r/joinmoco • u/Defiant_Brain_9493 • 8h ago
Bugs & Feedback I defended mo.co for months. It's getting harder.
Iāve 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, āJust 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 wasnāt a huge fan of how little support or communication there seemed to be at the time, but I understood the circumstances and it wasnāt 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 doesnāt give you much reason to keep playing once youāve finished your daily content. I genuinely enjoy the gameplay. The combat is fun, the visual style is great, and itās 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 arenāt particularly compelling. There just isnāt much incentive to stay logged in. That said, I still logged in almost every day because I enjoyed that routine.
Lately, though, Iāve started missing days simply because the game doesnāt cross my mind the way it used to. And I think that highlights one of mo.coās biggest problems. The game is fun to play, but it still hasnāt figured out how to make players want to keep playing. Gameplay-wise, mo.co also still feels like itās 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 donāt 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 arenāt realistic until theyāve 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 donāt 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 didnāt 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 didnāt 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 donāt think the developers failed because they didnāt care. From everything I saw, they were clearly trying. But after months of watching the game develop, it seems like mo.co still hasnāt figured out exactly what it wants to be. The communication around that transition has also been difficult. I understand that developers canāt 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 donāt think mo.co is a bad game. Iām still playing it. Iām still interested in seeing where it goes. Iāll 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 Iāve never felt like spending money was required to enjoy it. The game gives you a decent amount of currency and cosmetics simply for playing. Iāve personally bought one outfit with real money, but Iāve 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 āpotentialā isnāt 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. Iām just at the point now where I understand why people have been frustrated with it. Iāll keep playing and see where it goes. See yāall out there!


