Visual Assets
8 screenshotsStore Profile
Identity
- Publisher
- Supercell Oy
- iOS app ID
- 529479190
Market Signals
- US top grossing
- 49
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| iOS app ID | 529479190 |
|---|---|
| ios bundle id | com.supercell.magic |
| ios title | Clash of Clans |
| Publisher | Supercell Oy |
| downloads bucket | 500M+ |
| store category | Strategy |
| content rating | 9+ |
| ios version | 18.367.0 |
| ios current version release date | 2026-05-26 |
| ios rating average | 4.76 |
| ios rating count | 2752848 |
| ios price | 0 |
| ios size mb | 584.6 |
| US top grossing | 49 |
| ios us top grossing rank | 37 |
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Clash of Clans runs an asynchronous build-raid-upgrade loop: collect and invest resources into a village, train troops, raid other bases for loot, then use that loot to improve defenses and armies for stronger future attacks and defense outcomes.
The main hidden risk is whether asynchronous build, raid, defense, revenge, and timer systems produce a coherent agency loop or fragment into disconnected chores separated by waiting.
Clash of Clans shows substantial system depth through the interaction of base layout, resource economy, troop composition, raid pathing, defense, timers, and revenge. The depth is partly asynchronous, so the main risk is that strong subsystems become disconnected chores instead of one coherent agency loop.
15 of 15 responses include lens metadata.

This sample is pulled by social proof and competitive bragging value, with concern about free-to-play pressure and grind.
I would download it because it is one of those games people still recognize, so it feels easy to talk about or compare with friends. The clan and battle setup sounds like it could give me quick bragging moments if I actually get good. I am a little suspicious of the free-to-play pressure because a huge top-grossing strategy game can get expensive fast. The store visuals are bright and loud in a way that makes the action clear, but I would only stick if the first wins come quickly.
This sample is pulled by social proof and competitive bragging value, with concern about free-to-play pressure and grind.I like that it feels recognizable and easy to compare with other players.
I worry the free-to-play economy could push too hard once I care about winning.
The bright, busy art makes the battles look energetic and easy to notice.
I would download it, but mostly as a short-break strategy game rather than something I live in. Building a base and checking upgrades sounds good for bus rides or waiting around, and the huge player base makes it feel like it will not be dead. My worry is that the base screens look packed, so I might bounce if the first few minutes throw too many timers and menus at me. The bright battle images make the attacks look readable enough, but I would need clear goals fast.
This sample values short, clear sessions and sees strong fit in base-building progress, with some concern about clutter and time pressure.I like that it looks like I can make progress in short check-ins.
I am wary of too many upgrade timers or crowded menus getting in the way.
The colorful battle scenes look lively, though the base screens seem dense.
I would probably install it once, though it feels more proven than fresh. The base-building and army setup could be fun if I can make my village look cool and feel like it is mine. I worry that the game has been around so long that the early loop may feel optimized around daily logins instead of surprise. The store art has a big, polished fantasy-battle look, which helps, but it does not immediately scream new idea to me.
This sample is curious about expression and polish but skeptical that an established base builder will feel novel enough.I like the idea of shaping a village and making the base feel personal.
I worry the loop may lean too much on routine check-ins instead of discovery.
The fantasy battle art looks polished but familiar.
I would download it if I wanted a competitive strategy game, but I would be watching the fairness immediately. Outsmarting people with a base layout and attack plan sounds satisfying, and a game this big should have plenty of opponents. My concern is the free-to-play upgrade economy, because winning stops feeling good if spending shortcuts too much. The store page looks action-heavy and crowded, so I would need the controls and battle choices to feel sharp instead of buried in pop-ups.
This sample is attracted to tactical competition but has a high sensitivity to pay advantage and visual clutter.I like the promise of winning through better planning and base design.
I dislike the risk that spending could make competition feel uneven.
The action looks energetic, but the screens seem busy enough to raise control concerns.
I would maybe download it, but it is not an obvious comfort game for me. I like having a village to build up and return to, and the colorful characters make it feel less harsh than a pure war game. I worry the raids, timers, and upgrade pressure would make it feel more demanding than cozy after work. The landscape battle images look bold and playful, but I would need the collection and decorating side to feel rewarding too.
This sample finds some comfort in village progress and character charm, while worrying that combat and timers may undermine relaxation.I like the idea of returning to a growing village.
I worry the combat and upgrade pressure would make it feel less relaxing.
The colorful characters make the game look playful rather than grim.

