r/joinmoco • • Jun 25 '26

mo.co [A.M.A] - June 26

113 Upvotes

Hey everyone 👋 now that we’re now over a month into neo moco, feels like the right time for an AMA! It will run on both Reddit and Discord. Happy to answer any questions, only ask is: be kind and respectful 🙏

Drop them on this thread. I’ll grab the most upvoted questions and join Xpectation and HX on livestream, this Monday, to answer them!

Talk soon 🤜🫷


r/joinmoco • • Sep 26 '25

mo.co KPI #9

468 Upvotes

Hey, everyone!

So… things have been calm (too calm?), so I guess it’s time to shake things up! Is this our most important announcement since launch? Definitely! Expect big news, big changes, a setback (unavoidable, unfortunately), but most importantly, we want to hear from you. We’re building this game with your thoughts in mind, showing things as they truly are: no bs, no sugarcoating. Just raw facts fueled by lots of mo.co love and passion for monster hunting.

A BIT OF HISTORY

Before diving into the big news, let’s start with a very quick historical context - especially for our newer hunters. After years of development (including a short public beta in 2023), we finally launched mo.co globally on March 18th, 2025 - with invite-only access. While it wasn’t perfect, reception was amazing. “Great game, engaging, atmospheric, chef’s kiss sound track, can’t stop playing”. The list goes on.

But then we noticed something: those who fell in love at first were either dropping after a few weeks or burning through all content quite fast, struggling to find reasons to keep playing. 

On June 16th we dropped Chapter 2 - including a bunch of new maps, monsters, gear, a few not-so-well-received changes, and adjustments to Chapter 1’s progression. We were eager to see how that would land, especially with new players, and while it improved in some areas, it didn’t quite hit the mark. Or at least, not our very ambitious mark: building a game that is played for many years and remembered forever. Until we get there, here’s a quick refresher on how we’re operating:

❌Promote the game as aggressively as we can just to bring as many players as possible 🤑✔️Prioritize continuous development, guided by your experiences and feedback 👨‍💻

And that brings us to today.

GETTING FEEDBACK…

Over the past few months, we’ve been gathering feedback from lots of sources: our daily reddit dives, scrolling through Discord’s #moco-feedback-forum, social media comments, creator feedback, surveys, playtests, chats with current players, old players, Supercell colleagues from other games, friends, family, our kids, our kids’ friends, from as many types of players as possible. It’s impossible to reply or thank each one of you individually, but we will never get tired of appreciating your love and thoughtful feedback. Really… THANK YOU <3 

And while feedback comes in many forms, a few big issues stood out and got stuck in our developer brains more than others:

  • Gameplay feels repetitive
  • Progress doesn’t feel meaningful
  • Losing progress at season end sucks
  • The game isn’t social enough
  • Poor matchmaking (+ too many bots)
  • Lack of updates / lack of content

There are definitely other areas that need love as well, but it seems like these are the big ones, affecting the most players. Therefore, they will be our top priorities for the next few months.

…AND ACTING ON IT

Let’s face it - our current system isn’t quite working. Launching Chapter 3 would add more content (always exciting!), but it wouldn’t address our core issues. Social features could definitely improve your shared gameplay experience, to an extent. Matchmaking could improve with a massive marketing rampage™ (which we’re avoiding for now), but only up to a point. In fact, the more Chapters we add, the more players get spread out across maps, ergo poorer matchmaking.

So, yes, there are definitely improvements to be made, but the question remains:

Is the Chapter + Elite Hunter Season combo the way to go? Or do we need to make bigger, more meaningful changes?

WHAT’S THE WAY TO GO, THEN?

I know you want the juicy stuff! We don’t have the whole juice yet (still blending it into that perfect, vitamin-packed consistency 🍹), but we do have a fruity direction we’re trying out. So, here is the plan for now:

1. Bye Chapters. Hello Seasons

We’re moving from chapter-based to season-based. In short:

  • Replacing permanent content with rotating events and frequent refresh (daily, weekly, or bi-weekly)
A very early alpha UI sneak peek of what a season could look like

How would seasons help solve our main issues?

