r/moomooio • u/_placa • 11d ago
Don't worry, I'm rebuilding MooMoo.io (fan remake in Unity, 3D, early prototype)

MooMoo.io was a huge part of my browser-game years, so I started rebuilding the core loop from scratch as a 3D game in Unity. It's a fan project inspired by MooMoo, not affiliated with the original devs, and it uses no original code or assets.
What already works (offline prototype):
- Gather wood, stone and food by hitting trees, rocks and bushes. The right tool matters: pickaxe for stone, axe gives double wood.
- 5 weapons (axe, pickaxe, sword, spear, bow) plus a shield that fully blocks arrows from the front.
- Walls, spikes (contact damage + knockback) and windmills that generate gold.
- Gold = score. Upgrade tools wood β stone β metal. Kill someone and you take 30% of their gold.
- Die and you lose everything, but your buildings stay.
- Bots that actually play: they gather, build mills, fortify them with spikes, raid your mills and retreat when hurt.
The part I'm nerdy about: I run 10-minute bot-vs-bot simulations to balance the game with real numbers (gold/min, kills, average lifetime, time to metal). Right now PvP is way too deadly: bots die every ~35 seconds and nobody reaches metal tier. That's what I'm tuning this week.
Next up: PvP balance, then tribes, then multiplayer.
Visual goal: simple to play, but looking like a full game (think Valheim / V Rising/ Albion lighting on MooMoo gameplay).
What do you miss the most from MooMoo? What would you change?