This sample respects the game's popularity but finds the loop too active and management-heavy for a calm routine.
I would probably skip it for my usual daily routine, even though I can see why it is popular. I tend to want a calmer puzzle-like check-in, and this looks more like managing battles, upgrades, and competition. The large player base and high rating make it feel trustworthy enough to try, but I worry it would ask for more attention than I want. The store page looks polished, yet the busy base scenes do not read as relaxing to me.
This sample respects the game's popularity but finds the loop too active and management-heavy for a calm routine.I like that it appears polished and widely trusted.
I dislike that the play loop seems more competitive and demanding than relaxing.
The base and battle scenes look too busy for my quiet daily play style.
I would try it cautiously, mainly because quick check-ins to collect upgrades and start another build could fit around family interruptions. I like that it looks established and easy to return to, so I would not feel like I am learning some obscure system alone. My concern is that clan events or attack timers might make the game feel needy when I only have a few minutes. The bright battle scenes look fun, but I would need the game to pause mentally when I put the phone down.
This sample sees a possible fit in asynchronous progress but is sensitive to event pressure and family-life interruptions.I like the idea of quick base progress that I can return to later.
I worry that timers or social obligations could make it feel demanding.
The bright battles look fun, but the overall screen energy feels busy.
I would download it, but I would be careful before spending. It looks polished and long-running enough that I could trust the basic quality, and base upgrades can be a satisfying way to unwind. My concern is that a free-to-play strategy game with strong grossing performance may lean on convenience purchases or passes. The landscape combat images look like a full mobile game rather than a cheap copy, which helps, but I need prices and progress to feel honest.
This sample is willing to pay for quality but evaluates the game through trust, polish, and optional spending.I like that the game looks polished and established enough to trust.
I worry that progress may be tuned around paid convenience.
The landscape battle presentation makes it look like a full-featured game.
I would install it because the competitive base-building angle sounds fun to compare with friends or family. Planning defenses and attacks gives me a clear reason to keep improving, and the huge audience suggests there is still plenty of competition. My main worry is pay-to-win pressure, since I do not want to lose just because someone bought faster progress. The store images make the battles look clean enough to follow, but I would need matchmaking and upgrades to feel fair.
This sample is a strong fit for social competition and tactical improvement, moderated by concern over paid advantage.I like having clear competitive goals and a reason to improve my base.
I dislike the possibility that spending could tilt matches too much.
The battles look colorful and organized enough to understand at a glance.
I would download it because the base-building strategy looks like it has real decisions without needing a long story session. Upgrading defenses, planning attacks, and improving a village could fit well into evening check-ins if the goals stay clear. My hesitation is readability, since the store images show a lot of units, buildings, and effects packed onto the screen. I would spend only if the game proves the economy is fair and does not turn into a chore.
This sample sees strong strategy fit but weighs readability, time respect, and fair value heavily.I like that the base and upgrade choices look meaningful.
I am concerned that crowded screens and spending pressure could make it feel like work.
The store images show plenty happening at once, which looks exciting but not always easy to read.

This sample is interested in planning but heavily deterred by likely clutter, small touch targets, and comfort concerns.
I would not be very likely to download it for tablet play. I can see the appeal of arranging a base and making smart upgrades, but the store page looks crowded enough that I would worry about tapping the wrong thing or missing details. I prefer games that feel calmer and have large, obvious controls. The colorful fantasy style is friendly, yet the amount of menus, buildings, and battles makes it look less comfortable than I want.
This sample is interested in planning but heavily deterred by likely clutter, small touch targets, and comfort concerns.I like the idea of thoughtful upgrades and base arrangement.
I worry the controls and menus would feel too crowded on a tablet.
The colorful style is friendly, but the screen looks packed with details.
I would probably not download it for myself. I like games with clear rules and a board-like layout, but this looks more like a busy battle and building game than something I can learn calmly. The large number of players and strong rating make it seem legitimate, which helps with trust. Still, the store images show many buildings and characters at once, and I would worry about small icons and too much happening on the screen.
This sample values familiar rules and readability, and the game's busy strategy presentation outweighs trust from popularity.I like that it seems established and widely played.
I worry the rules and icons would take too much effort to follow.
The store images look crowded with buildings, troops, and effects.
I would skip it unless someone I trust showed me how to play. I usually want a calm daily challenge with clear levels, and this looks more like a long-running competition with upgrades and battles. I do appreciate that it is highly rated and popular, so it does not look like a risky download. The bright store art is polished, but the amount of action on the screen makes it feel less relaxing than the games I normally keep.
This sample prefers calm daily structure and finds the competitive upgrade loop too active despite strong public trust cues.I like that the game appears reputable and well maintained.
I dislike that it looks more competitive than calming.
The bright fantasy art looks polished but too active for a quiet routine.
I might download it because the planning side of building defenses and managing resources does interest me. If the game lets me think through my village at my own pace, that could be enjoyable. I would be cautious because the competitive battle side looks more intense than the light strategy I usually prefer. The store images show a lot of moving pieces, so I would need clear prompts and readable buttons before I felt comfortable staying.
This sample has some fit with gentle planning but is cautious about intensity, clutter, and learning burden.I like the idea of planning a village and improving it gradually.
I worry the competitive battles may be too stressful or crowded.
The images show many pieces on the board at once, which could be hard to follow.
I would probably skip it because I am careful with free games that make their money through purchases. The popularity and professional art make it look trustworthy, and playing with a group could be pleasant if friends were involved. My concern is that I would be asked to keep up, upgrade faster, or spend to avoid frustration. The store images are lively and polished, but they do not look peaceful enough for a game I would pay to keep ad-free or simple.
This sample prioritizes trust and low-pressure value, so free-to-play monetization and social pressure reduce intent.I like that it looks professional and socially active.
I dislike the possibility of unclear purchase pressure or upgrade frustration.
The polished battle art looks lively but not especially peaceful.