Pokémon TCG Pocket developer Creatures Inc. is actively investigating improvements to its 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 feature's restrictions, intended to prevent abuse, unintentionally hinder casual enjoyment. The company pledged to address concerns by offering Trade Tokens as rewards in future events, a promise immediately contradicted by the February 3rd Cresselia ex Drop Event, which lacked these tokens.
The trading system, already criticized for its limitations on pack openings and Wonder Picking without in-app purchases, introduced Trade Tokens as an additional hurdle. Players heavily criticized 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. stated that the restrictions were designed to combat bot activity and multi-account abuse, aiming for a fair and fun collecting experience. However, the company admitted that the current restrictions negatively impact casual players. While promising future improvements and alternative ways to obtain Trade Tokens, the statement lacked specifics on timing or implementation details.
Uncertainty remains regarding refunds or compensation for players who traded using the current system, potentially facing further losses if token costs change. The company's commitment to including Trade Tokens in events is also questionable, given only 200 were offered as premium Battle Pass rewards (enough for one low-rarity trade) and none in the Cresselia ex Drop Event.
Players have voiced concerns that the trading mechanics are primarily designed to boost revenue for Pokémon TCG Pocket, which reportedly generated $200 million in its first month before the trading feature's release. The inability to trade 2-Star or higher rarity cards further fuels this suspicion, as readily trading for missing cards would reduce the need for costly random pack purchases. One player reported spending approximately $1,500 to complete the first set.
The trading system has been described by players as "predatory and downright greedy," "hilariously toxic," and a "monumental failure."