Pokémon TCG Pocket developer, Creatures Inc., has provided players with 1,000 Trade Tokens—enough for only two substantial trades—while continuing to address issues with the controversial trading mechanic. Players logging in today will find these tokens in their Gift menu without any accompanying message. However, Creatures Inc. posted on X/Twitter to acknowledge player feedback and express their gratitude for patience. The developer faced significant criticism last week, described as "hilariously toxic," "predatory," and "downright greedy," following the trading feature's release.
The trading feature, alongside existing restrictions limiting pack openings and Wonder Picking, introduced additional limitations via Trade Tokens. 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
It's been eight days since Creatures Inc. released the trading feature amidst considerable backlash. This negative response followed a preview almost three weeks prior, where the developer stated, "Your concerns are seen… I'd like to invite everyone to try it and provide feedback." This led many players to believe the system would be more player-friendly than it turned out to be. Creatures Inc. subsequently acknowledged that "some of the restrictions… are preventing players from being able to casually enjoy" trading.
The developer promised to address these concerns by offering necessary items as rewards in future events. However, this promise has yet to be fulfilled, as the Cresselia ex Drop Event, released February 3rd, did not include such rewards.
Fans expressed concerns that the trading system is primarily designed to increase revenue for Pokémon TCG Pocket, a game estimated to have generated $200 million in its first month, before trading was implemented. This suspicion is further fueled by the inability to trade cards of 2-Star rarity or higher. The inability to easily trade for missing cards forces players to spend significant sums ($10, $100, or more) on random packs. One player reported spending approximately $1,500 to complete the first set, with the third set arriving last week, only three months later.