Home > News > Pokémon TCG Developers Respond to Player Criticism

Pokémon TCG Developers Respond to Player Criticism

Author:Kristen Update:Feb 12,2025

Pokémon TCG Pocket's trading feature, launched last week, has faced significant player backlash, prompting developer Creatures Inc. to address concerns. A statement on X/Twitter acknowledged the negative feedback, explaining that initial restrictions aimed to prevent abuse, but inadvertently hindered casual enjoyment.

Creatures Inc. pledged to alleviate issues by offering Trade Tokens as event rewards. However, the Cresselia ex Drop Event, released February 3rd, failed to deliver on this promise, further fueling player frustration.

The trading system, already criticized for its restrictive mechanics (limiting pack openings and Wonder Picking without in-app purchases), introduced Trade Tokens as an additional layer of limitation. Players decried the high cost of acquiring these tokens, requiring the deletion of five cards to trade one of the same rarity.

Every Alternate Art 'Secret' Card in Pokémon TCG Pocket: Space Time Smackdown

52 Images

Creatures Inc. clarified that the restrictions were intended to combat bot activity and multi-account abuse. While aiming for a fair and fun collecting experience, they admitted the current system negatively impacts casual trading. They committed to investigating improvements and providing alternative ways to obtain Trade Tokens, including through future events.

The statement lacked specifics regarding changes or timelines. Uncertainty remains regarding refunds or compensation for players who traded under the current system, potentially losing more due to future adjustments.

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 3-Diamond card trade. Their absence in the Cresselia ex Drop Event directly contradicts the company's recent statement.

Player criticism points to the trading system as a revenue-generating tactic for Pokémon TCG Pocket, which reportedly earned $200 million in its first month. The inability to trade 2-Star or higher rarity cards further supports this, as readily trading would eliminate the need for expensive pack purchases. One player reported spending approximately $1,500 to complete the first set.

Players have voiced strong disapproval, labeling the mechanics "predatory," "toxic," and a "monumental failure."