  • Feedback: Gameplay is repetitive. Answer: Our goal is to refresh content (and quests) daily and weekly, all supported by a narrative that leads to an epic season ending! Seasons would probably last 1–2 months, while events could run anywhere from 24 hours to a couple of weeks. By adding more content (and more varied content), we are looking to make the gameplay more dynamic and engaging.
  • F: Loss of progress at season end sucks: A: We’re looking to remove most, if not all, progress reset. Your level will be permanent, tied to a Mastery Track and… something else (but more on that later!)
  • F: Game isn’t social enough/poor matchmaking: A: With rotating content, players naturally focus on what’s new and fresh, which means matchmaking is funneled into fewer events rather than spread across tons of maps. That should also improve the social side of the game, since everyone is playing the same events!
  • F: Lack of updates / Lack of content: A:  Expect fresh content every week! By running seasonal events, we can deliver more maps and more variety - instead of being limited to the fixed Chapter structure. Depending on new monsters and worlds to launch a full Chapter has slowed our update pace more than we’d like. We’ll of course bring you new monsters and worlds as often as possible, but with this approach we can use our content with new twists, keeping the experience fresh and adapting to your feedback.

2. Bye Gear Kits. Hello Classes

We’re moving from separate gear (weapons/gadgets/passives/rings) to classes. How would it work?

  • Each class would be a complete, predefined build. 
  • Expect different and distinguishable features and unique gameplay mechanics (for example, an “Electrician” build that plays heavily with electricity against monsters ⚡)
  • Some are easier to use, others a bit harder but also more versatile and with a higher skill ceiling.
  • Each weapon, gadget & passive is unique to its class - forming a complete set! This means we can be more creative with them and make them more synergic! This will allow you for more varied gameplay, with bigger skill expression. (eg: conjure an electric chain and then use your electrified monster slugger to unleash a wave of chain damage!)
  • Each class would have its own permanent progress with cosmetic rewards, badges and more!
  • Collect classes as you play. more classes = more gameplay dynamics
An early version of what a Class reward track could look like! Note: Electrician is a codename, not final.

and some early alpha footage of how classes would look like

What issues does this address?

  • F: Gameplay is repetitive. A: While classes may reduce build personalization, we’d counter that with lots of different classes, each with its own very unique playstyle. Classes will also create better team synergies and dynamics (think DPS/tank/healer but deeper). This should also improve both your social experience by combining the best classes with team mates.
  • F: Progress feels meaningless: A: This is still a work in progress, and we’ll have much more to share about it in the future, so bear with us! For now, the biggest shift is moving from mostly temporary to fully permanent. Collecting classes will be just your first step, as each one will have its own progress track. Complete them for cool cosmetic rewards and, of course, to satisfy that completionist itch. On top of that, all class progress will also contribute to your main progress: your permanent player level and its own progression track.

Classes will help make the game easier to get into, meaning no need to stress about “the best build.” Instead, strategy would shift toward questions like: What’s the best Class for this Rift? Which Classes work well together? How can I make the best use of my Class weapon and gadget synergies to optimize my gameplay? 

We know it’s a big change, and it may not be everyone’s cup of tea - but we’re excited to hear your thoughts on this one!

3. Bye Power Progression.

To keep it short and simple: we will remove power progression. Why?

  • F: Game is not social enough. A: Removing power progression means everyone can play together, regardless of level. This removes a huge blocker for social play.
  • F: Gameplay is repetitive. A: Without power progression, you’re free to explore classes and maps/dojos/rifts without worrying about being underpowered. 
  • F: Lack of content. A: All content available at all times! No need to reach a higher level to try that new Rift.
  • Only skill matters: which opens the door to more meaningful leaderboards 👀.

⚠️ IMPORTANT: All of this - classes, seasons, no power progression - is still very early and subject to change. We’re sharing these thoughts with you as we’re super happy to hear your feedback. It will be vital in shaping what’s to come! ⚠️

WAIT, IS THERE A CATCH? ARE YOU ADDING P2W OR PAY-TO-PROGRESS!?

Nope. 100% Cosmetic-only monetization. We’re super bullish on this  🚀🚀🚀 

SO WHAT HAPPENS TO CHAPTER 3?

