Home News Pokémon TCG Pocket Devs Looking to Improve Trading Following Major Player Backlash

Pokémon TCG Pocket Devs Looking to Improve Trading Following Major Player Backlash

by Lucy Feb 23,2025

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 prevent abuse, but inadvertently hindered casual enjoyment.

The company pledged to alleviate these issues by offering Trade Tokens—a resource required for trading—as rewards in future events. However, this promise was immediately broken, as the February 3rd Cresselia ex Drop Event did not include any Trade Tokens.

The trading system, already criticized for its high cost, requires players to delete five cards from their collection to obtain a single Trade Token of the same rarity. This, combined with existing in-app purchase restrictions on pack openings and Wonder Picking, has fueled player frustration.

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Creatures Inc. stated that the restrictions were designed to combat bot activity and multi-account abuse. While aiming for a fair and enjoyable experience, the company admitted the current system falls short. They are actively investigating improvements but offered no concrete details on changes or timelines.

Uncertainty remains regarding refunds or compensation for players who traded under the current system. Changes to Trade Token acquisition could significantly impact those who traded early.

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), enough for a single low-rarity trade. The lack of Trade Tokens in the Cresselia ex event directly contradicts the company's recent statement.

Player criticism has focused on the perceived revenue-generating nature of the trading system. The inability to trade cards of 2-Star rarity or higher is seen as a deliberate strategy to encourage in-app purchases, as completing sets without trading requires substantial spending. One player reported spending approximately $1,500 to complete a single set. The game's estimated $200 million revenue in its first month, prior to the trading feature, further supports this criticism. Players have described the trading mechanic as "predatory," "toxic," and a "monumental failure."