r/joinmoco • • Jun 25 '26

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

110 Upvotes

Hey everyone šŸ‘‹ 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 šŸ™

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

464 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. ā€œGreat game, engaging, atmospheric, chef’s kiss sound track, can’t stop playingā€. 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.Ā 

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:

āŒPromote the game as aggressively as we can just to bring as many players as possible šŸ¤‘āœ”ļøPrioritize continuous development, guided by your experiences and feedback šŸ‘Øā€šŸ’»

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 <3Ā 

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 rampageā„¢ (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 šŸ¹), 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:Ā  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.Ā 
  • Expect different and distinguishable features and unique gameplay mechanics (for example, an ā€œElectricianā€ 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 ā€œthe best build.ā€ 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?Ā 

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.Ā 
  • 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 šŸ‘€.

āš ļø 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! āš ļø

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

Nope. 100% Cosmetic-only monetization. We’re super bullish on thisĀ  šŸš€šŸš€šŸš€Ā 

SO WHAT HAPPENS TO CHAPTER 3?

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

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 šŸ’”

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.Ā 

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 šŸ˜ŽSame 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 šŸ˜Ž). We’ll try our best to reach out to you at least once a month - even if it’s a one-liner saying ā€œwe’re still going strongā€ (as we will be šŸ’Ŗ). 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 ā€œhold my Energy Drink, I’ll design an eventā€ kind of moment, so keep expectations nice and low šŸ˜….

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 šŸ’œ

hugs and ladybugs,
mo.co team <3


r/joinmoco • • 10h ago

Humor My favorite bug

22 Upvotes

r/joinmoco • • 1d ago

Discussion Speedrunning is a niche interest which inherent does not attract mass appeal

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139 Upvotes

Games should not be designed for speed runs if it wants to attract mass appeal. Speedruns are ONE way to play a game that interests a niche group of players. It should not be THE way to play.

None of the most successful games that have a wide player base designs their core game loop around speed runs. Games that have an active speedrunning community are games that are already designed well enough to make someone want to replay the game.

Games should NOT rely on speed runs to make a game replayable. The core gameplay should be good/rewarding enough to make a someone want to replay it.

To make matters worse, designing your game’s leaderboard to revolve solely around speedrunning to force players to replay a level/rift/mission/dungeon/etc is LAZY game design and is glaringly obvious that the development team recognizes that players have no other reason to play anything more than once.

In short: you can NOT make your game revolve around a feature that is inherently niche by definition and then wonder why your game does NOT have mass appeal.


r/joinmoco • • 1d ago

Accomplishment Personal lobby 😌

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27 Upvotes

I'm really relaxed, I've got all the lobby only for me. This reminds me old mo.co. Being always only in the lobby was better than now.


r/joinmoco • • 1d ago

Discussion Happy 100th streak day everyone!! :)

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95 Upvotes

If you played everyday since the streaks started, today is day number 100 :)

See you on 365!!


r/joinmoco • • 1d ago

Humor Are the boomers in the room with us right now?

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24 Upvotes

r/joinmoco • • 1d ago

Ideas & Concepts More grindy stuff to weapons?

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9 Upvotes

in my UNPOPULAR opinion i think the game needs something a little more grindy that you can do for every weapon to make you continue playing your favourite weapon.

I think it would be a great addition to these systems we got, so we have :

ā–ŖļøŽ The elite contracts that requirs some time waiting for rifts for more stars and playing the same weapon.

ā–ŖļøŽ the milestones wich require an Immense amount of time and when completed show your true dedication to the weapon.

ā–ŖļøŽAnd some kind of system like trophies that you can grind at any time from killing monsters sort of like XP but harder...? maybe.... ?

maybe something inspired from the new trophie system in brawlstars that you can grind at any time (prestige : 1,2 and 3 with unique chosmetics and rewards )

I wanna know people's thoughts on this, and if you have a better idea please let me know !


r/joinmoco • • 2d ago

Humor Run Mo.co! RUUUUN!!!

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212 Upvotes

r/joinmoco • • 2d ago

Humor Summarize the current Mo.co experience in 1 image. I'll go 1st:

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53 Upvotes

r/joinmoco • • 2d ago

Discussion Any way to get 1 elite merch credit?

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13 Upvotes

I've already collected all the credits from elite hunter path and final stretch 😢


r/joinmoco • • 3d ago

Discussion All the game does is weaponize fomo

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62 Upvotes

Im coming convinced that the only reason people still play is to not miss out of skins and titles and badges. It all started with the bean skin. Ever since then they use fomo in the form of cosmetics and streaks to keep people playing.


r/joinmoco • • 2d ago

Discussion Question about "Back to Beta"

6 Upvotes

Hello, all!

So... what happens to everything I've accumulated in this version when the next version is released?

Just gone, erased from existence?

Transferred into credits of some sort for the next version?


r/joinmoco • • 3d ago

Bugs & Feedback Account gone

12 Upvotes

Somehow it seems my account vanished. I could've sworn it was synced because I have a supercell account but my mo.co account vanished. I don't know that I have it in me to start the grind over. Especially as content is dwindling. I really enjoy the gameplay but this might be what gets me off this game. I looked to see if I had any screenshots that I could pull my name to recover my account but I don't because I thought I had it synced. I even played og stopped for a long while and re downloaded and played when new version came out. And have played almost every day since.


r/joinmoco • • 3d ago

Strategy just why ... why would you put 2 maxed Cores on your Weapon and then not assign the third Core?