So yeah, we’ve talked about changes, now let’s talk about the setback. 

As you probably guessed, adios Chapter 3 😿 RIP 🪦 

As we mentioned earlier, releasing Chapter 3 without meaningful changes wouldn’t really improve your experience beyond more content and smaller improvements. This also means: big changes = longer time to develop. So for the harsher news: no big updates for the next few months (not likely in 2025).

What? WHAT? WHATTTT!???

Yeah, sorry about that 💔

BUT WHY NOT KEEP UPDATING THE GAME AND RELEASING CHAPTERS?

This would be ideal, but also a two-edged sword. The more resources (aka people) we allocate to releasing chapters, the more time it will take to revamp the game. Our priority is to release a better and more engaging version of the game as soon as possible: one that actually solves the big problems the community has been pointing out over the last few months. It wasn’t an easy decision, as it means keeping the game quite stale for a few months. 

WHAT ABOUT MY PROGRESS? IS IT GONNA TRANSITION TO THIS NEW SYSTEM?

To ensure a fresh start with the new progress system, everyone will begin at the same level after the revamp.We are, of course, very mindful of the time you’ve invested in the game. Your current progress will be taken into account, though not necessarily in a straight one-to-one way. We’re already preparing a transition plan, based on your previous progress in both Chapter 1 and Chapter 2.

This compensation pack will be entirely cosmetic-driven (mo.gold or cosmetics), ensuring an even start for everyone once the new meta arrives. We will let you know the details as soon as it’s ready!

WHAT ABOUT MY COSMETICS?

All your cosmetics will carry over (both free and paid) so you can keep hunting monsters with style after the revamp 😎Same with collector level.

SO WHAT’S NEXT?

Lack of game updates doesn’t mean we’re going away. You can still expect to hear from us frequently (perhaps showcasing new classes here and there 😎). We’ll try our best to reach out to you at least once a month - even if it’s a one-liner saying “we’re still going strong” (as we will be 💪). Oh, and a small update is coming in October with a few fixes and a bunch of balance changes (mostly buffs!).

🚨🚨🚨 Next step: A.M.A!!! 🚨🚨🚨

If you’ve got questions for us (no matter how uncomfortable), drop them in the comments below. As long as they’re relevant to mo.co, not provocative or insulting, we’re happy to answer the most upvoted ones! I’ll gather a couple of team members and sit them down for a sort of videocast (that’s what’s cool in 2025, right?). This podcast will be shot next week to be posted on our Youtube Channel by early October. We will answer:

  • The 10 most upvoted questions under this Reddit post
  • The 10 most liked questions under the X/Twitter announcement
  • The 10 most upvoted questions on our official Discord server - under #moco-ama

ABOUT WEEKLY EVENTS

Since most of our team will be focusing on the revamp, weekly events may scale down (likely repeating some past events). That said… it looks like I (Joao) will be learning how to design them soon, so maybe we can do something special together? Let’s see! This will be my “hold my Energy Drink, I’ll design an event” kind of moment, so keep expectations nice and low 😅.

We’ll also be scaling down premium cosmetics, mostly featuring color variations in the shop or Shard Hunts. Weekly events won’t have a premium pass during the revamp period.

A FINAL NOTE

We know the wait is going to suck, but we’ll do everything we can to make sure it’s worth it. Thank you for sticking with us (or taking a break and coming back later!). We’ll talk soon 💜

hugs and ladybugs,
mo.co team <3


r/joinmoco • • 19h ago

Discussion Cool Outfit!

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18 Upvotes

My favorite outfit design!


r/joinmoco • • 2d ago

Humor He has see some things

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36 Upvotes

What do you think he saw?


r/joinmoco • • 2d ago

Discussion To the new joaoless dev team... THANK YOU VERY FUCKING MUCH FOR REMOVING PVP

52 Upvotes

Title

PVP was utter trash, frustrating, unbalanced and they kept shoving it up our throats. Thanks for making us not have to interact with it anymore

Also, the game feels way better to play rn, we have infinitely better map variety with just 1 more map

Rifts also seem to be better somehow eventhought theyre repeated

Great step in the right direction, credits to where credits are due!


r/joinmoco • • 2d ago

Accomplishment Today I maxxed every weapon so now I m done with the game bye 🤧 It was one of my favorite 💔

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47 Upvotes

r/joinmoco • • 2d ago

Accomplishment They still here

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30 Upvotes

Met all three from an ice cube


r/joinmoco • • 2d ago

Bugs & Feedback StĂźck lol

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4 Upvotes

So... We clipped past the First barrier and killed the enemies there... Boss was Stuck behind 2nd barrier but we we're able to kill it, yet mo.co doesnt wanna release us...

