u/GamerlandMedia

GUNBOAT CRAB IS COMING TO BOOM BEACH ON AUGUST 21ST, 2026

GUNBOAT CRAB IS COMING TO BOOM BEACH ON AUGUST 21ST, 2026

Meet Special Defence building - Skill Cannons. They will use your gunboat's abilities & they are in 3 variations - Skill Cannon Barrage, Skill Cannon Artillery & Skill Cannon Shock. Luckily, they have only 5k health without any boosts, but be ready for them! Sorry for bad quality of these cannons :(

GBE gain +50% on 11-20 stages
GBE gain +75% on 31-40 stages
GBE gain +100% on 51-60 stages
GBE gain +50% on 61+ stages

u/GamerlandMedia — 1 day ago

FREE 3 KEYCARDS & 520 CARD PIECES IN BOOM BEACH

Claim epic rewards in Boom Beach from the official creators' link (in comments)

u/GamerlandMedia — 2 days ago

5 FREE Keycards in Boom Beach

https://preview.redd.it/cg1lrqc3bxjh1.png?width=477&format=png&auto=webp&s=7967a89f8d074218238cd33e02a49e1f8d16d93d

Don't forget to claim 5 free keycards in the shop. Boom Beach was downloaded 100k times on PC and community reached the final reward of the community event, which was started on April 10th, 2026

https://preview.redd.it/20u4z59ebxjh1.png?width=1024&format=png&auto=webp&s=718c1b3b5ff769a3ffa050e6d3c78735e7cb2f82

Do you play on PC or phone/tablet?

reddit.com
u/GamerlandMedia — 3 days ago

You will spend ~10 years to complete this Boom Beach achievement + how to turn achievements into motivation for players (my own ideas)

https://preview.redd.it/cb69z0scijjh1.png?width=1280&format=png&auto=webp&s=cfc56d0c785ccce8ac7dbeebaa479e88f3d237c4

This is probably the most in-depth post about achievements in Boom Beach you've ever seen.

I think most of you are already familiar and agree, that the rarest achievement - Strategist III, where you need to defend your base 800 times. Only ~0.63% of all players are having this achievement. I decided to check, what about top-2 rarest achievement, and so on... Well, the results are below in table with all 66 achievements. Idk will it be important for you, but anyways, haha😅😅

Important note: The figures and data presented below apply exclusively to players whose accounts are linked to Google Play and the App Store. The data does not include players whose accounts are not linked to these app stores, nor does it include PC players. Special thanks to Chinatale for assistance with data from iOS devices.

Went through all 66 achievements and calculated ownership % weighted across Google Play + App Store. Here's the full ranked list, rarest first:

