
Squad Busters, like many games, began as something else entirely. “Project Fun” put Supercell characters in a theme park of casual mini games. Ironically, it wasn’t that fun, but the style and mashup concept stuck. One ultra-fast pivot later, our small team of 4 prototyped Squad, and it made a big splash! We never imagined, 4 long years later, it becoming Supercell’s next global launch.
A big challenge to solve was making characters with unique gameplay, without them becoming too complex for big Squads. We sought to create meaningful depth without making the game too difficult for players, of all sorts, to understand and play.
Despite our roots, Squad didn’t connect with the casual audience we expected. Our players made it clear: we want more choice, more control, more strategy and skill! Again, we evaluated our options and decided, we need to think bigger...
We launched Squad Busters a year ago and the World replied— with love, chaos, feedback, bugs, memes, and so much more. You, the Community, made it all real. Yes, we stumbled. Yes, we tweaked and cut. But that was never the end goal. Launch was just the first chapter. So thank you—for playing, for caring, for sticking around. It means more than words can say.
And now? Heroes. A year’s worth of ideas, tests, wins, fails, and fixes led to this moment. Barbarian King, Archer Queen, Royale King, Mortis,Sonic, and Spike—ready to shape Squad 2.0 with you. It’s been a journey, and it’s just getting started!