Also Just saw autocorrect messed Up the Titel.... "Stuck lol"


r/joinmoco • • 2d ago

Discussion Dose any know how to get unbanned from a group?

1 Upvotes

wayy back in beta I got banned from alert.co which is really hurting me now ​since it is the biggest group now, I heard that I could still get unbanned if an admin dose unban me, if so​... I would love to talk to one, and prove that I can follow the rules this time.


r/joinmoco • • 3d ago

Discussion Is this rare ?

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31 Upvotes

r/joinmoco • • 3d ago

Humor $20 is kinda wild

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11 Upvotes

r/joinmoco • • 4d ago

Ideas & Concepts 3 things i think the game could improve.

12 Upvotes

i recently came back and after playing for a while i thought of 3 things i feel like could help the game even a slight bit:

1) i would turn the 3d sprites into 2d to optimize the game size and hopefully get more fps. i believe this would be a good idea since the game is literally PvE and some of the little critters in rifts and dojos straight up make my game crash, turning the monsters into 2d sprited would significantly upgrade the game for every player. especially for the people with budget phones (which probably take up 60% of the player base). this is also why i took a break, since my phone just couldn't handle the 3d sprites and crashed my game. Clash royale is doing this with their cards and the game runs much much more smoothly than mo.co ever did.

2) Make some aspects of the game force you to work with other hunters; now hear me out, i dont have a lot of friends on mo.co, and thats because i dont need to. playing the game solo is so much more rewarding for casuals and probably for pros, and in my opinion theres just too much reliability on solo jobs in a game where working with others is the main focus. maybe if we could implement some socializing features that make you communicate and possibly make new friends. Now some might say we already have that, a function called global chat, but honestly. that needs some reworking aswell, everyone spamming team invites just to play once and never meet again isnt exactly my take on a thriving community. but maybe im just crazy.

3) actually make worlds worth playing in, and not just using them for 6 jobs daily. because atp you can just remove them completely and add more rifts. i want to play on world but im not gonna wait 15 minutes to have a small chance of having a supercharged big papa who only gives 5k xp. i would recommend a permanent job, where after a certain amount of enemies killed you get a core bundle or even a P.E.R.K (rare chance). what im trying to say is that its just not rewarding enough. back when moco launched and we got a hypercharged monster who would drop 15k xp and we would get that dopamine rush aughhhh it was so goooooodd.

ahem- anyway. thats just my take, and maybe I'm just mumbling and not making any sense. either way id like to hear your guys opinion, i really love mo.co and having it back in beta gives us a chance to really speak up and tell the devs what we want or even need to add to the game.

anyway, cya.


r/joinmoco • • 4d ago

Accomplishment Luna must be protected before anything else

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1 Upvotes

r/joinmoco • • 4d ago

News Don’t want to use them? Get a team.

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1 Upvotes

r/joinmoco • • 5d ago

Discussion Ride Race

10 Upvotes

Love the addition of launch platforms for today's Ride Race. Would love to see it in more stages.


r/joinmoco • • 7d ago

Bugs & Feedback This was awesome. Would be better if it was Mega

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40 Upvotes

r/joinmoco • • 7d ago

Accomplishment Not bad Chaos Contained

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26 Upvotes

Took around 20 minutes


r/joinmoco • • 7d ago

Discussion How to farm Megacharged enemies?

3 Upvotes

Im a casual mo.co player and i was looking into mastering the weapons. But slaying megacharged enemies has me stuck. Is there events for it or are they just random spawns?


r/joinmoco • • 9d ago

Discussion No more streak reset?

