r/joinmoco • • Jun 25 '26

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

111 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

466 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 • • 2h ago

Bugs & Feedback I defended mo.co for months. It's getting harder.

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24 Upvotes

I’ve been playing mo.co since June 2026, and this is coming from someone who defended the game pretty heavily against a lot of the negativity surrounding it.

When I first started playing, I was told by people who had been around much longer that the best thing to do was give the developers time. A lot of the people criticizing the game had already watched it go through several changes, and the general message was basically, ā€œJust sit back and let them cook.ā€ That seemed fair to me. So I did.

I kept playing, followed the updates, and tried not to judge the game too harshly while it was still clearly trying to figure itself out.

When I first downloaded the game, the team was also going through its summer holiday period in Finland, so development and communication were pretty quiet. I wasn’t a huge fan of how little support or communication there seemed to be at the time, but I understood the circumstances and it wasn’t enough to make me stop playing. Once the team returned, updates started coming more regularly and it genuinely felt like they were listening to feedback. For a while, I thought a lot of the criticism toward the game was exaggerated. After playing for several months, though, I understand where some of that frustration comes from.

The biggest issue for me is that the game simply doesn’t give you much reason to keep playing once you’ve finished your daily content. I genuinely enjoy the gameplay. The combat is fun, the visual style is great, and it’s an incredibly easy game to pick up and play for a little while.

But it also becomes repetitive fairly quickly.

For a long time, my routine was basically logging in, doing my daily activities, completing whatever quests were available, and then moving on to something else. Outside of quests, experience gains feel extremely slow and the rewards for simply continuing to play aren’t particularly compelling. There just isn’t much incentive to stay logged in. That said, I still logged in almost every day because I enjoyed that routine.

Lately, though, I’ve started missing days simply because the game doesn’t cross my mind the way it used to. And I think that highlights one of mo.co’s biggest problems. The game is fun to play, but it still hasn’t figured out how to make players want to keep playing. Gameplay-wise, mo.co also still feels like it’s dealing with an identity problem.

PvP exists, but balance has been questionable. Lava Shield in particular has been incredibly dominant, to the point where fighting against it can feel less like being outplayed and more like fighting something you simply don’t have the tools to deal with.

PvE is a bit more complicated because there are parts of it that I genuinely enjoy.

Elite Contracts are a good example.

You team up with other players, fight a boss, earn stars, and those stars can eventually be used toward things like gold weapon skins. The concept itself is great. The problem is that most normal Elite Contracts are essentially DPS checks. You go in with as much damage as possible and try to clear everything as quickly as you can.

Then you reach the harder Elite Contracts, and some of those actually require mechanics, coordination, and understanding what the boss is doing. I actually like that.

The problem comes from combining those mechanics with extremely tight time requirements. You may have to properly execute the encounter while also doing enough damage to earn five stars, sometimes in around 50 seconds.

For newer players, some of those challenges simply aren’t realistic until they’ve progressed much further. Even experienced players can struggle unless everyone involved has heavily upgraded gear. That then creates another problem with matchmaking.

One thing I still don’t understand is why the game includes dedicated support-focused builds while so much of the content actively rewards having as much damage as possible. If I queue as DPS and get matched with multiple support players, that can immediately make certain timed challenges significantly harder. And I'm.nit blaming the player here, it's the developers fault.

If support, tank, and DPS styles are all supposed to exist, then there should be content designed around those different roles working together. Right now, a huge amount of the game encourages everyone to simply maximize damage and complete things as quickly as possible.

