What Squad Busters and MoCo did differently this time
A tale of two pivots from Supercell, 348#
Hey Friends, Greetings from Bangalore 💗
A tale of two pivots Squad Busters and MoCo
– Squad Busters evolved from chaotic PvPvE to tactical hero builds.
– mo.co launched with midcore ambition—but hit a cosmetic ceiling.
Supercell skipped its own playbook:
– Squad Busters launched too early and had to rebuild its core.
– mo.co gated access behind invite codes—slowing feedback loops.
Two different pivots:
– One moved from casual chaos to midcore depth.
– The other doubled down on cosmetics—and now faces monetization limits.
Shared challenges:
– Underdeveloped social systems
– Repetitive LiveOps
– Shallow, grind-heavy progression
Both games reinforce a simple truth: Games no longer just evolve post-launch—they pivot.
Squad Busters ran 70 events in 12 months… but quantity ≠ quality.
Here’s a look at the LiveOps events that shaped these pivots.
tCARe, CARtic P
/ iCartic.com
Old post of mine where I dive deep into their events after the one-year mark:
https://businessofgames.icartic.com/p/squad-busters-one-year-mark-isnt