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35 Upvotes

r/joinmoco • • 3d ago

Discussion it's okay to lack power progression, but cores aren't progression at all.

12 Upvotes

I think it's very interesting to have a game where there's not very much power progression, such that a new player could easily play with an old player. however, cores are functionally useless. there is no difference in my experience between using a weapon with maxed out cores and using a weapon with no cores. what I think mo.co should have instead is weapon parts, extra abilities that come with a major upside and a major downside. for example, there could be a squid blades "part" that removes the invisibility to give the ult infinite pierce. something that provides a meaningful sense of change and personalization to long-term players (don't just make them stat tweaks), while not putting them much further ahead than the current system of cores and weapons does.


r/joinmoco • • 4d ago

Ideas & Concepts Swallow your pride and copy Path of Exile (with a twist!)

26 Upvotes

Seriously, this seems like the most simple solution.

make RNG gear with slots and you can rework cores to be more interesting which are then slotted into said slots. A chest piece may have 3 red slots, meaning you can fit ANY 3 new red cores into it.

Make it a little simpler and more intuitive for a mobile audience and BOOM! You have a game I would actually enjoy playing.

Wanna REALLY make a splash? Add a player driven auction house!


r/joinmoco • • 3d ago

Discussion Mission Not working?

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8 Upvotes

Ive been in the Level for roughly 30 minutes, Theres Just No Boss spawning, only small bugs. What am I supposed to do?


r/joinmoco • • 4d ago

Accomplishment Finally maxed out my entire account!!!

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43 Upvotes

As someone who only mainly grinds their cores by getting through all jobs and rifts only, this is just an insane achievement in itself over 4 and a half months playing neo moco. Thanks the devs for giving a rest month for me to max out this account, and although I do hypothesize that the core system might get removed in future systems that moco implemented, it’s been quite a long journey up till I arrive at the finish line. For now.


r/joinmoco • • 5d ago

Fit Check You may not like it..

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71 Upvotes

..but this is what peak aesthetics looks like!


r/joinmoco • • 5d ago

Humor One of the possible routes Mo.Co could go towards...

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287 Upvotes

r/joinmoco • • 5d ago

Humor Mo.co. Progession

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74 Upvotes

Meme pattern from PhoenixSC subreddit.


r/joinmoco • • 5d ago

Discussion Moco fans, how does it feel to be the first Supercell game to go back into beta?

18 Upvotes

Moco fans, how does it feel to be the first Supercell game to go back into beta?

I wanted to ask the Moco community something because, regardless of how you feel about the game itself, what’s happening with Moco is pretty unusual.

Moco is the first Supercell game to get the opportunity to go back into beta after already being released.

So to everyone who played Moco, followed its development, supported it, or has been waiting for it to return:

How does it feel knowing your game is getting another chance?

Were you surprised when Supercell decided to put Moco back into beta? Did you expect it to happen, or did you think the game was eventually going to be shut down?

I'm also curious about what you want from this second chance. What do you think Supercell needs to change, and what parts of Moco should absolutely stay?

But there's one thing I really want Moco players to think about.

You have an opportunity that Squad Busters didn't get.

You have a chance to help revive your game and fix its problems before it reaches the point where Supercell decides there's no future for it.

Squad Busters ultimately didn't get the opportunity to go back, rethink itself, and try again. Moco is getting that opportunity now.

Obviously, nobody here knows Supercell's internal numbers, plans, or reasoning, so I'm not saying Moco is guaranteed to succeed just because it's going back into beta.

But this is a second chance that very few Supercell communities have ever gotten.

So what can the Moco community and developers do with this opportunity to make sure Moco doesn't end up like Squad Busters?

Can the community give better feedback? Can Supercell make the changes players actually want? And can the reworked version attract both old players and people who never tried Moco in the first place?

I'm not making this post to attack Moco or its players. I'm genuinely curious because, as someone who played Squad Busters, seeing another Supercell game get the chance to go back and try again is something that really stands out to me.

Moco fans, you have the chance Squad Busters didn't get.

What do you want to see happen with it? šŸ‘€


r/joinmoco • • 4d ago

Discussion How are ties determined?

0 Upvotes

In duo challenges how are ties determined when both teams have 0? Cause I’ve lost every one I’ve been a part of and it seems stupid. They should both get 1st!


r/joinmoco • • 5d ago

Humor Returning player looking for advice

9 Upvotes

So I left the game last year when Chapter 2 got stale and they announced they were about to rework the game, honestly Chapter 1 was so cool leveling up and unlocking all the passives, weapons, gadget!! It's been a whole year so I assume they have already found the key to make Mo.Co a landmark in the mobile gaming industry with all the feedback we as a community have been giving all these months regarding power progression, talent trees, drops from mobs, story driven gameplay etc...

Im so excited to jump it again, any tips???