic and remind lapsed farmers to return.

    Risks and how to handle them

    • Hard to keep up

      One post a month, planned a quarter ahead.

    Evidence

    • Sitemapsupercell.com sitemap (14,707 URLs, read October 22, 2026): 12,550 are translated news pages under /en/games/<game>/<language>/ in 20 languages. A sampled Japanese article has a Japanese title but declares <html lang="en">, with no hreflang links to its other language versions. By game: Clash Royale 5,819 URLs, Brawl Stars 4,349, Clash of Clans 3,587, Hay Day 80, Boom Beach 63; the Hay Day blog on supercell.com shows two posts, from September 2023 and September 2025.Source
    • HiringPlatform and Hay Day roles: a Senior Software Engineer, Supercell ID (September 3): Supercell ID "connects hundreds of millions of players to Supercell's ecosystem", from "registration and login to account safety, compliance and identity"; a Live Ops Designer, Hay Day (July 29) and a Principal Product Manager, Live Ops & Monetization, Hay Day to "drive player engagement and business growth".Source
    • Your websitehayday.com is a separate site (not redirected like the other games): its page title and social share title show a build project name instead of "Hay Day", the description is just "Hay Day official website", and the 2,966-byte HTML carries no readable text, because everything is drawn in the browser.Source

Big bets 3

Larger plays that can change the trajectory.

  • 17

    Supercell ID connects hundreds of millions of players across games. New games and Merge Mansion need players, and Supercell's own players are the cheapest audience to reach.

    High impactHigh effort First result in 3 quarters Supercell ID product team

    First action

    Size consented, eligible ID holders per game.

    How to measure it

    Installs from ID cross-promotion

    Now
    –
    Target
    10% of new-game installs
    By
    3 quarters

    Steps

    1. 1

      Eligibility

      Consent and age.

      Privacy Counsel 1 month

    2. 2

      Design panel

      In ID.

      Supercell ID product team 1 month

    3. 3

      Welcome gift

      Carries over.

      Game Lead 1 month

    4. 4

      Build

      SDK webview.

      Supercell ID product team 1 quarter

    5. 5

      Launch

      With the next new game.

      Head of Performance Marketing 1 month

    6. 6

      Measure

      Installs and retention.

      Marketing Data Science Lead monthly

    First result
    3 quarters
    Cost
    Product time
    Owner
    Supercell ID product team

    Smallest test

    Show the panel to a small consented group.

    Why it works

    Build a cross-game discovery panel in Supercell ID: players who opted in see new games with a welcome gift that carries over. Respect age rules and consent; no promotion to players under the marketing age.

    Cross-promotion within a trusted account system lowers acquisition cost for new games.

    Risks and how to handle them

    • Cannibalizing live games

      Measure total playtime per player.

    Evidence

    • HiringPlatform and Hay Day roles: a Senior Software Engineer, Supercell ID (September 3): Supercell ID "connects hundreds of millions of players to Supercell's ecosystem", from "registration and login to account safety, compliance and identity"; a Live Ops Designer, Hay Day (July 29) and a Principal Product Manager, Live Ops & Monetization, Hay Day to "drive player engagement and business growth".Source
    • Your websiteNews on supercell.com: Squad Busters development ended with a final update in December 2025, and Supercell expected to close the game "at some point in 2026", yet it is still in the Games menu next to mo.co; Merge Mansion is joining Supercell; CLASH is an animated series greenlit by Netflix; recent collaborations include WWE, Stranger Things, Subway Surfers and Joe Jonas; Clash Royale rolled out regional pricing globally (November 2025).Source
    • HiringMarTech Engineer (Helsinki, posted August 13, 2026): the CRM data platform "Today ... powers scheduled data syncs; tomorrow it will power real-time, multi-channel marketing ... across email, mobile push notifications, and future channels like WhatsApp". First-year goals: "Move CRM from batch to real time", "Launch mobile push notifications as a first-class channel ... for one game", and "Build privacy by design" with consent and GDPR "from day one"; the team also supports "our mobile attribution stack".Source
  • 18

    The data science lead owns pLTV and attribution, and the performance team runs centrally and inside games. Bidding on predicted value, not installs, aligns them.

    High impactHigh effort First result in 3 quarters Marketing Data Science Lead

    First action

    Validate pLTV accuracy for one game.

    How to measure it

    90-day ROAS

    Now
    –
    Target
    +15%
    By
    3 quarters

    Steps

    1. 1

      Validate model

      Accuracy by cohort.

