Home News Pokémon TCG Pocket Dev Gifts Players Trade Tokens But Still Doesn't Have Answers to Fix Controversial Feature

Pokémon TCG Pocket Dev Gifts Players Trade Tokens But Still Doesn't Have Answers to Fix Controversial Feature

Feb 19,2025 Author: Peyton

Pokémon TCG Pocket developer, Creatures Inc., has issued 1,000 Trade Tokens to players – enough for only two substantial trades – while continuing to address issues with the controversial trading mechanic.

Players logging in today will find the tokens in their Gift menu without explanation. However, Creatures Inc. posted on X/Twitter to acknowledge player feedback and express gratitude for their patience. The developer faced significant criticism last week, with the trading system being described as "hilariously toxic," "predatory," and "downright greedy."

The trading feature, launched alongside existing restrictions limiting pack openings and Wonder Picking, further restricted trading via the Trade Token system. This system, requiring the deletion of five cards to trade one of equal rarity, drew considerable backlash due to its high cost.

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

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Eight days after the release of the trading feature, met with significant negative reaction, Creatures Inc. had previously indicated awareness of player concerns nearly three weeks earlier, stating, "Your concerns are seen...Once this feature becomes available, I'd like to invite everyone to try it and provide feedback." This led many to anticipate a more positive experience than what ultimately materialized.

Creatures Inc. subsequently acknowledged that "some of the restrictions...are preventing players from being able to casually enjoy" trading. They promised to address complaints by offering necessary items as rewards in future events, a promise already broken as the February 3rd Cresselia ex Drop Event lacked such rewards.

Players have voiced concerns that the trading system is designed to boost revenue for Pokémon TCG Pocket, which reportedly generated $200 million in its first month, before trading was implemented. This suspicion is fueled by the inability to trade cards of 2-Star rarity or higher, suggesting a deliberate strategy to encourage players to spend money for a chance at obtaining rarer cards. One player reported spending approximately $1,500 to complete the first set, highlighting the significant financial investment required.

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