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Major Pokémon TCG Shakeup as Pocket Devs Seek to Enhance Trading

Author:Kristen Update:Feb 19,2025

Pokémon TCG Pocket's trading feature, launched last week, has faced significant player backlash, prompting developer Creatures Inc. to address concerns. In a statement on X/Twitter, Creatures Inc. acknowledged the negative feedback, explaining that the restrictive trading mechanics were intended to curb account abuse and bot activity. However, they admitted these restrictions inadvertently hinder casual enjoyment of the feature.

The developer pledged to alleviate issues by introducing Trade Tokens as rewards in future events. This promise, however, has already been broken, as the February 3rd Cresselia ex Drop Event notably lacks Trade Tokens.

The trading system, already criticized for its inherent pay-to-play mechanics limiting pack openings and Wonder Picking, further restricts trading through the introduction of Trade Tokens. Players have heavily criticized the high cost of acquiring these tokens, requiring the deletion of five cards of the same rarity to trade one.

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Creatures Inc. clarified that the restrictions were designed to prevent exploitation, aiming for a fair environment. Despite this, they recognize the current limitations negatively impact player experience and are actively exploring improvements. Future acquisition methods for Trade Tokens, including event distributions, are planned.

The statement remains vague regarding specific changes and their timeline. Uncertainty also surrounds potential refunds or compensation for players who traded using the current, heavily criticized system.

The limited availability of Trade Tokens further fuels concerns about monetization. Only 200 were offered as premium Battle Pass rewards (a $9.99 monthly subscription) on February 1st, sufficient for trading a single 3-Diamond card. The absence of Trade Tokens in the Cresselia ex event directly contradicts the developer's recent promise.

Player criticism points to the trading system as a revenue-generating mechanism, particularly considering the game's estimated $200 million revenue in its first month (before trading). The inability to trade 2-Star or higher rarity cards reinforces this suspicion, as readily trading for missing cards would reduce the need for in-app purchases. One player reported spending approximately $1,500 to complete the first set.

Players have expressed strong disapproval, labeling the mechanic as "predatory," "greedy," and a "monumental failure."