Clash Royale vs Subway Surfers
Revenue, downloads, ratings and category context for two iOS apps. Figures are estimates and should be read as ranges, not exact totals.
| Metric | Clash Royale | Subway Surfers | Readout |
|---|---|---|---|
| Estimated revenue / mo | ~$12M | $*** - opens with trial | Clash Royale |
| Revenue band | $12M (point est.) | $*** - opens with trial | Use range + confidence |
| Estimated downloads / mo | ~800k | $*** - opens with trial | Subway Surfers |
| Download band | 800k (point est.) | $*** - opens with trial | Use range + confidence |
| Rating | 4.60 | 4.65 | Subway Surfers |
| Rating count | 3.8M | 3.8M | Clash Royale |
| Tracked keywords | 1 | 4 | Subway Surfers |
| Category | Games | Games | Same market |
Which app is bigger?
Clash Royale and Subway Surfers are compared inside Games with monthly revenue, downloads, rating, review volume, keyword footprint, category placement and range context. Subway Surfers leads on monthly downloads in the current readout, and Clash Royale wins the revenue readout (the exact figures open with the paid plan), Subway Surfers wins demand, Clash Royale has deeper review volume, and Subway Surfers has the larger tracked keyword footprint. The better app depends on the job: choose the revenue leader when you need monetization proof, choose the download leader when reach matters, and choose the higher-rated or deeper-reviewed app when market trust is the constraint. Read both ranges rather than only the midpoint, then open the category hub and related collections to see whether this pair is an outlier or a normal category pattern.