# Achievement % of players
1 Strategist III - Defend base from 800 attacks 0.63%
2 Perfectionist III - Salvage 3000 Statues 0.78%
3 Conqueror III - Destroy 1000 enemy bases 1.42%
4 Gear Up III - Win 2100 points from Gearheart 2.13%
5 War Hero III - Gain 600 victory points 2.21%
6 Tinkerer III - Use 960 parts in the Weapon Lab 2.24%
7 Submariner III - Dive for treasure 500 times 2.26%
8 Co-operator III - Gain 800 task force points 2.32%
9 Hammer Down III - Defend vs 40,000 Hammerman troops 2.37%
10 Gear Up II - Win 900 points from Gearheart 2.39%
11 War Production III - Control 35 resource bases 2.55%
12 Payback III - Beat 10 blackguard boss bases 3.34%
13 Tinkerer II - Use 360 parts in the Weapon Lab 3.42%
14 Outfitter III - Do 235 Armory upgrades 3.42%
15 Explorer III - Explore 149 map regions 3.45%
16 Hammer Down II - Defend vs 16,000 Hammerman troops 3.53%
17 Bagging Dr. T III - Destroy Dr. T stages 1000 times 3.58%
18 Chain of Command III - Upgrade HQ to Lvl 20 3.84%
19 Gear Up I - Win 150 points from Gearheart 4.50%
20 Iron Will III - Seize 40,000,000 iron 4.74%
21 Perfectionist II - Salvage 300 Statues 5.53%
22 Quarry Raid III - Seize 40,000,000 stone 5.95%
23 Hammer Down I - Defend vs 2,000 Hammerman troops 6.02%
24 Steamroller III - Destroy lvl50+ enemy w/o losing troops 6.05%
25 Co-operator II - Gain 400 task force points 6.42%
26 Tinkerer I - Use 24 parts in the Weapon Lab 6.97%
27 Timber Takeover III - Seize 40,000,000 wood 7.10%
28 War Chest III - Upgrade Gold Storage to Lvl 10 7.21%
29 Outfitter II - Do 110 Armory upgrades 8.42%
30 Spoils of War III - Seize 40,000,000 gold 8.42%
31 Conqueror II - Destroy 100 enemy bases 9.81%
32 Submariner II - Dive for treasure 50 times 11.00%
33 Strategist II - Defend base from 80 attacks 11.23%
34 Iron Will II - Seize 1,000,000 iron 11.71%
35 Payback II - Beat 5 blackguard boss bases 11.92%
36 War Hero II - Gain 200 victory points 13.02%
37 Co-operator I - Gain 100 task force points 13.05%
38 Bagging Dr. T II - Destroy Dr. T stages 100 times 13.07%
39 Perfectionist I - Salvage 30 Statues 13.42%
40 Explorer II - Explore 75 map regions 13.89%
41 War Production II - Control 10 resource bases 16.52%
42 Quarry Raid II - Seize 1,000,000 stone 16.55%
43 Steamroller II - Destroy lvl25+ enemy w/o losing troops 17.34%
44 Outfitter I - Do 30 Armory upgrades 20.26%
45 Harness Nature III - Remove 100 trees/rocks 21.05%
46 Submariner I - Dive for treasure 5 times 21.20%
47 Chain of Command II - Upgrade HQ to Lvl 10 22.44%
48 Iron Will I - Seize 20,000 iron 23.28%
49 Timber Takeover II - Seize 1,000,000 wood 23.36%
50 Spoils of War II - Seize 1,000,000 gold 24.10%
51 Bagging Dr. T I - Destroy Dr. T stages 5 times 26.26%
52 Harness Nature II - Remove 50 trees/rocks 28.33%
53 Quarry Raid I - Seize 20,000 stone 29.47%
54 Steamroller I - Destroy lvl10+ enemy w/o losing troops 32.49%
55 War Production I - Control 3 resource bases 32.68%
56 Explorer I - Explore 25 map regions 33.02%
57 Payback I - Beat 1 blackguard boss base 33.44%
58 War Chest II - Upgrade Gold Storage to Lvl 5 34.94%
59 War Hero I - Gain 50 victory points 38.20%
60 Conqueror I - Destroy 5 enemy bases 39.52%
61 Strategist I - Defend base from 5 attacks 42.25%
62 Timber Takeover I - Seize 20,000 wood 52.15%
63 Spoils of War I - Seize 20,000 gold 55.97%
64 Harness Nature I - Remove 5 trees/rocks 58.78%
65 War Chest I - Upgrade Gold Storage to Lvl 2 60.89%
66 Chain of Command I - Upgrade HQ to Lvl 3 69.02%

Been digging into the achievement stats for Boom Beach lately (ownership % across all 66 achievements, weighted across Google Play + App Store), and the reward structure is... not great once you actually compare it to how hard each one is to get.

Every achievement pays out in diamonds. Total pool across all 66 achievements = 3,240 diamonds. Most 3-tier lines (I+II+III combined) pay out 60–90 diamonds total, no matter what they're for.

But five lines break that pattern hard:

Line Total diamonds (I+II+III)
Payback 175
Hammer Down 175
Gear Up 175
Bagging Dr. T 310
War Hero 1,325

War Hero by itself is 41% of every diamond in the entire achievement system - three achievements out of 66 hoarding nearly half the total pool. Add up all five "generous" lines and it's 2,160 diamonds, or 66.7% of the whole reward pool, coming from lines that make up only 23% of the achievement groups. The other 17 lines split what's left.

Strategist III - Defend base from 800 attacks is the single rarest achievement in the game. Only 0.63% of players have it, and realistically it takes 10+ years of continuous play to earn (your base has to get attacked and survive 800 separate times - that's not something you can grind, it just happens to you passively over a decade of staying active).

Strategist III pays out 30 diamonds. As this achievement could take ~10 years of playing, I don't think that 30 diamonds will somehow affect on player's profile.

That's less than the "boring" default baseline (60-90). Less than clearing a few rocks off your island gets you. You could grind two decent PvP seasons for War Hero and out-earn an entire decade of being a punching bag for other people's fleets.

