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The development of Clash of Clans took six months, and the game was released on 2 August 2012. Leppinen and Louhento wanted to make a strategy game that would use a touch screen so playing would be as simple and pleasant as possible. Their team had spent months on a fantasy themed Facebook game when Supercell changed strategies. Lasse Louhento had started at Bloodhouse, and Lassi Leppinen was the chief programmer at Sumea and Digital Chocolate. The game receives regular updates and is maintained by a team of 14 people. In four months, the game became one of the most profitable games in Apple's App Store in the US, and was one of the most profitable in the world for two and a half years.
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The social aspect of the game was emphasised as well.
#What is best combination of prototype 3 boom beach simulator
Supercell added to their farming simulator the ability to refine products, a production chain, and touch screen properties. Hay Day was Supercell's version of Zynga's successful Facebook game FarmVille, an easy-to-play farm simulator. In May 2012, Hay Day was published and eventually became Supercell's first internationally released game. The company simultaneously developed five games and the first to be released for public testing was Pets vs Orcs. In order to ease concerns of Supercell's investors due to the change of direction, Paananen increased the detail of progress reports. Supercell considered Zynga's market leadership in games on the Facebook platform insurmountable and so decided to focus on iPad games, cancelling a Facebook game it was developing. At best, the game had approximately half a million players. In November 2011, Supercell abandoned Gunshine for three reasons: it did not interest players for long enough, it was too difficult to play, and the mobile version did not work as well as the browser version. Accel also invested in Rovio, among others. After Gunshine's completion, Accel Partners also invested 8 million euros in the company in May 2011, and shareholder Kevin Comolli became a member of Supercell's board of directors. The game prototype was ready in eight months. The first game Supercell started to develop was the massive multiplayer online game Gunshine that could be played on Facebook with a browser or on mobile platforms. The following October, Supercell raised 750,000 euros through seed funding including from London Venture Partners and Initial Capital. Tekes, the Finnish funding agency for technology innovation loaned them a further 400,000 euros and Lifeline Ventures also invested in Supercell. Kodisoja and Paananen invested 250,000 euros in the company. The company started its business in the Niittykumpu district of Espoo. Together, Paananen, Kodisoja, Petri Styrman, Lassi Leppinen, Visa Forstén, and Niko Derome who had known each other through work connections, founded Supercell in 2010. Paananen moved to venture capital company Lifeline Ventures, but wanted to create a game company where executives would not disturb the work of the game developers. Kodisoja, the firm's creative director left the company in 2010, followed soon after by Paananen. In the following year, the American Digital Chocolate bought Sumea and made the company its Finnish headquarters and Paananen the European manager. In 2003, Sumea made a profit of 1.2 million euros. Kodisoja co-founded Sumea in 1999, and Paananen was hired as the company's CEO in 2000. History Background and founding īefore Supercell, two of its founders, Mikko Kodisoja and Ilkka Paananen, worked at Sumea, a mobile game company. The final decision for cancelling a project is done by the development team themselves. One of the games that was cancelled well into development was Battle Buddies, which had also been rated well in the test market, but the number of players was still too small. Successful failures are celebrated by employees. The team subsequently develops the idea into a game, which the rest of the company's employees get to play-test, followed by play-testing in Canada's iTunes App store if the Canada reception is good, the next step is global rollout (via iTunes). The focus has not been on revenue, but on the principle "just design something great, something that users love." Game development focuses around "cells" of five to seven people which start with idea generation and an initial review by CEO Paananen. The company's objective is to focus on the successful games that stay popular for years. Supercell focuses on the development of free-to-play games that yield profits through the in-game micropayments. 2.4 Development of games after Clash of Clans.