One lesson that comes to mind is the fact that new features do not always yield improved KPIs. The team is constantly learning from the game, especially from the community. What lessons have you learned/are you still learning from Boom Beach? Is there anything about the game that, in hindsight, you'd now handle differently? Right now we’re trying to focus on improving the quality of the experience for players with our product roadmap.Īny KPIs such as downloads, DAU or retention you’re willing to share?īoom Beach has had hundreds of millions of downloads to date and has millions of players playing Boom Beach every day. We have also tried to deliver new and exciting features to our players over the years. We have improved our content cadence over the years to better suit the needs of our players. To what do you attribute the game’s consistently impressive grossing performance, and how do you sustain it? While we have not developed a sizable new feature recently, we have still tried to deliver content at a frequency that maintains engagement while not burning out players. Laura Gillilandįeatures like those have excited our players and positively impacted our retention. We have tried to deliver content at a frequency that maintains engagement while not burning out players. We have released engaging features like Mega Crab, Warships, and Task Force Operations. Over the years, we have cared about continuously delivering content to our players. What steps have you taken to ensure that Boom Beach maintains a sizeable and active player base all this time after its launch? We know we need to do more, and we’re in the process of trying to find more people for the team to deliver more, better content to players. Then in terms of updates, we’re evaluating what the right cadence is going forward. The team is constantly trying to improve the Helpshift system, so that players can get the answers they need as quickly as possible through that portal. We work closely with our player support team to gather feedback from our players and try to resolve issues when we can. How important do you consider customer support and updates to be? What has been your approach?Ĭustomer support is very important to Supercell. Like other live games, we have a live ops lead for the game as well as other support including client development and community management. We care about having small, independent teams at Supercell, and Boom Beach is no different. How big is the team currently handling live ops on Boom Beach? You can expect to see a lot more in Boom Beach. We’re excited to find new ways of evolving the title and giving players a great experience. Looking at the game now, at a more mature state, we still think that there is more to do with the title. The team had a clear vision and built toward that vision, despite the team composition changing frequently over the past several years. Quickly after the release, the game’s performance drove a lot of positive momentum for the team. We still think that there is more to do with the title. It was a pivotal moment for the company in terms of forming our culture around independent teams. But the team pushed against the resistance and in the end, as we know, they decided to go global. The team reflected on the fact that Boom Beach was almost killed, coming out of a game leads’ meeting where almost everyone was against the global release of the game. Laura Gilliland: While I did not work on the game as early as soft launch, I did speak to the original team members to get their thoughts on the evolution of the game. : With Boom Beach now approaching its eighth anniversary, how do you reflect on its performance - from soft launch to the mature title it is now? We spoke with Supercell game lead Laura Gilliland eight years on since the release of Boom Beach about the importance of customer support and suiting the players' needs. That leads us to our regular Live and Kicking series. Here at, we want to take the opportunity to highlight games that have bucked the trend and found an audience that has kept them thriving long after launch. Long gone are the days of developing and publishing a game without the need to tweak, adjust and support it years after launch.
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