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

by Lillian May 02,2025

Creatures Inc., the developer behind the Pokémon Trading Card Game Pocket, has recently distributed 1,000 Trade Tokens to its players. These tokens are sufficient for just two significant trades, a move aimed at addressing the ongoing controversy surrounding the game's trading mechanics. Upon logging in today, players can find these tokens in their Gift menu, though the distribution came without an accompanying message. However, Creatures Inc. took to X/Twitter to express gratitude for the community's feedback and patience amidst the backlash.

The trading feature, introduced last week, has been met with severe criticism, with the developer being labeled "hilariously toxic," "predatory," and "downright greedy." This backlash stems from the game's existing mechanics, which already limit players from freely opening packs or using the Wonder Pick feature without real-world expenditure. The addition of Trade Tokens, which further restrict trading, has only intensified player frustration. The high cost of these tokens—requiring players to delete five cards from their collection to trade one of the same rarity—has been a focal point of criticism.

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It's been eight days since the trading feature was released to a wave of criticism, despite Creatures Inc. having forewarned the community about the feature nearly three weeks prior. The developer acknowledged the concerns and encouraged players to try the feature and provide feedback, leading many to hope for a more favorable implementation. However, the reality fell short of expectations, prompting Creatures Inc. to admit that "some of the restrictions put in place are preventing players from being able to casually enjoy" the trading aspect of the game.

In response to the complaints, Creatures Inc. promised to introduce required items as rewards in upcoming events. Yet, the recent Cresselia ex Drop Event, launched on February 3, failed to include these promised rewards, further disappointing the player base. Many fans believe that the trading system is designed to boost revenue for Pokémon TCG Pocket, a game that reportedly generated $200 million in its first month before trading was even introduced.

The inability to trade cards of 2 Star rarity or higher also supports this view, as it prevents players from easily acquiring missing cards and encourages them to spend money on random chances to obtain them. One player reportedly spent around $1,500 to complete the first set, highlighting the financial burden this system can impose. With the third set arriving just last week, the community's frustration continues to mount.

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