The Pokémon Trading Card Game Pocket, developed by Creatures Inc., is currently under scrutiny following the launch of its much-debated trading feature. Rolled out just last week, the update has drawn significant criticism from players who feel the mechanic undermines the game’s core collecting experience and leans heavily into monetization strategies.
In response to the backlash, Creatures Inc. issued a statement on X (formerly Twitter), acknowledging player concerns and thanking the community for their continued feedback. The studio clarified that the trading system was designed with anti-abuse measures in mind, particularly to prevent exploitation via bots and multi-accounting. However, they admitted that some restrictions are now interfering with casual gameplay enjoyment.
The developer promised to introduce Trade Tokens through future event rewards as a way to ease the burden on players. Yet, it appears this commitment has already fallen short—evidenced by the latest Cresselia ex Drop Event released on February 3, which offered no such tokens despite assurances made the day prior.
Trade Tokens: A Costly Mechanic?
One of the most controversial aspects of the new trading system is the introduction of Trade Tokens. To trade even a single card of certain rarities, players must sacrifice five cards of the same rarity from their collection—a cost many deem excessive and counterproductive to the spirit of collecting.
Creatures Inc. attempted to justify the restriction, stating: "The item requirements and restrictions implemented for the trading feature were designed to prevent abuse from bots and other prohibited actions using multiple accounts." It added that its goal was to maintain balance and fairness across the game while preserving the joy of collecting, which lies at the heart of *Pokémon TCG Pocket*.
However, it's clear from the vague nature of the follow-up message that no concrete solutions or timelines have been established. While the company claims it is "actively investigating ways to improve" the feature, players remain skeptical about whether meaningful changes will materialize.
No Word on Compensation or Refunds
Another concern raised by the community is the lack of clarity around refunds or compensation for trades made during the feature’s early rollout. If adjustments to Trade Token costs are eventually introduced, those who participated immediately after launch may end up at a disadvantage compared to players who waited.
Adding to the frustration, Trade Tokens have barely been made available since the feature launched on February 1. Only 200 tokens were distributed as premium rewards for Battle Pass subscribers paying $9.99 per month—enough for a single trade of the lowest rarity card requiring tokens. Meanwhile, the recent Cresselia ex Drop Event failed to include any tokens whatsoever, contradicting the company’s earlier pledge to offer alternative ways to obtain them.
Players Accuse Game of Pushing Pay-to-Play Mechanics
Many fans suspect the trading system is less about enhancing gameplay and more about driving revenue. Estimates suggest *Pokémon TCG Pocket* generated over $200 million in its first month alone, before trading was even an option.
This suspicion is further reinforced by the fact that players cannot trade cards rated 2 Stars or higher. Allowing free exchange of high-rarity cards would undercut the incentive to spend anywhere between $10 and $100+ on packs for a slim chance to complete collections. One player reported spending nearly $1,500 to finish the first set, highlighting the potential financial strain placed on collectors.
Community Reactions: Harsh but Honest
The response from the player base has been overwhelmingly negative. Descriptions like “predatory and downright greedy,” “hilariously toxic,” and a “monumental failure” reflect growing dissatisfaction with how the feature was implemented.
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Every Alternate Art 'Secret' Card in Pokémon TCG Pocket: Space Time Smackdown

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