If you do diamonds-per-percentage-point-of-rarity: War Hero III works out to ~600 diamonds per rarity point. Strategist III gets ~47. The reward system flat-out isn't tracking the same thing the rarity data is tracking.

What I'd actually want changed (just my opinion)

1. Scale the payout to rarity, not to whatever felt "important" during development. The 3,240 diamond pool doesn't need to grow - just redistribute it proportionally to ownership %. Strategist III shouldn't pay 44x less than War Hero III for being harder, not easier.

2. Give the sub-1% tier something permanent instead of diamonds. Diamonds get spent and forgotten in a week. A unique base flag, a glowing HQ statue, a special profile border - something visible that says "this person has been here a decade" - would actually mean something.

3. Titles. Displayed next to your name - "Unbreakable" for Strategist III, "Annihilator" for Conqueror III, "Statue Keeper" for Perfectionist III. Games like Brawl Stars and PoE have shown people value a title over a currency payout every time, precisely because you can't buy your way into one.

4. Non-linear scaling for one-percent-club achievements. If a tier sits below ~1.5% ownership, just multiply its base reward 3–5x regardless of what mechanic it's tied to. Simple fix, no new content needed.

Basically - the game already knows exactly who's stuck around for 10 years. It just doesn't act like it cares.

Curious what others think: would you rather see this fixed with a straight diamond rebalance, or something cosmetic/prestige-based instead? And does anyone actually have Strategist III - how long did it take you in practice? Let me know in comments below <3

reddit.com
u/GamerlandMedia — 5 days ago

Kaktus became first player in the world, who beat Dr.T Volcano Island Threat 100 in Boom Beach

This is insane! Super creator for Boom Beach, Kaktus, completed stage 7 of Threat 100 of Dt. T Volcano Island, what made him first ever player who reached 10k points in global!

Image via Kaktus's last video on YT

The building health is insane +19660%

To defeat the Threat 100 base, Kaktus employed a combination of high-level abilities and tactical maneuvers: Lieutenant Kai served as the primary instrument of destruction, with the key mechanic being damage ricochet - secondary buildings transferred their received damage to the main core, allowing for massive hits on the primary target; additionally, Kaktus sacrificed five boatloads of warriors to activate the Rally engraving, granting a 180% speed boost to all troops, while carefully conserving cannonboat energy exclusively for shock shells and Anna's overtime abilities to extend the burning effect during the critical moment of the assault; ultimately, the operation's success hinged on precise targeting, as Kai's damage could only reach the core through specific intermediate buildings, and without enough valid targets, the ability would simply fail to connect.

Dr. T Volcano Island Stage 6 Threat 100 (image via Kaktus)

So... what's your Dr. T stage?

reddit.com
u/GamerlandMedia — 6 days ago

Scorcher in Real Life - Meet Churchill Crocodile

You all know and love scorchers?😇 They are pretty interesting type of tanks. But of course, it wasn't just a concept. Scorcher also existed in real life and here is how this tank looks like and how it works:

https://preview.redd.it/eqr0mgwe5xhh1.png?width=1280&format=png&auto=webp&s=d1ebe6a0c1838f4bb766a498357da09aaec7bbba

Meet the Churcill Crocodile - Scorcher in real life. The tank was built on the base of the British heavy infantry tank Churchill (Mk VII variant). The project was overseen by Major-General Percy Hobart, who saw the machine demonstrated in 1943 and pushed for it to enter production. The Crocodile became part of the famous "Hobart's Funnies" - specialized vehicles created for the Normandy landings. Development was carried out under strict secrecy - disabled Crocodiles were often destroyed on the spot to keep the technology from falling into enemy hands.

Churchill Mark VII Crocodile Flame Thrower Tank - Photo 2017

The conversion kit consisted of a trailer, an armored pipe running along the underside of the tank, and the flame projector itself, which replaced the hull-mounted Besa machine gun at the front of the hull. The tank fully retained its standard armament - a 75mm gun in the turret and a coaxial machine gun - meaning it could still fight as a regular gun tank.

Four hundred gallons of fuel and compressed nitrogen propellant were stored in a 6.5-ton armored trailer, enough for eighty one-second bursts. The flame jet reached about 10 meters ahead of the vehicle. If needed, the trailer could be jettisoned from inside the tank without the crew having to get out.

