On March 18, mo.co, a new action RPG from Supercell, was released on mobile devices. This marks the seventh game by the Finnish company to reach a global launch. However, this time the company adopted a new strategy for launching its projects, choosing a different approach.

What is mo.co: Gameplay and Mechanics

mo.co is a top-down action game with basic RPG elements based on a new IP, unrelated to previous Supercell titles. The main gameplay loop is built around completing quests, fighting monsters in open locations, and leveling up.

Players take on the role of a monster hunter who jumps between dimensions using portals. There is an option to customize the character’s appearance. Players can also carry different weapons and gear, which can be upgraded between missions.

Character customization in mo.co

mo.co places a significant emphasis on multiplayer elements. While it is not a full-fledged MMO, battles and core gameplay are tied to interactions with other players. There's no guild system at launch, but users can create custom lobbies. Players can also join others during quest completions.

Quests act as "dailies" and are updated every few hours. mo.co also features special events that appear on the map and offer additional rewards.

Main gameplay of mo.co

Apart from the basic mode, the game includes PvP elements. Users who reach level 15 can fight both monsters and other players simultaneously. The main goal is to score as many points as possible by the end of a short round.

Supercell is essentially venturing into a new genre for itself—online action RPG with dungeon clearing. This sets the project apart from the studio's previous titles, but the core principle remains the same—accessible base gameplay, adapted for a non-hardcore audience.

Monetization

At launch, mo.co is monetized exclusively through in-game currency and cosmetic items that do not affect gameplay. Outfits, individual clothing items, and other elements are available for purchase.

The game also offers special bundles consisting of various themed "cosmetics." All items in a bundle have the same price, but each has its own drop rate—the rarest ones have a drop rate of less than 1%. Once a random item is purchased, it is removed from the pool, increasing the chances of obtaining the remaining items.

An example of one of the cosmetic bundles and item drop chances (from a KairosTime Gaming video)

In doing so, Supercell encourages users who wish to acquire specific skins to spend money within the game. The company emphasizes that future monetization of mo.co will not include items providing gameplay advantages over other users.

Supercell’s New Marketing Strategy

This is perhaps the most intriguing part of mo.co's launch. Supercell chose an unusual strategy for itself: since the announcement in October 2023, the company positioned mo.co not as a new game from its internal team, but as a secret "monster hunting startup."

The meme that accompanied the announcement of mo.co by Supercell (left—company CEO Ilkka Paananen)

This rhetoric was maintained throughout the marketing campaign. Supercell referred to its role in the project exclusively as "investments" and aimed to maintain a public atmosphere of secrecy, conducting closed beta tests and ultimately releasing mo.co without the usual soft launch.

At launch, joining the game is only possible through invites distributed by streamers (who are traditionally an important part of the marketing campaign) and other users who have reached level five. Another way is to apply on the official website.

Application form on the official mo.co website

Announcing the game's global launch, Supercell CEO Ilkka Paananen noted that with mo.co, the company intends to play the long game. This time, the team consciously decided to experiment with the launch format and user engagement.

According to Paananen, Supercell plans to change the game live and consider player feedback before scaling the project. Previously, the company used soft launches, which often resulted in the closure of titles that didn’t succeed. With mo.co, the decision was made to release the game globally immediately after closed tests.

The approach to the mo.co launch might reflect Supercell’s new motto—making new mistakes rather than repeating old ones. In the 2024 report, Paananen emphasized the need to create a working environment that encourages risks and helps set ambitious goals.

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This strategy has managed to generate hype around mo.co, but due to the chosen distribution model and artificially created atmosphere of secrecy, it's too early to judge the success of the launch. However, the comments under trailers and other promotional materials are overwhelmingly positive. Early users praise the gameplay, noting a high level of fun and responsive mechanics.

Besides mo.co, Supercell's portfolio includes six actively developing titles: Clash of Clans, Clash Royale, Brawl Stars, Hay Day, Boom Beach, and Squad Busters. The company is also currently working on several projects, including a roguelike codenamed Project R.I.S.E.

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