Squad Busters: A New Paradigm in Game Economics?

Thongchan Thananate
3 min readSep 14, 2024

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Single currency? Swap normie?

Supercell, the powerhouse behind popular mobile games like Clash of Clans, Brawl Stars, and Hay Day, has introduced a new title: Squad Busters. While the gameplay is engaging and the graphics are on par with Supercell’s high standards, it’s the economic model of the game that’s turning heads. Let’s dive into how Squad Busters is disrupting the traditional in-game economy by using a single currency system and what it might mean for the future of mobile gaming.

Traditional In-Game Currency Systems

Most mobile games today operate with a dual-currency system:

  • Free Currency (e.g., Gold): Earned through gameplay, used for basic upgrades and purchases.
  • Paid Currency (e.g., Gems): Bought with real money, used for premium items, speeding up progress, or buying exclusive content.

This system creates a clear distinction between free-to-play players and those willing to spend money (whales). It also drives monetization by incentivizing the purchase of paid currency for faster progress and better items.

Squad Busters’ Single Currency System

Squad Busters flips this model on its head by using only one currency: Gold. Here’s how it works:

  • Gold: Functions both as the paid currency and the in-game currency. Players earn Gold by playing matches or by purchasing it with real money.
  • Gem: Used as experience points for the battle pass, not as a paid currency.

Implications of a Single Currency System

Unified Progression

  • Earning and Spending: Players can earn Gold through gameplay or purchase it. This means even whales who want to dominate must play the game to earn Gold and use it to buy tickets for character fragments after matches, rather than directly purchasing power.
  • Engagement: This system encourages continuous engagement. Players need to play to progress, not just pay.

Monetization

  • Indirect Purchases: Players can’t buy direct power-ups. They must participate in matches, making the process less about spending and more about playing.
  • Balanced Experience: This could lead to a more balanced game experience where spending money does not entirely overshadow the need for skill and engagement.

Potential Outcomes

  • New Norm: If successful, this model could influence other developers to streamline their in-game economies, focusing more on player engagement rather than direct monetization.
  • User Churn: Conversely, players accustomed to quick progress through spending might find this model frustrating, potentially leading to higher churn rates.

Squad Busters presents a fascinating shift in mobile game economics. By requiring players to engage with the game to earn and spend Gold, Supercell is pushing for a more skill-based, balanced experience. Whether this will set a new standard or drive players away remains to be seen. But one thing is clear: Squad Busters is challenging the status quo, and the gaming industry will be watching closely.

In the end, will this innovative approach redefine the norm, or will it merely be a curious experiment? Only time will tell.

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Thongchan Thananate

People might laugh at it or call it foolish logic, but that’s enough for me. That’s what romanticism is about!