Supercell's Future: mo.co Hype & New Game Updates
Supercell's Next Chapter: Dissecting the Future Lineup
Supercell, the developer behind mobile giants like Clash of Clans, Clash Royale, and Brawl Stars, seems to be entering a new era. Gone are the days of near radio silence between major releases. Now, we're seeing a flurry of activity with multiple games in various stages of development. We recently dove deep into what's cooking, exploring everything from early alphas to globally launched titles, trying to gauge which ones might be the next long-lasting obsession.
It feels like a shift from a few years ago when CEO Ilka Paananen questioned if Supercell's best days were behind them. They experimented with investing in external studios, but now the focus seems firmly back in-house, resulting in a diverse and intriguing slate of games.
Project R.I.S.E: The Phoenix from Clash Heroes' Ashes?
Remember Clash Heroes? One of the three Clash spin-offs announced a while back, alongside the since-killed Clash Quest and Clash Mini? Well, Project R.I.S.E is essentially its spiritual successor, rebuilt from the ground up.
KairosTime noted that Clash Heroes felt further along in its old beta than Project R.I.S.E does now, highlighting just how early this title is. Still, the potential is there. It's shaping up to be a co-op action RPG set in the beloved Clash universe. Think climbing a tower (not delving a dungeon) with two friends, likely playing iconic characters like the Barbarian.
The core loop involves ascending the tower, grabbing upgrades roguelike-style, and trying to get as high as possible before wiping. Progression seems tied to gaining some permanent benefits even after a failed run, though the specifics are still being ironed out – early tests apparently had punishing resets.
Echo, a self-professed ARPG fan (coming from the Diablo world), praised its potential, especially how it adapts the typically lengthy ARPG session into shorter, mobile-friendly tower floors. He also stressed how heavily the team is relying on community feedback even at this "bare bones" stage where basic UI elements are still missing. Will it go global? Too early to say, but the foundation and community interaction are promising.
Boat Game: Piracy, Co-op, and Betrayal on the High Seas
This one seemingly came out of nowhere. Boat Game throws players into a shared world where you sail between islands, hunt for treasure chests on land (via third-person shooting), and ferry your loot back to a hub. Sounds simple, right?
Here's the twist: any player can "go bad" at any time, turning their guns from AI monsters onto you. If they sink you, they can steal your hard-earned chests. It introduces a fascinating PvEvP dynamic, often compared to Sea of Thieves but potentially with more long-term content updates and progression.
Will you cooperate with others to take down tough challenges, or will you betray them at the last second for all the spoils? This psychological element could be a huge draw. Despite internal hype at Supercell (devs are reportedly hooked), the game is still very early – Kairos mentioned missing textures in later zones during alpha tests. It's a fresh concept for mobile, especially appealing to shooter fans, even if the hosts admitted it wasn't their personal genre preference.
Clash Mini: A Second Life Inside Royale?
Ah, Clash Mini. The auto-battler that many, including Kairos, considered the best and most accessible on mobile. Its cancellation as a standalone game hit hard, particularly for creators who saw its potential. Kairos passionately argued it was a mistake to kill it, suggesting Supercell should have launched it even if it didn't hit "mass appeal," aiming instead to be the best in its genre.
Now, Clash Mini is slated for integration into Clash Royale. Details are scarce, leading to speculation and concern. Will it retain its streamlined, fun core? Or will it become overly complex to fit into Royale's systems? How will progression work? Will players need to engage heavily with core Clash Royale to enjoy Mini?
The big question is why integrate it rather than just kill it? Kairos theorizes it might be part of a larger strategy to keep Clash Royale fresh, similar to how Brawl Stars rotates modes, offering veteran players new ways to engage beyond the core ladder grind. It could be Royale's "Builder Base" – an alternate mode to retain players. We'll have to wait and see, but this feels like the next major Supercell development likely to surface.
mo.co: The Unexpected Frontrunner?
Surprisingly, mo.co emerged as the game generating the most excitement among the hosts. Echo initially wasn't sold due to the lack of familiar Supercell characters (unlike Project R.I.S.E) and its new cyberpunk aesthetic. But the gameplay won him over.
mo.co is a hack-and-slash action RPG with MMO-lite elements. You drop into zones, kill monsters that explode satisfyingly, gather XP and resources (like Chaos Cores for gear upgrades), unlock weapons, and repeat. The key is the feel. Smooth gameplay, addictive grind, fantastic music (Echo listens on Spotify!), and a surprisingly social element.
One of mo.co's standout features is the emergent PVE mob mentality. You might be struggling against a tough boss, then suddenly other players appear, joining the fight until dozens are swarming the enemy, spinning in celebration, and then moving as a giant death ball across the map. It creates a social vibe without direct communication.
Key mo.co Points:
- Monetization: Strictly cosmetics-only. You cannot pay for power or progress. You can even grind premium currency tokens slowly through free play. This is a massive deal for the ARPG/MMO community often wary of pay-to-win.
- Progression: The current "Chaos Core" system randomly upgrades gear, a change from the alpha's targeted monster part farming. This is divisive – simpler, perhaps better for mass appeal, but less control for build min-maxers. An endgame "Elite Hunter" system exists, but details are evolving.
- Skill & Difficulty: The early game is accessible (Echo plays with his son), but harder content exists, particularly in 4-player Rifts and later bosses requiring mechanical skill (dodging, etc.). A controversial point is the lack of manual aiming – all abilities auto-target.
- Cross-Platform Potential? The auto-aim decision fuels Kairos's theory: could mo.co be aiming for PC/console cross-play? Manual aim is tricky with controllers/mouse for this style, so auto-aim makes cross-play viable. It's pure speculation, but a tantalizing thought given the game's potential depth and session length flexibility.
The hosts believe mo.co has huge potential, possibly even becoming a top-tier Supercell title, especially if it nails the free-to-play, cosmetics-only model and maybe, just maybe, goes cross-platform. The satisfying grind loop seems perfectly tuned.
Squad Busters: Finding Its Casual Groove
Squad Busters launched globally earlier this year to a somewhat mixed reception within the core Supercell fanbase. It's a fast-paced, party-style game combining characters from across Supercell's universes.
Kairos posits that the disconnect stems from Squad Busters being fundamentally a casual game, whereas most dedicated Supercell fans are hardcore gamers (yes, even Hay Day players!). It wasn't the deep, strategic experience many expected.
Despite a rocky launch (performance issues, feedback implementation speed), the team is actively updating the game based on community input, and sentiment seems to be improving among its target audience. It might not be the next Clash of Clans, but it could carve out a healthy niche, similar to Hay Day – a long-term success catering to a specific player type. Echo described its vibe as almost "casino-like" with its sounds and colors, emphasizing its party game feel.
The Road Ahead
Supercell clearly isn't resting on its laurels. With two very early projects (Rise, Boat), one major integration (Mini), a recently launched casual title finding its feet (Squad Busters), and a highly promising ARPG generating serious buzz (mo.co), the pipeline is packed.
mo.co feels like the one to watch right now. Its blend of satisfying ARPG grind, fair monetization, and unexpected social dynamics could make it a major player, perhaps even challenging Supercell's established titans if everything clicks. But as always with game development, only time will tell.
What do you think? Which of these Supercell projects are you most excited about? Let us know in the comments below!