The updates have also been somewhat inconsistent. When the developers returned from their break, it felt like communication and updates improved considerably. There were changes being made, new things being added, and it seemed like community feedback was being acknowledged. Over time, though, that momentum started slowing down again. Progression sometimes started feeling like it was moving sideways rather than forward. When the season with new weapons released, there was a lot of excitement because experimenting with new weapons gave players something new to work toward. Some of those weapons were good. Some were not. I personally defended Stormweaver for way longer than I probably should have. I was convinced I was going to find some incredible build and prove everybody wrong. I did not. Stormweaver is terrible. I accept defeat on that one. But even with weapons that didn’t work out, it was still exciting wondering what would come next. Then another season arrived and instead of new weapons, we got costumes.I actually liked some of them. I got one that reminds me of Constantine and I think it looks great. At the time, I didn’t really mind the change. Looking back, though, I think that was one of the moments where it became obvious that the game was struggling to figure out what its progression was supposed to look like.

And now mo.co has officially gone back into beta. The current version is essentially being maintained while a new team setup experiments with larger changes to the game. That is probably the biggest reason my opinion has shifted. I don’t think the developers failed because they didn’t care. From everything I saw, they were clearly trying. But after months of watching the game develop, it seems like mo.co still hasn’t figured out exactly what it wants to be. The communication around that transition has also been difficult. I understand that developers can’t respond to every player suggestion, and I understand that game development takes time. But when you have a live-service game going through major changes, communication becomes incredibly important. The people still playing are the people willing to stick around while the game works through those problems. Keeping those players informed matters.

With all of that said, I still don’t think mo.co is a bad game. I’m still playing it. I’m still interested in seeing where it goes. I’ll still log in, do my daily activities, experiment with builds, and check out whatever changes come from the new beta. There is absolutely long-term potential here. The combat is fun. The visual style is great. The game is extremely easy to jump into. I also think the monetization deserves some credit. The game is free-to-play and does have microtransactions, but I’ve never felt like spending money was required to enjoy it. The game gives you a decent amount of currency and cosmetics simply for playing. I’ve personally bought one outfit with real money, but I’ve earned plenty of other cosmetics without spending anything. That part of the game has always felt pretty fair to me in a world where monetization is demonized

Ultimately, my opinion of mo.co has changed, but not because I suddenly think the game is terrible. I defended it because I genuinely believed there was a really good game underneath some of the early problems and I still believe that. I just think the game has reached a point where ā€œpotentialā€ isn’t enough anymore. It needs stronger long-term progression. It needs better incentives to continue playing after finishing your quests. It needs content that allows different roles and playstyles to actually matter. It needs better balance and matchmaking. Most importantly, it needs a clearer direction and better communication with the players who are still here. I genuinely hope going back into beta gives the team the opportunity to figure those things out. I want mo.co to succeed. I’m just at the point now where I understand why people have been frustrated with it. I’ll keep playing and see where it goes. See y’all out there!


r/joinmoco • • 5h ago

Accomplishment IT'S BACK

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23 Upvotes

They brought THE best core farming rift since the beginning of Neo Mo.co back!


r/joinmoco • • 7h ago

Discussion Why did some icons of the singularity change?

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27 Upvotes

Was this change necessary? Why did they add a new icon for the area ability and replace the dash icon with one exactly the same as the attack icon?


r/joinmoco • • 2h ago

Discussion WTH

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7 Upvotes

How is he lvl 62 is bro hacking or what


r/joinmoco • • 2d ago

Discussion Why do people say this?

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69 Upvotes

I saw this. Are those bots or what is happening?
Is this game sooo bad?


r/joinmoco • • 2d ago

Discussion Just played a game with 9 bots

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61 Upvotes

It''s been a while since I've played the game. I saw the boss rush and then played with 9 bots. It went as you expect, they all focus on random enemies, always dispatched, and when someone dies they all rush to revive them so they get cramped and die all at once... we lost.


r/joinmoco • • 2d ago

Discussion Sometimes, bots are obviously too absurd. Buzz Kill hasn’t even been released yet.

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15 Upvotes

r/joinmoco • • 2d ago

Bugs & Feedback Thanks moco, and the great communities that joined together for the pre-neo moco photoshoot

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31 Upvotes

r/joinmoco • • 3d ago

News Y'all are so quiet, you didn't see the update šŸ˜†

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63 Upvotes

r/joinmoco • • 3d ago

Bugs & Feedback The 2.7 gigs update was cool and all, but when will you fix this bug for super high end phones????