Production began in October 1943, just in time for the Normandy invasion, where a troop of C Squadron, 141st Royal Armoured Corps, saw action on the very first day. A total of 800 vehicles were produced by converting standard Churchills. They were used against German bunkers, fortified positions, and in street fighting - and served not only as weapons of destruction but as a psychological weapon: enemy garrisons often chose to surrender the moment a Crocodile appeared.

Churchill Mk VII Crocodile Flamethrower Tank Bayeux Battle of Normandy Museum

Although a Crocodile crew was, in theory, no more vulnerable to enemy fire than the crew of a standard Churchill, there were reports that captured flame-tank crews were sometimes executed on the spot by German troops due to the perceived cruelty of the weapon - though no specific documented case has ever been confirmed.

Combat weight was 39.6 tons, top speed 27 km/h, operational range 144 km, crew of 5. The tank remained in British service into the early 1950s and even saw action in the Korean War.

Most likely, to give the tank a "fiery" look, the developers decided to make in-game scorcher a bright red color.

Scorcher announcement in Boom Beach, 2015

Let me know if you are interested in such kind of stories with real history!😇

reddit.com
u/GamerlandMedia — 14 days ago

I interviewed the best French Warships player, Chinatale, who went from "worst Warships player ever" to World Top 50 - he broke down exactly how Chinese wintrading works at the top of the leaderboard

Been sitting on this interview for a bit and figured this sub would actually appreciate it. Talked to Chinatale, an 18-year-old French player with 40+ seasons under his belt, multiple French top 500 finishes, and several World Top 50 runs. Dude is chasing the #1 Trophy and isn't shy about anything - his own bad habits, matchmaking, wintrading, or what he wants Supercell to fix.

Full convo was long so here's the condensed version. Some quotes trimmed for length but nothing changed.

Chinatale's trophies on different accounts

He started as "the worst Warships player of all time"

Lost his original account as a kid (never linked to Supercell ID), came back three years ago starting from zero:

"I often joke that I was the worst warship player of all time when I first started playing the mode. But I always wanted to improve: day after day, season after season."

No shortcut. Just refused to stop climbing.

The tech tree method: troops first, then crowdsource feedback from literally anyone

"When the tech tree is revealed, the first thing I look at is the troops... I usually create a first version of my tech tree on the website, then I share it with other players to get feedback. It doesn't matter who they are - even lower-level players can help. There have been several times when lower-level players stopped me from making a mistake."

A World Top 50 player taking tech tree advice from randoms. Kind of refreshing honestly.

The wintrading breakdown - this is the juicy part

Asked him straight up about the Chinese players dominating the top of the leaderboard:

"Many Chinese players are skilled and ranked very high, but honestly, I don't think most of them deserve to be that high because of wintrading, even if not all Chinese players are cheaters!"

Then he actually explained the mechanics:

"They all play at the same time. When someone faces the player who paid for the win, they retract. The others who face each other draw so they don't lose their win streaks. Since there are not many players at the top, they know who they are facing and if they have to give the win."

He gives credit to the newer Community Manager for cracking down on account sharing bans, but:

"They still create new accounts, so Supercell should find a way to review players' matches to make sure wintrading is no longer possible."

Cheaters are having big number of draws

Matchmaking rant no one asked for, but he defends it hard

Unlike literally everyone else complaining about matchmaking, Chinatale thinks it's fine:

"If you beat one of those players, you get around +18 stars, while they lose around 18. That means they have to wait for hours just to get back to where they were before. In my opinion, that's fair."

He also thinks players blaming matchmaking for facing higher ER opponents are usually just coping:

"Those players reached the next engine room faster, which also means they had to go through a more difficult period earlier in the season. Everyone has their turn to struggle!"

Legendary X is basically fake right now

"Reaching Legendary V is currently impossible. Even Legendary III is almost impossible for a fair player."

He and French YouTuber Thundy actually pitched Supercell a fix - putting a number (1-10) on the Legendary trophy to show how far you actually got, since right now everyone gets the same trophy regardless. Sent it to the Community Manager. No word on if it's happening.

His Supercell wishlist

  1. Change the tech tree shape (4 branches, circular, anything other than the same layout every season)
  2. Stop making the early game so defensive - "even pay-to-win players don't enjoy doing slow, boring attacks"
  3. Let players use time savers on troop training in Warships, like they can on main base - says it's a free-to-play QoL issue that's long overdue

Top 500 vs Top 50 - not even close

"Top 500 is achievable for everyone who is serious about the game... probably in your second season. Top 50 is a completely different story. You have to make warship one of the most important parts of your day. It's very demanding and mentally exhausting."