      Marketing Data Science Lead 1 month

    2. 2

      Signal pipeline

      To ad platforms.

      MarTech Engineer 1 month

    3. 3

      Test

      Value vs install bidding.

      Head of Performance Marketing 1 quarter

    4. 4

      Analyze

      ROAS.

      Marketing Data Science Lead 1 month

    5. 5

      Scale

      All games.

      Head of Performance Marketing 1 quarter

    6. 6

      Review

      Quarterly.

      Marketing Data Science Lead quarterly

    First result
    3 quarters
    Cost
    Engineering time
    Owner
    Marketing Data Science Lead

    Smallest test

    Run value bidding for one game in one market.

    Why it works

    Send pLTV signals to ad platforms for each game, set value-based bidding, and compare cost per valued player against install bidding.

    Value bidding finds players who stay, which matters most for live games played for years.

    Risks and how to handle them

    • Model drift

      Recalibrate monthly.

    Evidence

    • HiringMarketing Data Science Lead (Helsinki, posted August 13, 2026): owns "pLTV, attribution, incrementality, brand/lifecycle, signal and audience modeling" across "performance/UA, brand, game teams marketing and live-ops, product marketing and lifecycle, influencer and partnerships"; a first question to answer: "Are our attribution and pLTV models shaping investments?"Source
    • HiringHead of Performance Marketing (London, posted August 11, 2026): leads "Performance Marketing teams, ASO, and CRM", "operates both centrally and embedded within game teams", and will "Own CRM as a strategic growth lever - ensuring lifecycle and retention strategy is tightly integrated with user acquisition".Source
    • HiringMarTech Engineer (Helsinki, posted August 13, 2026): the CRM data platform "Today ... powers scheduled data syncs; tomorrow it will power real-time, multi-channel marketing ... across email, mobile push notifications, and future channels like WhatsApp". First-year goals: "Move CRM from batch to real time", "Launch mobile push notifications as a first-class channel ... for one game", and "Build privacy by design" with consent and GDPR "from day one"; the team also supports "our mobile attribution stack".Source
  • 19

    Merge Mansion is joining Supercell, and Hay Day is Supercell's other casual game. The two audiences are similar and could grow each other.

    Medium impactHigh effort First result in 4 quarters Head of Performance Marketing

    First action

    Compare the two audiences by market and age.

    How to measure it

    Cross-installs

    Now
    –
    Target
    5% of each audience
    By
    4 quarters

    Steps

    1. 1

      Compare audiences

      Markets and age.

      Marketing Data Science Lead 1 month

    2. 2

      Plan event

      Rewards in both games.

      Principal Product Manager, Live Ops & Monetization, Hay Day 1 month

    3. 3

      Creative

      Shared assets.

      Marketing Creative Lead 1 month

    4. 4

      Store bundles

      Optional.

      Product Manager, D2C 1 month

    5. 5

      Launch

      Event.

      Head of Performance Marketing 1 month

    6. 6

      Measure

      Cross-installs.

      Marketing Data Science Lead 1 quarter

    First result
    4 quarters
    Cost
    Event production
    Owner
    Head of Performance Marketing

    Smallest test

    Run a small cross-promotion in one market.

    Why it works

    Plan a cross-game event with rewards in both games, shared creative and Store bundles, and measure cross-installs and retention.

    A familiar brand lowers the barrier for casual players to try a second game.

    Risks and how to handle them

    • Brand dilution

      Keep each game's tone.

    Evidence

    • Your websiteNews on supercell.com: Squad Busters development ended with a final update in December 2025, and Supercell expected to close the game "at some point in 2026", yet it is still in the Games menu next to mo.co; Merge Mansion is joining Supercell; CLASH is an animated series greenlit by Netflix; recent collaborations include WWE, Stranger Things, Subway Surfers and Joe Jonas; Clash Royale rolled out regional pricing globally (November 2025).Source
    • HiringPlatform and Hay Day roles: a Senior Software Engineer, Supercell ID (September 3): Supercell ID "connects hundreds of millions of players to Supercell's ecosystem", from "registration and login to account safety, compliance and identity"; a Live Ops Designer, Hay Day (July 29) and a Principal Product Manager, Live Ops & Monetization, Hay Day to "drive player engagement and business growth".Source
    • HiringProduct Manager, D2C (Helsinki, posted April 30, 2026 and still open): "Supercell is building direct relationships with players through the Supercell Store"; D2C "is already a significant element of each game's P&L", so Supercell is "embedding a dedicated D2C owner inside each game team". The role owns "D2C revenue share, conversion, retention, top-of-funnel", an offer calendar, and must "grow Store visits and convert visitors" with "freebie-to-upsell funnels, creator activations, and community events", "with a player-first mindset".Source

Wildcards 3

Unexpected experiments, each with a cheap way to test it.