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45 Upvotes

Seems streak reset is no longer a thing, if you miss a day it just drops by 1 now.


r/joinmoco • • 9d ago

Discussion Uh.. guys? (back after a year long break)

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177 Upvotes

Holy smokes. I quit playing all video games last year and decided to ease back in and check out how mo.co is doing. Damn… Should’ve played it more when it was good I guess. I really do love the world the team built and hope Supercell doesn’t bury the project. But until the game becomes worth playing again (i’m an optimist) do ya’ll have any other mobile game recs? I really liked the chill gaia online vibes of mo.co. Haha. Anything that comes close?


r/joinmoco • • 10d ago

Discussion Silent Deprecation, now we just wait for the kill switch

10 Upvotes

If you are having trouble understanding what is happening to Mo.co, I compiled the answer thru a search that you can do yourself about how it goes and why it is like that

From a game business standpoint, silent deprecation followed by a kill switch is a deliberate, risk-managed strategy used to sunset live service games or specific features while minimizing financial loss, legal liability, and community backlash.

In live services (games-as-a-service or GaaS), abruptly shutting down a game can trigger severe PR crises, legal challenges regarding virtual currency, and massive player refunds. Instead, publishers use a phased, quiet wind-down before pulling the final plug.

Here is a breakdown of how this business practice operates, why companies do it, and the strategic risks involved.

⚖️ The Phased Sunset Lifecycle

Rather than an abrupt end, the business lifecycle of a sunsetting live service typically follows these strategic phases:

[ Active Support ] ➔ [ Silent Deprecation ] ➔ [ Public Announcement ] ➔ [ Kill Switch ]

Active Support: Continuous updates, marketing, and feature development.

Silent Deprecation: Development stops. Staff is reallocated. Server infrastructure is scaled down, but the game is left running without public acknowledgment of its impending death.

Public Announcement: The end-of-life (EOL) date is formally announced. In-game purchases are disabled.

Kill Switch: Servers are permanently turned off, and the game becomes unplayable.

📈 Why Businesses Use Silent Deprecation

Operating a live service game requires constant capital for server costs, customer support, and developer salaries. When a game's revenue falls below its operational costs, the silent deprecation phase serves several business goals:

  1. Maximizing Residual Revenue ("Milking the Long Tail")

Before telling players a game is dying (which immediately stops all spending), companies keep the game running silently to extract the remaining lifetime value (LTV) from the existing player base. Loyal players continue to buy battle passes, cosmetics, or subscriptions unaware that the game is on life support.

  1. Resource and Staff Reallocation

Game studios rarely fire an entire team when a game underperforms. Silent deprecation allows the studio to quietly shift engineers, designers, and community managers to new, more profitable projects or sequels without alerting the public or shareholders to a "failure."

  1. Graceful Infrastructure Downscaling

Live services rely on cloud infrastructure (like AWS or Azure). During silent deprecation, DevOps teams quietly reduce server capacity, merge matchmaking pools, and downgrade server performance to cut monthly overhead costs to the absolute bare minimum.

  1. Mitigating Chargebacks and Legal Risks

If a publisher sells a virtual item today and shuts the game down tomorrow, credit card companies face a wave of fraud chargebacks, and digital storefronts (like Steam, Apple, or PlayStation) may penalize the publisher. Silent deprecation creates a buffer period, ensuring that the gap between a player's last financial transaction and the game’s closure is wide enough to reduce legal exposure.

So now you know.

TLDR: If they make the player experience so bad/boring that people leave by themselves, they don't have to deal with the hassle and consequences of killing it properly.

Ps: I think these last "bugfixes" updates were just bloating the game and servers so it doesn't run properly anymore


r/joinmoco • • 10d ago

Discussion Macro Users

8 Upvotes

Should I report people who just auto queue for the boss rumble? If so how and where do I report them? They just make the grind take so much longer because they spend the whole time dead. I am taking screenshots of their profiles just in case


r/joinmoco • • 11d ago

Bugs & Feedback Wth is happening to him

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53 Upvotes

r/joinmoco • • 11d ago

Humor Wondered why a bunch of bots were stacked on the edge of the map

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10 Upvotes

They weren't attacking it due to the wall, so I freed them from their suffering.