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Supercell’s Mo.co surpasses $2.5m in under a month

The Clash of Clans maker’s latest title launched globally on March 18th
Supercell’s Mo.co surpasses $2.5m in under a month
Date Type Companies Involved Key Datapoint
Apr 16, 2025 milestone Supercell $2.5 million
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Supercell’s latest launch Mo.co has surpassed $2.5 million in gross player spending in just under one month.

According to AppMagic revenue estimates across the App Store and Play Store, the portal-hopping mobile title peaked in daily revenue shortly after its March 18th launch, hitting a high of almost $137,000 on March 23rd.

Mo.co proceeded to generate its first $1m within 10 days of global launch, but earnings have fallen considerably since.

Humble beginnings

Mo.co’s daily revenue dropped to less than half of its March 23rd peak on April 7th and has failed to recover since, most recently generating just $44,500 on April 15th. This marked a 67% decline from the peak. Weekly earnings have also fallen for two consecutive weeks.

The game’s front-loaded earnings came despite its start as an invite-only title, having required eager players to access limited-time QR codes in content creators’ streams, apply to join on Mo.co’s website or request an invitation from another player.

In theory, this meant that the more players who found a way to access the game, the more invites could be distributed and the more Mo.co could scale up.

In practice,Mo.co reached its first million installs on March 22nd, hit two million on March 27th but took until April 14th - almost three more weeks - to reach three million players. Installs are also now directly accessible on store pages.

Mo.co vs giants

Almost one month on from launch, Mo.co’s initial performance has been a small-scale one by Supercell standards. 2016’s Clash Royale, for example, generated $162m in its first 30 days after global launch - almost 65 times greater than Mo.co’s initial performance.

2018’s Brawl Stars generated $57.4m in its first 30 days, making its launch more than 20 times more lucrative than Mo.co’s.

Most recently, Squad Busters generated $32m in 30 days after global launch, over 12-times stronger than Mo.co.

The Clash of Clans maker has a long history of mega-hit games and is famous for axeing projects deemed unable to live up to those high standards, leading to a near six-year wait between Brawl Stars and Squad Busters.

The studio has released two titles globally in the past year, but neither are currently reaching the heights of earlier launches.