  • 20

    CLASH is a Netflix animated series in production. Viewers who have never played will search for the game.

    Medium impactMedium effort First result in 2 quarters Entertainment & Partnerships…

    First action

    Draft the page structure.

    How to measure it

    Installs from the landing page

    Now
    –
    Target
    100,000
    By
    series launch + 1 quarter

    Steps

    1. 1

      Structure

      Characters and start guide.

      Entertainment & Partnerships Lead 2 weeks

    2. 2

      Family section

      Parent's Guide link.

      Player Safety 1 week

    3. 3

      Tracked links

      Per game.

      MarTech Engineer 1 day

    4. 4

      Translate

      Series languages.

      Localization 1 month

    5. 5

      Launch

      With the series.

      Entertainment & Partnerships Lead 1 day

    6. 6

      Measure

      Installs.

      Marketing Data Science Lead monthly

    First result
    2 quarters
    Cost
    Staff time only
    Owner
    Entertainment & Partnerships Lead

    Smallest test

    Write the page copy.

    Why it works

    Build a landing page with characters from the show, how to start Clash of Clans or Clash Royale, a family section linking the Parent's Guide, and tracked download links. Launch it with the series.

    A ready page captures search demand from a new audience at launch.

    Risks and how to handle them

    • Child audience

      No offers on the page.

    Evidence

    • Your websiteNews on supercell.com: Squad Busters development ended with a final update in December 2025, and Supercell expected to close the game "at some point in 2026", yet it is still in the Games menu next to mo.co; Merge Mansion is joining Supercell; CLASH is an animated series greenlit by Netflix; recent collaborations include WWE, Stranger Things, Subway Surfers and Joe Jonas; Clash Royale rolled out regional pricing globally (November 2025).Source
    • Your websiteParent's Guide (written with Internet Matters): the web Supercell Store needs a Supercell ID, and "As long as no payment information (e.g., credit card details) is added to the Supercell Store, no purchases can be made"; ID Rewards rewards players "for completing missions in game". Principles include "Transparency and Control".Source
    • Your websiteApp links on the game pages: the Google Play buttons for Clash of Clans, Hay Day and Boom Beach carry a hard-coded tracking referrer dated December 2014 ("...-20141216-1681"), while Brawl Stars and Clash Royale carry none; App Store buttons use old itunes.apple.com addresses, and the general "Download our games" links go to the developer pages, not a game.Source
  • 21

    Squad Busters development ended and Supercell expected to close it in 2026, but it still sits in the Games menu next to mo.co. Its players were offered transfers and free bundles in other games.

    Medium impactLow effort First result in 1 month Game Lead

    First action

    Write the page.

    How to measure it

    Squad Busters players active elsewhere

    Now
    –
    Target
    +10%
    By
    2 quarters

    Steps

    1. 1

      Write

      Story and guide.

      Communications 1 week

    2. 2

      Menu

      Replace link.

      Web team (supercell.com) 1 day

    3. 3

      Bundles

      Link Store.

      Product Manager, D2C 1 day

    4. 4

      Translate

      Top languages.

      Localization 2 weeks

    5. 5

      Publish

      Page live.

      Web team (supercell.com) 1 day

    6. 6

      Measure

      Visits.

      Marketing Data Science Lead monthly

    First result
    1 month
    Cost
    $0
    Owner
    Game Lead

    Smallest test

    Publish the page.

    Why it works

    Replace the menu link with a page: the story, where players went, the free bundles, and a guide to the other games.

    It keeps former players in the family and shows the "learning from failures" culture.

    Risks and how to handle them

    • Reopens old feelings

      Keep the tone warm and factual.

