01 / YOUR FIRST RUN Enter. Collect. Extract. MOMO is a free-for-all extraction shooter. Explore the island, fight for coins and leave alive with the balance you carry. You do not need to eliminate everyone to extract.
Enter your username, choose an outfit and select your server. Prefer a reachable server with a low ping. Choose your entry once in the lobby, then press Play now . Entries have separate arenas. Find cover, collect loot and decide when to leave. Holding more coins makes the next fight a bigger risk. Entry 15% fee Starting balance $2 $0.30 $1.70 $5 $0.75 $4.25 $10 $1.50 $8.50 $20 $3.00 $17.00
This build uses fictional test credits. Deposits, purchases and cash withdrawals are unavailable. The current solo playtest has 10 practice bots; other connected humans can also join. Bots can respawn. You currently spawn with an AK-47, a G19, level-3 helmet, vest and backpack, 5 gauze and 1 medikit. This is the playtest loadout.
02 / MOVEMENT & CONTROLS Move independently from your aim. W A S D MOVE POINT TO AIM · LEFT CLICK TO FIRE Move W A S D or arrow keysAim / fire Mouse / left mouse button Interact / loot / doors F when the nearby prompt appearsGun 1 / gun 2 / melee / throwable 1 / 2 / 3 or E / 4 Switch weapons Mouse wheel; Q previous item; Space other gun Reload / swap gun slots R / T Dash Shift · 10-second cooldownMap / minimap M or G / N Healing items 7 gauze · 8 medikit · 9 cola · 0 tabletsExtract / cancel an action Hold X to extract; X also cancels the current action Emote wheel / pause menu Hold right mouse / Esc
These are the default controls; check Settings → Keybinds if you change them. Dash is a short burst of movement, not invulnerability, and cannot pass through solid walls or closed doors. The cooldown is shown beside your extraction control.
03 / READ YOUR SCREEN Know what you are carrying. An actual playtest: the central operator carries $3.40; the health bar shows 68. Bot names are marked [BOT]. Top left: minimap, your position and surrounding terrain.Above players: username and carried balance when that player is visible.Right side: weapon slots, loaded rounds and reserve ammunition. An empty magazine needs a reload; reserves must match the gun.Bottom: health, adrenaline, carried test credits, extraction progress and dash readiness.Left side: healing items and their remaining quantities.Use the fullscreen button during play. Esc opens the menu; it does not stop the shared game or make you safe.
04 / WIN THE FIGHT Range, cover and controlled bursts. Rifle A flexible choice across medium distances. Short bursts let recoil recover.
Bullets travel through the world: aim ahead of a moving target at distance. Sustained fire builds recoil and spread; moving can reduce accuracy. Releasing the trigger briefly gives the weapon time to recover. Shots lose damage over distance according to their weapon class.
Pistols and SMGs: favour close engagements. Their damage falls off earlier.Rifles and LMGs: useful at medium range; long sprays become harder to control.Precision weapons: favour deliberate shots and steadier movement.Shotguns: spread several pellets; distance makes landing a full blast harder.Use solid buildings, rocks and containers as cover. Foliage can hide you visually without providing the protection of a wall. Destructible obstacles can be broken, so cover may disappear. Reload behind cover and keep your second gun ready. Melee works at close range and uses no ammunition.
If you find throwables, select them with 4 and use the fire control to throw. Give explosions room; staying beside explosive objects is risky. Only use an item once you have it in your inventory.
05 / LOOT & EQUIPMENT Coins and equipment work differently. Coins collect automatically when you pass over them on the same floor. You must reach them physically; walls block collection. Defeated players normally drop their carried balance. Equipment and other items use the nearby F prompt when interaction is needed.
Protect, carry, see. Helmets and vests reduce damage. Backpacks increase carrying capacity. Scopes change your field of view.
Compare an item's type and level before swapping it. Ammunition has a calibre label and colour; carrying the wrong calibre will not reload your gun. An item may stay on the floor if the relevant inventory is full. You have two gun slots, a melee slot and a throwable slot.
A premium outfit changes appearance only. It gives no extra health, damage, speed, capacity or larger protection area. A premium-looking helmet still has the actual equipped helmet's gameplay level. 06 / HEALING & ADRENALINE Finish the action to get the benefit. Take cover first. A bullet hit cancels unfinished healing. You receive no partial heal.
Item / default key Effect Use time Gauze · 7 +20 health, up to your maximum 3 seconds Medikit · 8 Restores up to 100 health 6 seconds Cola · 9 +25 adrenaline 3 seconds Tablets · 0 +50 adrenaline 4 seconds
You move more slowly while consuming an item. Its benefit and inventory deduction happen on completion; cancellation before completion does not consume it. Starting extraction cancels your current action. Adrenaline is a separate meter that drains over time and supports regeneration and movement.