The season that broke him

Season 85, his only season this year without hitting Legendary:

"The end season meta was a complete RNG nightmare, with heavy choppas splits, and the randomness destroyed a lot of streaks. For the story, I played for hours on the final night and completely failed the assessment I had the next day! 😂"

We've all been there. Some of us just admit it.

What's next

"My future goal is to reach top 5. I have missed it so many times - I got four top 10 finishes but never a top 5! After that, the next goal will obviously be top 1. I won't stop until I achieve this dream!"

He's also planning to start livestreaming around Season 91.

TL;DR: French player went from worst Warships player ever to World Top 50 in 3 years through sheer stubbornness. Broke down exactly how top-level wintrading works, defends the matchmaking everyone hates, thinks tech trees need a redesign, and is chasing top 5 next season.

reddit.com
u/GamerlandMedia — 15 days ago

How Lt. Hammerman was voiced?

Thumbnail by Gamerland Media (WSNBS)

Hey guys, I actually don't know about these kind of topics, but I found it interesting to share with you.

In April 2026 I came across an interview with Guy Harris, the voice actor behind Lt. Hammerman, and there were a few interesting details that I had never heard before.

One thing that surprised me is that Hammerman's voice wasn't modeled after Darth Vader, Dr. Claw, or any other classic villain. When Harris was asked to create the character, the only real direction he received was that Hammerman should sound sinister and evil.

Instead of copying an existing character, he went back to a collection of creepy voices he had developed over the years for Halloween performances and other acting work. He blended several of them together, experimenting with different deliveries until he found something that felt right.

What's even more interesting is that the version we hear in Boom Beach wasn't necessarily his own favorite - or even his first attempt.

According to Harris, he recorded a whole range of different interpretations of Hammerman and sent all of them to Supercell. Some were darker, some more theatrical, some more over-the-top. The developers then listened to every version and picked the one they thought best matched the character.

That probably explains why Hammerman has such a unique personality. He's threatening enough to feel like the game's main villain, but he's also theatrical, dramatic, and just a little ridiculous. Instead of sounding like a generic evil commander, he almost sounds like someone who's enjoying every second of being the villain.

Personally, I think that's one of the reasons he's become one of the most memorable characters in Boom Beach. Even if you haven't played for years, you can probably still hear his voice in your head saying:

Are you ready to get steamrolled?

Another fun detail from the interview is that Harris said the role itself wasn't particularly difficult because that deep, sinister voice was already part of his acting repertoire. The hardest part, surprisingly, wasn't recording the lines - it was filming one of the promotional videos without laughing while sitting in a bathtub.

Guy Harris has voiced characters in Worms, Thomas & Friends, Go Jetters, Mr. Men, and even some goblins in Clash of Clans, but he said he'd happily return to voice Hammerman again if given the chance.

Reading this interview made me appreciate the character even more. It's funny how a voice we all recognize came from a handful of Halloween impressions and a developer choosing the perfect take from several recordings.

If Supercell ever adds new Hammerman dialogue, I really hope they bring Guy Harris back.

reddit.com
u/GamerlandMedia — 18 days ago

Boom Beach July 2026 Statistics

JULY 2026: KEY NUMBERS

The game's total revenue across both platforms for July came in at $1,200,000, with 110,000 total downloads across iOS and Android.

Compared to June 2026 ($1.3M revenue, 80K downloads):

  • Revenue dropped by $100,000 (−7.7%)
  • Downloads grew by 30,000 (+37.5%)

The picture is the exact opposite of what we saw in June: back then, revenue climbed while downloads fell. Now downloads have jumped sharply while revenue has slipped a little. That's a classic sign of a larger wave of new, not-yet-paying players entering the game - the open question is whether they convert into paying users in the months ahead.

Picture 1. Boom Beach July 2026 statistics (image via Gamerland Media)

PLATFORM BREAKDOWN

Markets stayed the same for the month, but the balance between platforms shifted slightly toward Android - mainly driven by downloads.

iOS generated $800,000 - 66.7% of total July revenue. Yet iOS accounted for only 40,000 of the 110,000 total downloads, or 36.4%. Top countries on iOS: China, United States, France.

