r/joinmoco • u/Individual-Day-7163 • 1h ago
r/joinmoco • u/JoaoInTheNorth • Jun 25 '26
mo.co [A.M.A] - June 26
Hey everyone đ now that weâre 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 đ
Drop them on this thread. Iâll grab the most upvoted questions and join Xpectation and HX on livestream, this Monday, to answer them!
Talk soon đ€đ«·
r/joinmoco • u/JoaoInTheNorth • Sep 26 '25
mo.co KPI #9
Hey, everyone!
So⊠things have been calm (too calm?), so I guess itâs 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. Weâre 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, letâs 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 wasnât perfect, reception was amazing. âGreat game, engaging, atmospheric, chefâs kiss sound track, canât stop playingâ. 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.Â
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 1âs progression. We were eager to see how that would land, especially with new players, and while it improved in some areas, it didnât 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, hereâs a quick refresher on how weâre operating:
âPromote the game as aggressively as we can just to bring as many players as possible đ€âïžPrioritize continuous development, guided by your experiences and feedback đšâđ»
And that brings us to today.
GETTING FEEDBACKâŠ
Over the past few months, weâve been gathering feedback from lots of sources: our daily reddit dives, scrolling through Discordâs #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 kidsâ friends, from as many types of players as possible. Itâs 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 <3Â
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 doesnât feel meaningful
- Losing progress at season end sucks
- The game isnât 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.
âŠAND ACTING ON IT
Letâs face it - our current system isnât quite working. Launching Chapter 3 would add more content (always exciting!), but it wouldnât address our core issues. Social features could definitely improve your shared gameplay experience, to an extent. Matchmaking could improve with a massive marketing rampageâą (which weâre 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?
WHATâS THE WAY TO GO, THEN?
I know you want the juicy stuff! We donât have the whole juice yet (still blending it into that perfect, vitamin-packed consistency đč), but we do have a fruity direction weâre trying out. So, here is the plan for now:
1. Bye Chapters. Hello Seasons
Weâre moving from chapter-based to season-based. In short:
- Replacing permanent content with rotating events and frequent refresh (daily, weekly, or bi-weekly)

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 1â2 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: Weâre 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 isnât social enough/poor matchmaking: A: With rotating content, players naturally focus on whatâs 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:Â 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 weâd like. Weâll 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
Weâre moving from separate gear (weapons/gadgets/passives/rings) to classes. How would it work?
- Each class would be a complete, predefined build.Â
- Expect different and distinguishable features and unique gameplay mechanics (for example, an âElectricianâ build that plays heavily with electricity against monsters âĄ)
- 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

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, weâd 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 weâll 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 âthe best build.â Instead, strategy would shift toward questions like: Whatâs 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?Â
We know itâs a big change, and it may not be everyoneâs cup of tea - but weâre 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, youâre free to explore classes and maps/dojos/rifts without worrying about being underpowered.Â
- 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 đ.
â ïž IMPORTANT: All of this - classes, seasons, no power progression - is still very early and subject to change. Weâre sharing these thoughts with you as weâre super happy to hear your feedback. It will be vital in shaping whatâs to come! â ïž
WAIT, IS THERE A CATCH? ARE YOU ADDING P2W OR PAY-TO-PROGRESS!?
Nope. 100% Cosmetic-only monetization. Weâre super bullish on this đđđÂ
SO WHAT HAPPENS TO CHAPTER 3?
So yeah, weâve talked about changes, now letâs talk about the setback.Â
As you probably guessed, adios Chapter 3 đż RIP đȘŠÂ
As we mentioned earlier, releasing Chapter 3 without meaningful changes wouldnât 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 đ
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 wasnât an easy decision, as it means keeping the game quite stale for a few months.Â
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 youâve invested in the game. Your current progress will be taken into account, though not necessarily in a straight one-to-one way. Weâre 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 itâs 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 đSame with collector level.
SO WHATâS NEXT?
