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

Author : Connor Mar 16,2025

Pokémon TCG Pocket developer Creatures Inc. is actively investigating improvements to the recently launched trading feature, which has faced significant player backlash. In a statement on X/Twitter, Creatures Inc. acknowledged player feedback, explaining that the trading restrictions were intended to prevent abuse, but inadvertently hindered casual enjoyment. The company promised to address concerns by offering Trade Tokens as rewards in future events, a promise already broken with the February 3rd Cresselia ex Drop Event lacking any such rewards.

The trading feature, already criticized for its inherent limitations on pack openings and Wonder Picking without in-app purchases, introduced an additional layer of restriction: Trade Tokens. Players heavily criticized the high cost of acquiring these tokens, requiring the deletion of five cards to trade one of the same rarity.

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Creatures Inc. stated that the item requirements and restrictions were designed to prevent bot abuse and prohibited actions using multiple accounts. Their goal was to balance the game fairly while preserving the core collecting aspect of the Pokémon TCG Pocket experience. However, they admitted that the restrictions negatively impacted casual players. They pledged to improve the feature and offer multiple ways to obtain Trade Tokens, including through events.

The statement lacked specifics regarding the changes or their timeline. Uncertainty remains regarding refunds or compensation for players who traded using the current system, potentially facing greater losses if the Trade Token costs change.

Creatures Inc.'s commitment to including Trade Tokens in events appears questionable. Only 200 tokens were offered as premium rewards in the February 1st Battle Pass, enough for trading a single 3-Diamond card. The Cresselia ex Drop Event further reinforced this concern, offering no Trade Tokens despite the previous day's promise. The event included promo cards, Pack Hourglasses, Shinedust, shop tickets, and experience, but notably omitted Trade Tokens.

Players have voiced concerns that the trading mechanic is primarily designed to boost revenue for Pokémon TCG Pocket, which reportedly earned $200 million in its first month before the trading feature's implementation. This is further supported by the inability to trade 2-Star rarity cards or higher, potentially forcing players to spend significant sums for random card acquisition. One player reported spending approximately $1,500 to complete the first set.

The trading mechanic has been described by players as "predatory and downright greedy," "hilariously toxic," and a "monumental failure."