Android brought in $400,000 - 33.3% of revenue, but 70,000 downloads - 63.6% of the total. Top countries on Android: United States, Turkey, Russia.

Notably, Android's revenue stayed exactly flat compared to June ($400,000 both months), while its downloads jumped from 50,000 to 70,000. That means the entire monthly revenue decline came from iOS, where revenue fell from $900,000 to $800,000 - despite downloads there also rising, from 30,000 to 40,000.

The takeaway is the same as last month: Android brings the audience, iOS brings the money. Even after this dip in absolute terms, iOS still generates roughly twice the revenue on half the downloads - the platform gap in Boom Beach remains firmly in place, even if its scale narrowed slightly in July.

PLAYER AUDIENCE: GOOGLE PLAY VS APP STORE

Data from the start of the month (as of July 2, 2026) shows just how differently sized the two platforms remain in terms of active player base.

Google Play:

  • Current Players: 310.0K - 760.0K
  • Daily Active Users: 1.5M - 2.5M
  • Monthly Active Users: 9.0M - 15.0M
  • Downloads: 100,000,000+

App Store:

  • Current Players: 53.4K - 124.7K
  • Daily Active Users: 641.3K - 1.0M
  • Monthly Active Users: 2.5M - 4.3M
  • Downloads: 35.6M+

The scale difference speaks for itself: the Android version has three times as many downloads, and its active audience runs 3-4x higher than iOS across almost every metric. But this is the same split we highlighted in the half-year report: a larger, less-monetized audience on Android versus a smaller, higher-spending one on the App Store.

Picture 2. Boom Beach Google Play & App Store statistics (image via Gamerland Media)

ACTIVE PLAYER TREND: JULY PULLS BACK

A more cautionary signal comes from the 12-month trend - August 2025 through July 2026 - based on Google Play data.

Over this period, the estimated active player count moved in waves rather than a straight line: a peak in August 2025 (around 8.7M), a drop toward September-October (roughly 6.7-6.8M), a rebound heading into November (around 8.1M), another slide to a winter low in February 2026 (about 6M), then a recovery into April (around 8.4M) - most likely tied to a major update or event.

July marked the next pullback. By the end of the month, the estimated active player count stood at 6.6M, down 690K from June, or −9.5% for the month. That's noticeably below the April peak and pulls the metric back close to the winter lows seen earlier in the year.

Picture 3. Boom Beach Monthly Player Trends. Google Play only (image via Gamerland Media)

It's worth not conflating this metric with revenue: despite the nearly 10% drop in Google Play's estimated active audience, Android's revenue for July didn't move by a single dollar. That reinforces the conclusion from our last report - the paying core of the audience stays resilient even as overall activity fluctuates.

MARKETS: NO CHANGE

The game's geography held steady in July. The United States remains Boom Beach's home market and leads on both platforms. China keeps its second-place spot on iOS, while Turkey and Russia continue to appear in Android's top markets - despite the official suspension of service for Russian players dating back to March 2022.

Stable markets are what you'd expect in a month without major updates - without new content, sharp shifts in geography tend not to happen.

WHAT DOES ALL THIS MEAN?

Pulling everything together, July 2026 reads as a month of mild cooling after June's peak - with an interesting twist.

Revenue fell 7.7% (to $1.2M), while downloads jumped sharply - up 37.5% to 110,000. Almost all of that new-player influx landed on Android, whose revenue didn't budge at all. iOS, by contrast, was the driver of the revenue decline, even though it too gained downloads. On top of that, there was a nearly 10% drop in Google Play's estimated active audience for the month, per an independent tracker. At first glance that seems to contradict the download growth, but the contradiction is likely superficial: activeplayer-style MAU estimates tend to lag and smooth out sharp monthly swings, so the effect of July's new arrivals may not be fully reflected there yet.

