mo.co's tiny revenue
A new post says mo.co’s third‑party mobile shop is only pulling in “thousands” of dollars a month, underscoring how small some alternative app stores remain. The same thread notes the shop is tiny and lacks premium‑currency sinks that drive in‑app purchases for most mobile titles (x.com).
A post circulating this week says Supercell’s mo.co web shop is making only “thousands” of dollars a month, a tiny figure for a live mobile game. (x.com) mo.co launched globally on March 18, 2025 as an invite-only game on iPhone and Android. Supercell said at launch it was “playing the long game” and wanted to learn with a smaller community instead of pushing for immediate scale. (supercell.com) Supercell also runs a dedicated mo.co store outside Apple’s App Store and Google Play. That store advertises a 10% bonus on mo.gold, the game’s premium currency, for players who buy there instead of in-app. (store.supercell.com) That setup is now common in mobile games because web shops let publishers sell directly to players. Supercell’s broader store spans Clash of Clans, Clash Royale, Brawl Stars, Hay Day, Boom Beach, and mo.co, all under the same direct storefront. (store.supercell.com) mo.co’s problem is not just where it sells items, but how much players want to buy. By April 16, 2025, AppMagic estimates cited by PocketGamer.biz put mo.co at $2.5 million in gross player spending across the App Store and Play Store, after an early spike that faded quickly. (pocketgamer.biz) PocketGamer.biz said mo.co peaked at nearly $137,000 in daily revenue on March 23, 2025, then fell to about $44,500 by April 15. The same report said the game reached 1 million installs on March 22, 2 million on March 27, and did not hit 3 million until April 14. (pocketgamer.biz) The economics of external stores also depend on geography and friction. Epic Games says its own mobile store is available on Android worldwide, but on iPhone and iPad only in the European Union, and it described the install process on both platforms as lengthy and full of extra steps. (store.epicgames.com) (epicgames.com) Epic’s August 16, 2024 mobile-store launch showed how early that market still is. The company started with Fortnite, Fall Guys, and Rocket League Sideswipe, plus distribution through AltStore PAL in the European Union, while saying it would open the store to more developers over time. (epicgames.com) Supercell has not publicly confirmed the “thousands” figure in the social post. Its public mo.co store page shows only the mo.gold bonus and support links, not sales totals or buyer counts. (store.supercell.com) What the thread captures is how small a web shop can stay when the audience is limited and the game’s spending loop is narrow. mo.co has a store, a premium currency, and a direct-sales channel, but the public data so far points to a game still operating at a much smaller scale than Supercell’s biggest hits. (supercell.com) (store.supercell.com) (pocketgamer.biz)