    Evidence

    • Your websiteNews on supercell.com: Squad Busters development ended with a final update in December 2025, and Supercell expected to close the game "at some point in 2026", yet it is still in the Games menu next to mo.co; Merge Mansion is joining Supercell; CLASH is an animated series greenlit by Netflix; recent collaborations include WWE, Stranger Things, Subway Surfers and Joe Jonas; Clash Royale rolled out regional pricing globally (November 2025).Source
    • Supercell Storestore.supercell.com has a Store per game (Brawl Stars, Clash of Clans, Clash Royale, Hay Day, Boom Beach) in 20+ languages; players "Log in to view offers" with Supercell ID, every purchase "earns you points towards your next Store Bonus", and "Store Specials are high-value offers that only appear on the Clash Royale Store". supercellstore.com redirects to it.Source
  • 22

    Supercell sends player news from its own domain but the site has no sign-up.

    Medium impactLow effort First result in 1 quarter Communications

    First action

    Build the sign-up form with an age gate.

    How to measure it

    Opt-in subscribers

    Now
    –
    Target
    500,000
    By
    2 quarters

    Steps

    1. 1

      Form

      Age gate and consent.

      Web team (supercell.com) 2 weeks

    2. 2

      Legal review

      Consent and GDPR.

      Privacy Counsel 2 weeks

    3. 3

      First issue

      Monthly.

      Communications 2 weeks

    4. 4

      Promote

      On news pages.

      Web team (supercell.com) ongoing

    5. 5

      Measure

      Opens.

      CRM Manager monthly

    6. 6

      Iterate

      Topics.

      Communications monthly

    First result
    1 quarter
    Cost
    Email platform costs
    Owner
    Communications

    Smallest test

    Launch the form on one page.

    Why it works

    Add an opt-in for adults on supercell.com: monthly news, new games and collaborations. Age-gate it and keep it ad-light.

    An owned list reaches players when platforms change.

    Risks and how to handle them

    • Children sign up

      Age gate and no data collection for under-age users.

    Evidence

    • Your websiteThe site has no newsletter or email sign-up for news; Supercell sends player news from [email protected] (listed on Our Domains). Brawl Stars pages link to a Duolingo collaboration and the path to the Brawl Stars Championship 2027.Source
    • HiringMarTech Engineer (Helsinki, posted August 13, 2026): the CRM data platform "Today ... powers scheduled data syncs; tomorrow it will power real-time, multi-channel marketing ... across email, mobile push notifications, and future channels like WhatsApp". First-year goals: "Move CRM from batch to real time", "Launch mobile push notifications as a first-class channel ... for one game", and "Build privacy by design" with consent and GDPR "from day one"; the team also supports "our mobile attribution stack".Source
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See every playbook and website review

Independent research. Programmable wrote this playbook from public sources, as they stood on October 23, 2026, and cites them throughout. Supercell did not commission, review or endorse it, and Programmable is not affiliated with Supercell. Company and product names are trademarks of their owners, used only to identify them. The ideas are suggestions and opinion, not professional, legal or financial advice, and not statements about how Supercell runs its business.

Something wrong, or do you represent Supercell? Email [email protected] and we will correct it or take it down.

30/60/90 roadmap

What to focus on in each month, and the ideas that carry it.

  1. Days 1 to 306 ideas

    Store links, tracking links, language tags, hayday.com tags, homepage description and the family Store panel.

  2. Days 31 to 6013 ideas

    Custom store pages, local listings, creative loops, real-time CRM and push, incrementality, creator bounties, tournaments, free Store gifts, Hay Day news, and the wildcards.

  3. Days 61 to 903 ideas

    Supercell ID cross-promotion, pLTV bidding and the Merge Mansion and Hay Day bet.

The research behind the plan

3 research areas, each summarised in a few lines. Open any of them for the full detail.

Customers

What customers say

Customers value games that last for years. The most cited problem: fake stores.

  • Regular updates and collaborations
  • Finding the official Store
  • In their words: “update”

Market

Competitive landscape

4 competitors compared: Tencent studios, Playrix, King and Moon Active.

  • Gap to exploit: Trusted direct stores
  • Tencent studios: Less focus per game
  • Playrix: Less competitive play

Hiring signals

Supercell is building direct player relationships and a measurable marketing engine: a D2C owner per game for the Supercell Store (ideas 1, 6, 15), ASO with custom and local store listings (ideas 3, 7, 8), a Head of…

  • Product Manager, D2C: Grow Store visits per game. Ideas 1, 6, 15.
  • ASO Specialist: Custom pages and localisation. Ideas 3, 7, 8.
  • Head of Performance Marketing: UA, ASO and CRM together. Ideas 7, 19.

From the team that wrote this playbook

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