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

By NoraMar 03,2025

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, including the controversial Trade Token system, were intended to prevent bot abuse and maintain a fair playing environment. However, they admitted these restrictions inadvertently hinder casual enjoyment of the trading feature.

The company pledged to improve the trading system, promising to offer Trade Tokens as rewards in future events. This promise, however, has already been broken. The Cresselia ex Drop Event, released February 3rd, notably lacks Trade Tokens.

The current system requires players to delete five cards from their collection to trade one of the same rarity. This, coupled with existing in-game limitations on pack openings and Wonder Picking, further fuels player frustration. The high cost of obtaining Trade Tokens is a major point of contention, essentially forcing players to spend real money to trade effectively.

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Creatures Inc.'s statement, while acknowledging player concerns, lacks specifics regarding upcoming changes. The company hasn't detailed what modifications will be implemented or when they'll be rolled out. Furthermore, the status of existing trades remains unclear; players are uncertain whether they'll receive refunds or compensation if the Trade Token system undergoes significant alterations.

The limited availability of Trade Tokens further exacerbates the issue. Only 200 were offered as premium Battle Pass rewards (a $9.99 monthly subscription), sufficient for trading just one low-rarity card. The absence of Trade Tokens in the recent Cresselia ex Drop Event directly contradicts the company's recent statement.

Many players believe the trading mechanics are designed to boost revenue for Pokémon TCG Pocket, which reportedly generated $200 million in its first month. This suspicion is fueled by the inability to trade cards of 2-star rarity or higher, a restriction that encourages players to spend money on packs for a chance to obtain rare cards. One player reported spending approximately $1,500 to complete the first set.

The community's response has been overwhelmingly negative, with players labeling the trading system "predatory," "greedy," and a "monumental failure." The lack of transparency and the perceived monetization tactics have significantly damaged player trust.

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