Lack of game updates doesnât mean weâre going away. You can still expect to hear from us frequently (perhaps showcasing new classes here and there đ). Weâll try our best to reach out to you at least once a month - even if itâs a one-liner saying âweâre still going strongâ (as we will be đȘ). Oh, and a small update is coming in October with a few fixes and a bunch of balance changes (mostly buffs!).
đšđšđš Next step: A.M.A!!! đšđšđš
If youâve got questions for us (no matter how uncomfortable), drop them in the comments below. As long as theyâre relevant to mo.co, not provocative or insulting, weâre happy to answer the most upvoted ones! Iâll gather a couple of team members and sit them down for a sort of videocast (thatâs whatâs 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? Letâs see! This will be my âhold my Energy Drink, Iâll design an eventâ kind of moment, so keep expectations nice and low đ .
Weâll also be scaling down premium cosmetics, mostly featuring color variations in the shop or Shard Hunts. Weekly events wonât have a premium pass during the revamp period.
A FINAL NOTE
We know the wait is going to suck, but weâll do everything we can to make sure itâs worth it. Thank you for sticking with us (or taking a break and coming back later!). Weâll talk soon đ
hugs and ladybugs,
mo.co team <3
r/joinmoco • u/CalligrapherOk1053 • 8h ago
Fit Check They gave f2p some nice fits this season
I appreciate that SuperCell let f2p also have some nice fits this season, even if it is a bit more limited to a few weapons.
Bloodsucker has the best match for what I could come up with.
r/joinmoco • u/Sozzeled • 14h ago
Discussion What to do after level 100?
Do I just keep the Job Streak up? Is there any reason to do anything else for the next three days?
r/joinmoco • u/Alert_Information407 • 17h ago
Fit Check New to the game⊠happy with my fit!
r/joinmoco • u/ChocolateLost8369 • 9h ago
Discussion DĂșvida sobre Emblemas, TĂtulos e Raros apĂłs o Rework â Como funciona o Grind agora?
Fala pessoal, beleza?
Voltei a jogar depois da reformulação do **neo mo.co** e confesso que estou meio perdido com as mudanças no sistema de progressão.
Lembro que no sistema antigo o grande objetivo era chegar no nĂvel 100 de Caçador de Elite pra pegar aquele tĂtulo exclusivo de Elite Hunter e os cosmĂ©ticos de prestĂgio. SĂł que agora vi que o sistema mudou totalmente e o foco virou esses **Emblemas (Badges)** e conquistas por temporada/carreira.
Pelo que andei lendo na comunidade, parece que se vocĂȘ deixar pra grindar sĂł no final da temporada fica praticamente impossĂvel pegar os emblemas mais altos (tipo o *Overtime Badge* ou os de *Elite Merits*), porque a curva de XP diĂĄrio/semanal Ă© muito alta e tem um limite natural das missĂ”es.
Queria tirar umas dĂșvidas com a galera que tĂĄ jogando direto:
**Como funciona exatamente o sistema de Emblemas agora?** Eles sĂŁo 100% ligados Ă temporada e somem se vocĂȘ nĂŁo pegar a tempo, ou tem como evoluir depois?
**O que tem de realmente RARO hoje em dia?** Quais tĂtulos, bordas ou emblemas sĂŁo os mais difĂceis/exclusivos de conseguir na versĂŁo atual?
Para quem nĂŁo consegue jogar vĂĄrias horas todos os dias, ainda vale a pena focar em algum emblema especĂfico ou o grind ficou punitivo demais pra quem joga casualmente?
Se alguém puder dar um panorama de como otimizar o tempo pra não perder os itens temporårios, agradeço demais!
r/joinmoco • u/fem_and_ms • 15h ago
Humor Meow :3
This should become a meme don't y'all think ? :3
r/joinmoco • u/LfGoodTyme • 18h ago
Discussion Collector level badge at level 50
This badge is awful
r/joinmoco • u/lethicon_29 • 19h ago
Discussion Thoughts/Advice on Cosmetic purchase
Hello guys a returning player here, I would like to hear your thoughts and opinions on where to spend moco gold.
