Pokémon TCG Pocket Dev Introduces Trade Tokens, Leaves Controversial Feature Unaddressed
Creatures Inc., the developer behind the Pokémon Trading Card Game Pocket, has recently provided players with 1,000 Trade Tokens—enough for just two significant trades—as they work on addressing the contentious trading system. Players logging in today will discover these tokens in their Gift menu, although no accompanying message was included. The company took to X/Twitter to express gratitude for the community's feedback and patience. The trading feature, introduced last week, sparked a flurry of criticism with players labeling Creatures Inc. as "hilariously toxic," "predatory," and "downright greedy."
The trading mechanic in Pokémon TCG Pocket already limits players from opening packs or engaging in Wonder Picking too frequently without real-world monetary investment. The introduction of Trade Tokens adds yet another layer of restriction, requiring players to sacrifice five cards from their collection to trade just one of the same rarity. This high cost has drawn significant ire from the community.
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It's been eight days since the trading feature was released amidst overwhelming backlash. Creatures Inc. had a hint of the community's discontent when it previewed the feature nearly three weeks ago, 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 hope for a better implementation, but the reality fell short of expectations. In response, Creatures Inc. acknowledged that "some of the restrictions put in place are preventing players from being able to casually enjoy" trading.
The developer promised to address these grievances by offering required items as rewards in future events, yet the recent Cresselia ex Drop Event on February 3 failed to deliver on this promise. The community widely believes that the trading system is designed primarily to boost revenue for Pokémon TCG Pocket, which reportedly earned $200 million in its first month before trading was even possible.
This revenue model is further supported by the restriction on trading cards of 2 Star rarity or higher. Without the ability to trade for these cards, players are more likely to spend money—ranging from $10 to $100 or more—on random chances to obtain them. One player reportedly spent around $1,500 to complete the first set, and with the third set in three months released last week, the frustration among players continues to mount.
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