Picture 4. Boom Beach Chinese Version July 2026 Statistics (image via Gamerland Media)

In the H2 2026 forecast from our previous report, the expected monthly revenue range was $1.1M - $1.3M. July ($1.2M) stays inside that corridor, though closer to its midpoint than to the upper bound that June occupied. For now, that fits the base-case scenario - steady, non-growing monetization alongside a fluctuating influx of new players.

reddit.com
u/GamerlandMedia — 19 days ago

New Boom Beach Leader - SL-1001 BLOBSTER: Jelly Scorcher that copies defense building attacks

This guy is soo powerful and unique! He can copy the attack stats of enemy defensive buildings

Release Date and Overview

Blobster is a part of the Boom Pass cycle running from July 27 to August 23. It's an elite leader based on the Scorcher, and its main gimmick is a unique system for copying the attack characteristics of enemy defensive buildings.

https://preview.redd.it/mevzdgpgvkfh1.png?width=871&format=png&auto=webp&s=76491571528f1ca2b8f78b2f796679ee5caddcb6

Key Abilities

The Active Ability lets players forcibly copy the attack of a chosen building on the enemy base. The duration of the effect grows as the leader levels up, reaching a maximum of 30 seconds at the highest level.

The Passive Ability works automatically: Blobster copies the attack of whichever defensive building last dealt damage to it. The effect lasts 5 seconds, and during that window the unit also takes reduced incoming damage - a handy safety net while the leader "tries on" someone else's weapon.

https://preview.redd.it/ebksg4whvkfh1.png?width=774&format=png&auto=webp&s=c372008db5765f4983f806a04cd3ba745f97196c

Talents and Progression

Leveling up Blobster unlocks an entire system of upgrades:

  • Speed - the unit gets a bonus to movement and attack speed depending on the type of copied building, with the biggest boost coming from copying melee weapons.
  • Damage Bonus - each unique type of copied weapon increases the unit's base damage by 15%, so the more varied the "trophies," the stronger Blobster becomes.
  • Ability Upgrade (third talent) - raises the levels of both the active and passive abilities by two, increasing their damage and duration.
  • Status Immunity (fourth talent) - makes Blobster immune to negative effects such as shock. What's more, absorbed effects can be applied by the unit to other buildings - an unpleasant surprise for the enemy's defense.
  • Prototype Copying (fifth talent) - unlocks the ability to copy the attack of prototype defenses, including Shock Blaster, Doom Cannon, and Microwave. This significantly expands the leader's potential in the late game.

https://preview.redd.it/0j2ki1pdvkfh1.png?width=1280&format=png&auto=webp&s=b32ca3d4a520b5cfaed62a919bf7ec89d9a2ad1c

How Damage Is Calculated

Blobster's damage output is calculated based on the base damage of the copied building, plus bonuses from troop damage statues and the leader's passive skill. One important note: building damage bonuses do not affect this figure - worth keeping in mind when planning an attack.

u/GamerlandMedia — 25 days ago

Boom Pass August 2026 - New Residence Skin!

Hey Guys, official new sneak peeks are already here, so, let's see that will be on Boom Pass! (All official info was taken from Super creators - Stoneheart & Thundy)

August Boom Pass will run from July 27th to August 23rd, 2026! Check out our images below:

Boom Pass August 2026 Free Track Rewards

And now, if you buy Boom Pass, here is what you get:

Boom Pass August 2026 Premium Track rewards

Green numbers means, how many you will get WITH free track (like, 22 supply chests on free + 23 on paid = 45 total)

New skin - Tropical Residence! It has 3 variations and this is inspiration from Boom Beach Frontlines!

https://preview.redd.it/64ivyyj8odfh1.png?width=1280&format=png&auto=webp&s=b98d1d695290d7d5e745bea4ba526298ac903415

That's all!

u/GamerlandMedia — 26 days ago

Warships Season 90 will be super crazy! We will have Choppas at the start, Ordnance &amp; laser rangers at 3ER; scorchers, cpt. ruddero, barrage &amp; more at 4ER; Pvt Bullit, heavy choppa, more GBE at 5ER; mechs, dr. vitamin, cryobomb at 6ER; and 9 prototype defenses only at 7ER.

Note: image doesn't include choices, prices of purchsing/upgrading. Image was made to show you what from defense, heroes, troops you can unlock being at any Engine Rooms. What do you think of it? (sorry if image is bad) :(

P.S. All the info was taken from the latest Stoneheart's video!

u/GamerlandMedia — 27 days ago

Scorched Crab is coming in Boom Beach on July 24th! Check out 2 special defenses and bonuses for each stage😃

u/GamerlandMedia — 29 days ago

I have 800 camo tickets

How should I spent them? I have 0 skins and I would like to get something interesting. What are your thoughts? Or do I need to get more camo tickets?

reddit.com
u/GamerlandMedia — 1 month ago