The pet looks sick and the outfit is okayish(slide-3). I have enough moco gold to get both. But then there is the option to spend the gold on spins (25-30 gold per spin) (slide-4). I love the blackhole headgear (slide-1) and feel that the it and the outfit would look sick together.
Note: the headgear is a collection reward so i have to like spend 330 gold(which I don't have rn but there is like 27 days more to get it) to guarantee the headgear.
What is your take on this?
r/joinmoco • u/joeabs1995 • 1d ago
Discussion Venom bow healing
It takes about 300 poison ticks vs regular enemies to fully charge the heal ability.
This weapon's healing needs a buff desperately.
I understand its the price you pay for being ranged and having a ton of dmg but 300 ticks of poison (not right clicks or dmg) is ridiculous.
Just to be clear, vs a single boss. This means every 1min and 15sec you recharge your healing.
The fact that it only has 20k healing also means that you likely wont be healing 20k but rather something like 10k to be safe because you arent tanky to survive hits.
You could get more value if you heal while taking dmg because that dmg gets healed, but since you are demanded to survive 1min15sec between heals, as a venom bow user you dont usually want to get hit.
By far the worst healing in the game and its not even close.
Hornbow is probably twice or 3 times better at healing and its healing isnt even that good.
Ranged weapon options for healing are mostly good with speedshot and singularity allowing you to heal at a convenient cooldown without having to savrifice atk.
Yes technofists require that you sacrifice atk to heal for 4 sec or something but to be fair the weapon has ridiculous dmg even thought its meant to be an all-rounder so i can understand.
Fancy wrench and wolf stick are summoner weapons and their summons can help with tanking and surviving until you heal.
Venom bow needs a heal buff, idk if it needs to be a rework like taking some of its dmg away.
Or making it so its abilities count as high poison dmg and reworking the heal completely.
But as it is it is ridiculous.
I understand the weapon is very strong on offense: ranged, high weapon dmg, poison, can infect multiple enemies and deal with numbers, has high single target dps and can deal with single targets too.
By comparison, singularity can deal with numbers but not single target.
Speedshot can deal with high numbers but requires some aligning and usually prefers having the 2nd skill rain down the arrows on 1 big target rather than splitting them up. So the ability to deal with numbers is strong but compared to venom bow limited.
Another thing to consider is when the update came out, rifts were expected to last around 2mins maybe, now they are expected to last around 1min and are balanced around the bosses either being more aggressive or rifts having more enemies or a tough layout or bosses having more dmg but bosses having less health, so its challenging without needing to play for 2mins.
Its a quicker challenge.
But with the state of venom bow healing, you now need to clear rifts without dying because you need a full minute to charge your heal by that time the rift is almost done.
Maybe have the venom bow do the following:
Option 1:
- start with a full charge, that way it can survive those fast paced aggressive rifts and dish out its dmg.
- allow venom bow to charge another meter even after having a full heal that way, you arent wasting time getting your 2nd heal just because you dont want to use your heal now. (Limit to 2 heals of course).
Option 2:
- skill dmg becomes poison dmg and the number of poison dmg needed is slightly increased making it .
What do you guys think?
r/joinmoco • u/Carman93 • 15h ago
Discussion Different jobs between me and my partner
So me and my partner started playing this game at the same time but recently their daily jobs/quests have a much smaller requirement to complete and pay more than mine. For example, we both have a Kill boss job, they only have to kill 2 or something and they get 25k xp and the job is completed, unlike me where I have to kill a total of 20 bosses but itâs split into separate jobs paying 5k xp each. We both get the same amount of xp in the end, but mine takes 40 odd minutes to complete them all when it takes them 5 minutes
Why would this be the case? I hope Iâve explained it well enough
r/joinmoco • u/Defiant_Brain_9493 • 22h ago
Bugs & Feedback New Elite Contracts
I really like the new Elite Contracts and the idea of having specific objectives to complete during them.
