Supercell has shared the story behind Squad Busters, the studio's first live game to be shut down after launch. In a blog post, CEO Ilkka Paananen and game lead Eino Joas walked through the internal dynamics, development choices, and performance challenges that defined the game's trajectory from concept to closure.
Paananen pointed to the difficulty of launching mobile games in the current market. After a five-and-a-half-year stretch without a major release since Brawl Stars, Supercell greenlit Squad Busters for a 2024 launch. The team had spent years building a game designed to be easy to pick up while offering enough strategic depth to keep players engaged.

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Development and Beta Testing Challenges
Work on Squad Busters started in 2020. The first closed beta ran in February 2023 with 5,000 players. Day 7 retention hit 29%, below Supercell's internal benchmarks. The team responded by adding more player control through boosts, abilities, and dynamic map events. A second beta followed in May 2023 with over 140,000 participants. Retention climbed to 61% on Day 1, 44% on Day 3, and 38% on Day 7. Content creators in the Creator Program gave positive feedback, as did Apple and Google.
Still, the team felt mounting pressure to launch. Joas explained that developers wanted the company to take bigger risks and make bolder calls, though he clarified this push came from within the team rather than from leadership. The perception was that Supercell's appetite for risk had narrowed, and the team wanted to challenge that.
Global Release and Player Engagement
Squad Busters launched with 40 million pre-registrations and 75 million installs. Retention past the first week didn't match expectations. The game was built to be approachable and intuitive, but Joas admitted there was a disconnect between what the team intended and what players experienced. Many didn't find the depth or engagement they wanted, and active users dropped off faster than projected.
Paananen reflected that the one-month soft launch didn't give the team enough runway to test long-term retention, monetization, or how the meta would evolve past Day 7. Scaling the game and its marketing before validating those fundamentals contributed to the performance gap.
Lessons for Future Mobile Game Development
Supercell is treating Squad Busters as a case study. The studio noted that even large beta tests don't always predict global performance. Longer testing windows and a third beta might have surfaced retention and engagement issues earlier. Paananen stressed that big marketing pushes work best after the product vision and player experience have been fully validated.
The postmortem highlights the balancing act mobile developers face: accessibility versus retention, risk-taking versus validation, and internal momentum versus market reality. It also shows how pressure to innovate can shape release decisions in ways that don't always pan out.
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Frequently Asked Questions (FAQs)
What was Squad Busters?
Squad Busters was a mobile game from Supercell that tried to blend simple controls with strategic gameplay. It became the first live game from the studio to be shut down.
Why did Supercell launch Squad Busters globally?
The studio felt internal pressure to take risks and ship new games, even though beta retention numbers suggested potential problems down the line.
What were the main issues with Squad Busters?
Long-term retention was the biggest problem. Early beta tests looked promising, but the global audience didn't stick around. There was a gap between what players wanted and what the game delivered.
How long was Squad Busters in beta?
Two main beta phases: February 2023 with 5,000 players, then May 2023 with over 140,000 players.
What lessons did Supercell learn from the release?
Longer, larger beta tests are critical. Beta retention doesn't always predict global performance. Marketing campaigns should come after the product vision is fully validated, not before.
Will Supercell change its approach to future game launches?
The studio said lessons from Squad Busters will shape future launches, with more emphasis on extended testing, thorough validation, and measured risk-taking.