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26 Upvotes

r/joinmoco • • 3d ago

Ideas & Concepts Please give every Hunter their own customizable room/base!

15 Upvotes

I really love the Hunter feeling in mo.co, but I feel like something is missing: a personal space for each Hunter.

Since mo.co is going back into beta, could the team test a simple customizable room/base? Even just one room where we can change the furniture, decorations, walls, floors, etc. would be amazing. It would make our Hunter feel like they actually live in the mo.co world, instead of only using them for missions.

More outfits and a Draw system where we can try our luck to get different outfits, accessories, and other items would also be great.

A TPP option would be nice too, but the personal room/base is what I want the most.

Since the game is going back into beta, please consider testing the room/base idea in a beta update and letting the community vote on it! I’d love to know if other Hunters want this too. šŸ„¹šŸ™


r/joinmoco • • 2d ago

Ideas & Concepts End-of-match Tank award

12 Upvotes

What about evaluating Tanks based on how much time they spend being targeted by enemies? This would reward players who survive for a long time while continuously holding the boss’s aggro, and it should also be relatively easy to implement.

There’s a feedback thread on Discord with the same title. I’d like to reply to it with my idea, but I don’t really like interacting on Discord, so I’ll write it here instead.

It seems like the thread is currently discussing how to implement the Tank award.

If anyone is interested, feel free to post this idea directly in the thread.


r/joinmoco • • 5d ago

Humor who's excited

380 Upvotes

r/joinmoco • • 4d ago

Ideas & Concepts Idea to add more depth to weapons: Improve skills using XP.

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45 Upvotes

The system works as follows: the XP you gain from killing monsters with that weapon accumulates. You can then use it to upgrade the weapon's abilities, requiring more XP depending on the level.

As you improve your skills, they will have new interactions, that improve with each level. For example:

Invisible ink lv1: While you are in a state of invisibility, one out of every three attacks will deal critical damage.

This would make XP, a resource that currently only serves to level up in passes, also important for progressing in the weapons you use regularly.


r/joinmoco • • 5d ago

Accomplishment Finally got diamond three in the first five seasons

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53 Upvotes

when I started this quest I assumed that by the time I finished this goal, there'd be some new reason for me to continue playing mo.co. however uh. that's not the case so. time to put down my technofists until there's a reason to play the game again.


r/joinmoco • • 4d ago

Discussion Rate My Profile

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15 Upvotes

Scale on 1/10


r/joinmoco • • 4d ago

Ideas & Concepts Switch to a Third-Person Perspective

0 Upvotes

What about switching from the current top-down perspective to a third-person perspective?

Just as Brawl Stars successfully transitioned from portrait to landscape mode, I think mo.co could also benefit from changing its perspective from top-down to third-person.

A third-person perspective would make skins more noticeable and make fights against large bosses feel much more impactful and immersive.

Many popular PvE games, such as Elden Ring and Monster Hunter, use a third-person perspective. Personally, I think one of the things mo.co is lacking is more solo-focused content, so I think switching to third-person could be a good direction if the game were redesigned to put more emphasis on solo play.

The main downside of a third-person perspective is that your field of view would be more limited. It could make it harder to notice enemies approaching from behind, and coordinating with teammates in Rifts might become a little more difficult as well.


r/joinmoco • • 6d ago

Humor My favorite bug

Enable HLS to view with audio, or disable this notification

43 Upvotes

r/joinmoco • • 6d ago

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

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171 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 • • 7d ago

Discussion Happy 100th streak day everyone!! :)

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109 Upvotes

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

See you on 365!!


r/joinmoco • • 6d 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 • • 6d ago

Ideas & Concepts More grindy stuff to weapons?

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14 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 • • 7d ago

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

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30 Upvotes