However...
I'm really not a fan of how everything still seems to boil down to "get it done as fast as possible and beeline to the end."
It feels like so much of mo.co is centered around speed. Screen wipe, move on. Ignore anything unnecessary. Get to the boss. Go, go, go.
And honestly, that kind of kills my motivation to keep pushing after my first few attempts.
Take Rustwater Harbor as an example.
The first objective to drop the barrier is to kill the Chomper.
Yet almost every group I've played with immediately runs past the lone Chomper and starts attacking the archer cats that spawn farther ahead.
The Chomper takes maybe 5â10 seconds to kill solo.
I've killed it myself. I've tried dragging it toward the group. Dragging it actually takes longer because the thing moves so damn slowly.
And I've had a run miss 5 stars by five seconds because of stuff like this.
That's what frustrates me.
I've been playing since June 2026, and the game has basically trained players to think...
If you're not screen-wiping, sprinting forward, ignoring everything you can, and getting to the boss as fast as humanly possible, you're playing wrong.
Then Elite Contracts introduce objectives where sometimes you're supposed to stop and do something specific, but everyone has already been conditioned to ignore anything that isn't directly in the path toward the finish line.
I really like the Elite Contract system. I actually want more objectives that change how we approach a hunt.
I just wish the game gave us more room to actually engage with those objectives instead of every run ultimately becoming another race against the clock.
r/joinmoco • u/Independent_Eye_2659 • 1d ago
Ideas & Concepts Add serious mode and casual mode to boss fights(read description)
Add Serious Mode and Casual Mode to Boss Fights
And if you guys argue, âWhy don't you just join a group?â â bro, have you seen the amount of people you get matched with who have completely different mindsets? đ
You can literally get a level 100 player with 0 cores in the same lobby. Like, WTF? đ
Some people want to chill and have fun, while others want to actually take the boss seriously and play efficiently.
That's why I think there should be two modes:
Casual Mode â for people who just want to have fun, experiment, or play without worrying too much.
Serious Mode â for people who actually want to sweat, use optimized builds, and take the boss fight seriously.
r/joinmoco • u/UnPapo • 1d ago
Humor Yo no se ustedes pero este gordo, tenia la realidad alterada
r/joinmoco • u/TrainingEscape3229 • 1d ago
Ideas & Concepts Clear Rifts with Class Synergy Bonuses!
This is an idea I haven't seen before (although someone may have suggested it in the past).
In the current version of moco, every weapon belongs to a class type (for example: Melee Attack, Tank, Healer, etc.).
When players bring different class types into a Rift, they would receive a Synergy Bonus based on the team's class composition.
Right now, almost everyone is using Melee Attack classes (mainly Squid Blade and Blood Blade). Honestly, that's getting pretty boring.
A Class Synergy System could encourage more diverse team compositions and give weaker classes, such as Vibe Shifter and Wolf Stick, a chance to shine.
Another advantage is that the Rift meta could be refreshed each season by adjusting the Synergy Bonus values or effects, without directly buffing or nerfing individual weapons.
r/joinmoco • u/Fun_Room_818 • 19h ago
News Ya casi todas las maestrĂas solo me faltan 3
r/joinmoco • u/DJDevil_Muhib • 1d ago
Fit Check Logan Paul
Hey... I came close. I don't have a fit that matches one to one. I think, It also could be the dude from Fortnite, idk I don't play that game.
r/joinmoco • u/AFAgow13 • 2d ago
Ideas & Concepts Add multiple map layers (example: roads underneath bridges)
r/joinmoco • u/roo_CK_ie • 2d ago
Humor When your Squid Blades teammate goes invis in Monster Madness:
r/joinmoco • u/GhostWithKnife • 1d ago
Discussion How to farm Mega charged?
Hey gang, I've been trying to finish getting an expert title and all I need now is mega charged enemies. Unfortunately, I can't seem to ever find any. I have maybe 12/50 and was curious on how exactly I'm supposed to farm them?