
Moshi Monsters
» see moshimonsters.com as it lived, on the wayback machine
~ the goodbye ~
moshi monsters was for eight-year-olds in the english-speaking world. i was twenty-four in 2008 and finishing engineering school in ankara. the kid mmo wave was happening on a screen i was not standing in front of. the only reason i ever read about moshi at all was as part of the same mind candy press wave that put michael acton smith on the cover of business magazines as the next big british children's media founder, alongside lego and disney.
anyway, mind candy was a london games studio that had already burned through one project (perplex city, the alternate-reality game) when it pivoted to a kid mmo in 2007. moshi monsters opened to the public on 16 april '08 with six adoptable monsters: katsuma the orange cat-thing, poppet the pink rabbit-thing, diavlo the volcano-headed devil, luvli the floating flower, furi the yeti and zommer the patchwork zombie. you picked one. you named it. you spelled words and solved puzzles to earn rox, the in-game currency, then spent rox on clothes for the monster and decor for its room.
the game reached its peak in 2012 at £46.9 million in revenue, with a magazine, plush toys, a nintendo ds line, a music album line through sony, a feature film called moshi monsters: the movie in december 2013, and a registered user base that mind candy's press kit put at eighty million by 2014. the social loop was that you could visit other people's rooms and leave them messages. the moderation team in london was the largest line item on the cost sheet, because every chat message between children had to be checked by a human.
flash killed it. adobe announced the flash end-of-life in 2017 with a deadline of 31 december 2020, by which point every browser would have dropped the plugin entirely. moshi monsters was built on flash. porting the whole codebase to html5 would have cost more than the declining revenue could justify. mind candy announced on 13 november '19 that the servers would close in a month, and on 13 december '19 the website went dark.
~ the chronicle ~
| Born | 16 April 2008 (Mind Candy, London) |
|---|---|
| Peak | 2012, £46.9M revenue, ~80M registered users by mid-2014 |
| Killed | 13 December 2019 |
| Lifespan | 11 years |
| Made by | Mind Candy, Michael Acton Smith and team |
| Killed by | the Adobe Flash end-of-life deadline |
~ how it landed ~
the marketing strategy was the playgrounds. mind candy ran kid-tested ad campaigns in the uk that hit primary schools through the magazine and the trading-card pack-ins. the monsters had a tv-friendly visual language, big eyes and bright colors, designed to translate to soft toys and lunchboxes without any redrawing. by 2011 the toy line was in argos and toys r us and tesco, the magazine was outselling the bbc-published kids titles, and a generation of british children under ten could name all six starter monsters from memory.
the social-loop side of the game was where mind candy spent the most engineering time. children could exchange gifts and visit each other's rooms but could not type freely at each other. every chat message ran through a phrase filter, then through a queue of human moderators in london who approved or rejected text inside seconds. the system was strict by design, the parent letters mind candy sent out leaned heavily on the safe-chat sales pitch.
~ the decline ~
mobile gaming arrived. by 2013 the kids who had been logging into moshi on the family pc were getting their parents' ipads, where moshi was a worse experience because flash had never run on ios. mind candy launched a moshi monsters: village life iphone game in 2013 and moshi monsters egg hunt in 2016, neither hit. the core web product kept losing users every year. revenue dropped from £46.9 million in 2012 to £13.2 million in 2014 to £5.2 million in 2018.
the financial decline lined up with the flash decline. mind candy laid off about half the moshi team across 2015 and 2016. the live product kept shipping new content for the diehards but the revenue was no longer covering the london office headcount and the moderation pipe. by the time adobe set the 2020 deadline, the math on porting moshi to html5 was already worse than the math on a controlled shutdown.
~ what got buried with it ~
mind candy survived as a company. michael acton smith left moshi to co-found calm, the meditation app, which is now valued at over a billion dollars. the moshi brand pivoted into a kid sleep-and-mindfulness app called moshi, which has been the active product for half a decade. mind candy started a kickstarter in 2024 to fund a mobile relaunch of the original game, which crossed £150,000 by early '26 with a target release in 2027 and an animated series planned for 2028.
the larger pattern that moshi monsters anchors is the kid-mmo-dies-with-flash chapter. club penguin had been folded into disney's app a year earlier, pixie hollow had gone in 2013, free realms had gone in 2014. moshi was the last large kid-mmo to ride flash to the end of the platform. roblox absorbed the entire kid-mmo category by sitting on top of a custom engine and a creator economy, neither of which the 2008-era moshi team had reason to bet on. by 2019 the category had moved on without leaving room for the old shape to update.
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other gaming: Game Boy, Jump Force, Kaos Studios, Spicy Horse
also died in 2015-2019: NCIX, Google News & Weather, Intel Edison
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