Special items can appear in other modes. For example, a vaccine removes infection and restores adrenaline; do not confuse it with a medikit. The current island is a solo practice mode.
07 / NAVIGATE THE ISLAND Use entrances, stairs and bridges. Look for the opening or interact prompt at a house or warehouse entrance. Roofs change visibility as you enter; a roof hiding a room is not proof that it is empty. Ships, ports, bridges and underground spaces offer different routes and cover.
STAIRS → ANOTHER FLOOR WATER RED LIMIT Walk onto a stair passage to move between floors. Items and players on another floor are separate from your current floor. Use the intended side bridges to board the container ship.
The red outer sea limit kills immediately. Armour will not save you. Crossing forfeits your carried balance instead of leaving collectible coins there.The shrinking gas zone is disabled in this playtest. The red sea boundary remains active. Do not assume the whole visible sea is safe just because the match has no shrinking circle.
09 / DEATH, REPLAY & FRESH ROUNDS Every run is a new decision. At zero health you are eliminated. Your normal death leaves coins for survivors; the outer sea boundary is the exception. You may spectate or return to the menu and play again. Solo has no teammate revival.
A successful extraction ends your run and reports the amount taken out. This is a fictional practice result, not a bank withdrawal. A new solo session receives a fresh world once the previous room has no human players or spectators. If other humans are still in a shared room, their ongoing world is preserved.
Bot respawns mean a quiet area may not stay quiet. Check supplies before re-engaging, and consider extracting before a risky fight rather than assuming a large carried balance is secure.
10 / MAKE IT YOURS Outfits, signals and aiming comfort. Outfits: choose one in Customize. The selection saves immediately; Back to main menu closes the panel. Premium illustrations appear at the end with their prices. Purchases are unavailable in the playtest.Emotes: select a labelled slot, then an emote. Hold right mouse in the game and choose a direction. Victory and defeat slots play for their corresponding event.Crosshairs: choose a named design and test it in the preview. Adjust colour and size to keep it visible over grass, sand and water.Badges: select a badge to represent you; select None to remove it.Graphics: High, Medium and Low trade scene detail for performance. Player names and balances remain readable.Sound: the lobby music mute is separate from gameplay audio settings. Sound can help you notice nearby action.Change gameplay settings through the lobby or Esc menu. The fullscreen button is also available directly in the match.
11 / INVITE FRIENDS Invite your friends. Sign in, open Affiliate dashboard and copy your six-character invitation code. A friend can enter it when creating their account. The code is optional; the inviter is recorded once at signup.
Open Affiliate dashboard and copy your personal link. A new friend must open it before their first visit. Their inviter is recorded once.
You earn 10% of our 15% entry fee after each qualifying friend game: at least 60 seconds played, then elimination or extraction. Quitting and sea-boundary deaths do not qualify. Use Refresh to see the latest rewards. A $2 entry earns 11 / INVITE FRIENDS Your link connects the invitation. Open Affiliate dashboard and copy your personal link. A new friend must open it before their first visit. Their inviter is recorded once; revisiting another link does not change it.
You earn 10% of our 15% entry fee after each of that friend's qualifying games: at least 60 seconds played, then elimination or extraction. Quitting and sea-boundary deaths do not qualify. Rewards appear automatically in your dashboard; use Refresh to see the latest totals. On a $2 entry that is $0.03; on $20 it is $0.30. No amount is taken from the friend's carried loot.
Referral rewards are test credits in this build. There are no cash payouts, and localhost links are not publicly reachable. Your test profile is tied to browser site data; verified player accounts are required before public rewards launch. .03; a $20 entry earns 11 / INVITE FRIENDS Your link connects the invitation. Open Affiliate dashboard and copy your personal link. A new friend must open it before their first visit. Their inviter is recorded once; revisiting another link does not change it.
You earn 10% of our 15% entry fee after each of that friend's qualifying games: at least 60 seconds played, then elimination or extraction. Quitting and sea-boundary deaths do not qualify. Rewards appear automatically in your dashboard; use Refresh to see the latest totals. On a $2 entry that is $0.03; on $20 it is $0.30. No amount is taken from the friend's carried loot.
Referral rewards are test credits in this build. There are no cash payouts, and localhost links are not publicly reachable. Your test profile is tied to browser site data; verified player accounts are required before public rewards launch. .30. No reward is taken from the friend's carried loot.
Rewards are simulated test credits with no cash payouts. Your code and invited friends belong to your account and remain available across devices. Rewards are test credits with no cash payouts. Localhost links are not publicly reachable; this local profile belongs to browser site data. 12 / READY TO PLAY Before your next drop Choose the right entry. Know your keys. Check ammo. Use cover. Heal before committing. Watch the red boundary. Hold X until extraction finishes.