
joao.co
@JoaoInTheNorth • 5,604 subscribers
@joinmoco's former CM - omw towards my next project at @supercell // fan of tennis, books, metroidvanias and sc games
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Hey all, We just announced some important news today: moco is moving back to beta! As such, just like other Supercell games in beta, the game won’t have a team-embedded CM moving forward. With that being said, I’ll be stepping away from the moco team. It was such an honor to work on and represent one of my favourite games of all time. moco’s gameplay, ambience, art, music, and soul are such a unique treat that it’s hard to imagine this game not becoming a landmark in the mobile industry. If there’s anyone who can make it happen, it’s our incredibly talented developers. I know it may feel scary, and going back to beta may look like a step back, but It's definitely the move the game needed. Looking now more from distance, there are lots of fresh and exciting ideas are already cooking, building on big lessons learned from previous updates. As for me, I’ll leave moco with strong emotions, hopeful for the future of the game. Fought and gave it all till the very end, in ways beyond my own CM role - which is also part of the magic of working at this company. Now it’s time to get ready to embrace a different project at Supercell. Until then, I’ll keep hunting monsters, now solely as a player. Thank you to all of you, especially our most dedicated players who have been with us since earlier versions - some even coming from the 2023 beta. Thank you to all the creators who make amazing content, especially those who have stayed through quiet and uncertain times, and took a leap of faith and believed in the game to make it their main. Thank you all for the messages, love, kindness, and feedback... even the rough feedback. I know it all came from a place of love and wanting the game to succeed. I deeply cherished it all and will carry it with me for years to come. Stay tuned to this account to keep following my journey. Until then, see you at the HQ! Love, Joao
joao.co28,091 views • 25 days ago

F.A.Q. Is at risk of being killed? No. But I saw some twitter account placing last in Supercell games revenue 😱😱😱 Here we go again 🥲 At the moment, we have 99 priorities. Revenue ain't one. I understand the concern, but to reiterate once again: We're keeping our player base small, collect player feedback, analyse player behaviour with the game, and improve based on that. Once we're confident, we'll scale the game. So far we did close to zero effort into player acquisition. We ran a small campaign in the summer mostly to test things out and it produced great results! Right now, as we're pivoting the game, we've paused our efforts. Low revenue is expected in the coming months. Then why was the game launched globally? Our launch strategy was very different from past Supercell games. We launched globally so everyone could access the game, regardless of their country. We didn't want to exclude anyone or have players using VPNs to play. Instead, we used an invite system to actually control growth and keep things small. We eventually lifted the invite system to make access easier once the launch frenzy slowed down. Yes, we launched globally, but that wasn't our big "GLOBALLLLLLL 🥳🥳🥳🥳" moment. I'm not even sure we'll have or need one. We want to grow progressively. What's working and what's not? We have very encouraging metrics, including the cosmetic-only monetisation model which is showing great results so far. We want to improve player retention which which isn’t yet where we want it to be, but nothing drastic or discouraging. Right now, we're working on revamping the game to address core issues, which would have been way more challenging if we'd gone big right from the start. Is neo moco ( revamp) a hit-or-kill moment for the game? lol no. It was simply a very needed revamp, as the current chapter system wasn't working. We're hoping neo moco will deliver a better experience, but also just the baseline to keep improving and making it more and more enjoyable with further updates. But the other Supercell game... Every Supercell game is its own team, following its own path. Game A is not discontinued or launched globally because of what happened to Game B. No one is demanding us quick results. We're not speed running success. You're killing the game by removing power progression/builds/that particular feature i really like. Nothing is set in stone. If we feel that re-adding some sort of progression will improve things, we'll do it. If we feel that classes need some sort of customisation, we'll add it. However, keeping the current system as it is would set us up for failure. Right now, we just need to put the new version out there, see how it feels with players and go from there. When will neo launch? We're very confident for first quarter of 2026, but that's subject to change. Will be the next Supercell global hit? Only time will tell. We have every reason to believe so, and as long as that's the case, we'll keep going strong 💪 So don't read too much into some (very unreliable and questionable) revenue comparisons. We don't care at the moment, so why should you? Taking the chance to share a clip of the mo.convo podcast we recorded last month. Nothing changed, still actual. See you for neo moco 🥳
joao.co116,103 views • 11 months ago

Hey all! Looks like the Final Stretch is… stretching a bit too much 😬 Appreciate all your thoughts and feedback. The Final Stretch pass was meant to reward our most dedicated players, but it ended up feeling way too grindy. For the last week (starting Thursday), we’ll be 2x the Chaos Energy reward to every Expedition Job and every Rift Goal. This should give everyone a nice push without changing the rules mid-game too much. We’re also mindful of those who already went the extra mile to secure the badge. Starting Season 2, we’ll be making changes so earning the badge still feels rewarding, yet more accessible to achieve. Weapon passes will also take a bit longer to unlock, as most players were able to clear all three passes in just a couple of days. Thank you all, and happy hunting 🤜🤛
joao.co17,268 views • 4 months ago
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