Supercell has opened up about the factors that led to the global launch of Squad Busters, the first live game from the studio to be shut down. In a recent blog post, CEO Ilkka Paananen and game lead Eino Joas detailed the internal pressures, expectations, and development decisions that shaped the game’s release and eventual performance.
According to Paananen, launching a new mobile game has become increasingly challenging. After a five-and-a-half-year gap following its last major hit, Brawl Stars, Supercell decided to release Squad Busters in 2024. The studio had developed the game for several years, aiming to balance accessibility with strategic gameplay that would appeal to a broad audience.
Development and Beta Testing Challenges
Development of Squad Busters began in 2020. The initial focus was on core gameplay, with a closed beta involving 5,000 players launching in February 2023. Early metrics showed a Day 7 retention rate of 29%, falling short of Supercell’s internal targets. In response, the team introduced additional player agency features, including boosts, abilities, and map events, and conducted a second beta in May 2023 with over 140,000 participants. Retention rates improved, with Day 1 at 61%, Day 3 at 44%, and Day 7 at 38%. The game also received generally positive feedback from content creators participating in the Creator Program, as well as from Apple and Google.
Despite these improvements, the team felt pressure to move toward a full launch. Joas noted that the development team perceived the company’s risk appetite as limited and wanted to push for bolder decisions, although he emphasized that this pressure did not originate from leadership.
Global Release and Player Engagement
Following the global launch, Squad Busters achieved 40 million pre-registrations and 75 million installs. However, retention beyond the initial installs was lower than expected. The studio had aimed to create a game that was intuitive and accessible to a wide range of players, but Joas acknowledged that there was a gap between the team’s intentions and player experiences. Many players did not find the engagement or depth they were seeking, which contributed to the game’s decline in active users.
Paananen reflected that the one-month soft launch did not provide enough time to fully test the game’s meta or long-term retention and monetization beyond Day 7. This, combined with the decision to scale the game and marketing before these factors were validated, contributed to its performance issues.
Lessons for Future Mobile Game Development
Supercell has framed the Squad Busters experience as a learning opportunity. The studio noted that even large beta tests may not predict how a game performs globally. Longer testing periods and a third beta might have highlighted engagement and retention problems earlier. Additionally, Paananen emphasized that major marketing campaigns are most effective after the product vision and player experience have been thoroughly validated.
The company’s reflections underline the challenges facing mobile game developers, particularly in balancing accessibility, player retention, and monetization. They also demonstrate how internal pressures to take risks can influence release strategies, sometimes with unintended consequences.
Source: PocketGamer
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Frequently Asked Questions (FAQs)
What was Squad Busters?
Squad Busters was a mobile game developed by Supercell, aiming to combine accessible controls with strategic gameplay. It was the first live game from the studio to be shut down.
Why did Supercell launch Squad Busters globally?
Supercell launched the game amid internal pressures to take risks and release new titles, even though retention metrics from beta testing indicated potential issues.
What were the main issues with Squad Busters?
The game struggled with long-term player retention. While early beta tests showed promising results, the global audience did not engage as expected, revealing a gap between player expectations and the game’s design.
How long was Squad Busters in beta?
The game had two main beta periods: the first in February 2023 with 5,000 players and the second in May 2023 with over 140,000 players.
What lessons did Supercell learn from the release?
Supercell concluded that longer and larger-scale beta tests are crucial, that retention metrics from beta may not predict global performance, and that marketing campaigns should follow full validation of the product vision.
Will Supercell change its approach to future game launches?
The studio indicated that insights from Squad Busters will influence future development and launch strategies, emphasizing extended testing, careful validation, and measured risk-taking.




