mo.co KPI #9
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](http://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](http://mo.co) globally on March 18th, 2025 - with invite-only access. While it wasn’t perfect, reception was amazing. “*Great game, engaging, atmospheric, chef’s kiss sound track, can’t stop playing”.* 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.
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:
❌Promote the game as aggressively as we can just to bring as many players as possible 🤑✔️Prioritize continuous development, guided by your experiences and feedback 👨💻
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 <3
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 rampage™ (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 🍹), 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)

# 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:* 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. * Expect different and distinguishable features and unique gameplay mechanics (for example, an “Electrician” 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


**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 “the best build.” 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?
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. * 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 👀.
⚠️ 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! ⚠️
**WAIT, IS THERE A CATCH? ARE YOU ADDING P2W OR PAY-TO-PROGRESS!?**
Nope. 100% Cosmetic-only monetization. We’re super bullish on this 🚀🚀🚀
**SO WHAT HAPPENS TO CHAPTER 3?**
So yeah, we’ve talked about changes, now let’s talk about the setback.
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 💔
**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.
**WHAT ABOUT MY PROGRESS? IS IT GONNA TRANSITION TO THIS NEW SYSTEM?**