
Open your own local game store. Stock shelves with the latest booster packs, or crack them and collect the cards for yourself. Set your own prices, hire staff, host events, and expand your card shop.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
TCG Card Shop Simulator is a trading card shop simulation where you sell card booster packs to earn money and build your card shop business.
Manage Your Shop:
Design your own TCG shop. Organize shelves and card packs to make the customer shopping experience smooth and easy.
Card Collection:
Open the booster packs yourself and collect the cards. Find rare cards and sell them to make a fortune, or keep them to complete your card collection.
Host Game:
Set your card game format and fee, invite players to play card games in your shop. Be sure to keep your store clean and hygienic for the players or they might leave!
Order Products:
Stock up on different booster card packs and card game products. Keep track of popular trends and adjust your inventory to cater to the ever-changing demands of your customers.
Expand Your Business:
Earn profits to reinvest in your shop. Expand your space, unlock new card sets, and upgrade your facilities to attract even more customers and increase revenue.
Genres
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $16.99−15% | 50Kreviews | 96% | — | $39.2M |
| $19.99 | — | — | #75 | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1760 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
10/10 - Completely Addicted to My Card Shop! I went into this game expecting a chill little time-killer, but I’m now dozens of hours in and still can’t put it down. TCG Card Shop Simulator (Trading Card Shop Simulator) perfectly captures the vibe of running a real local card shop in the most addictive way possible. You start small — unpacking boxes, stocking shelves, setting prices, and hoping your customers don’t smell too bad (yes, that’s actually a thing and it’s hilarious 😂). Before you know it, you’re expanding the store, hosting tournaments, cracking packs yourself, and chasing rare cards. The loop of shop management mixed with that sweet dopamine hit of opening boosters is dangerously good. What I love most: Customers have real personality (and sometimes questionable hygiene) Progression feels super satisfying You can truly build and customize your dream shop That perfect “just one more pack/customer/day” feeling If you’ve ever loved Pokémon, Yu-Gi-Oh, Magic, or cozy simulators like Supermarket Simulator, this is an absolute must-play. For the price, it delivers way more fun than expected. Honestly one of the most surprisingly enjoyable games I’ve played recently. Big thanks to the devs for creating this gem! 🃏✨ Highly recommended — go build your card empire!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $39.2M | 147K | 96% | $9.99 | |
| $39.2M | 643.6K | 93% | $4.99 | |
| $39.4M | 39.9K | 89% | $39.99 | |
| $39.5M | 65K | 83% | $24.99 | |
| $39.5M | 69.3K | 87% | $29.99 | |
| $39.6M | 103.7K | 93% | $13.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| — | 0 | — | — | |
| $75.3K | 173 | 92% | $12.99 | |
| $3.5K | 18 | 28% | $4.99 | |
| $1.1M | 2K | 93% | $13.99 | |
| $158.8K | 430 | 81% | $9.92 |
Latest in each market: best AU #73, worst KR #100 · 10 markets collected
US · last 30 days
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Portuguese - Portugal, Spanish - Latin America
Hours played at review time, across 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Dieses Spiel hat ein Stabilitätsproblem. Die ersten 30h habe ich den Laden langsam entwickeln lassen, ab einer gewissen Größe des Ladens und Level kommen mehr Kunden in den Laden, welche die Engine ziemlich belasten und das Spiel absturzgefährdet macht. Schade, sonst ein schönes Spiel. Edit: Nun hat sich der fast 70h alte Spielstand selbst zerschossen! Besten Dank an den unfähigen Entwickler!
Жаль русского языка нет. Сделали б хоть машинный перевод
I wanted to like this game and I do like it for a lot of reasons. The reason for the neg review is simple, big money cards are completely worthless in the game because of the progression wall the devs use. By the time you can get a customer that can actually buy a 20k+ card, you won't need the money anymore. This makes the best cards in the game a downer when you pull them instead of reason to celebrate. It kills any joy when you get a lucky pull, which is kinda why people open trading card packs in the first place.
在demo状态挺久了,没有翻游戏的话甚至没印象有玩过。 一般般。
Boring.
played it a while back, glad it got its official release, will be playing it soon <3 on a gameplay note, its quite addicting, maybe because im too broke to open pack irl </3
This is a great shop sim! This game on my steam deck got me through many sleepless nights with my newborn. I'm pumped to create a whole new shop with the 1.0 release.
It's "ok". But I appreciate it's also still in EA. My issues: - Licences make no sense, and are so expensive. - No easy way to lookup a card's grading value when it's being held, making it a nightmare to figure out which cards to send for grading. - No way to get an idea of whether a card is even worth grading. Some basic indicators to go off of would be better... scratches, centering etc. especially when grading is so expensive in the early game, and takes forever. Just simply throwing random cards at it, feels wrong. And to add a layer to this, being able to 'inspect' a customer's cards when they try sell them to you. And being able to explain to them why you're offering a lower price (they may not necessarily agree, or may take offence being blatantly lied to, but you can try your luck). - Pull chance %s should be displayed per pack (and abided by), if you do the math after opening 50 packs, the value of the cards is always more than the value of the pack (this makes no sense). - "Rare" and "Common" packs are an interesting choice of approach too. Why would anyone buy a "Common" pack for £2, when they can buy a "Rare" pack for £2.50? With TCGs, you have different series of packs, not ones simply classified as common and rare. 1st prints, and reprints could add an extra layer too, with 1st editions being heavily sought after. - The game should take an approach similar to Retro Rewind, with new pack release dates, where their demand will be higher (scalpers) etc. Negative reviews from customers because you're sold out because of the Scalper issue - imposing meaningful decisions onto you like limiting sales per customer, at the potential cost of number of sales vs reputation - or granting opportunity to price hike if there's a reported shortage of stock (become the greedy scalper yourself as the store owner). - Realistic human faces, but everything else cartoonish just makes the game feel a bit cheap tbh. People of a similar style to Schedule 1 or Retro Rewind would be far better (unless the environment was made more realistic to match). - Prices in general are just massively nonsensical, especially furniture and the licenses I mentioned above. To me, it feels like the devs couldn't establish how to create a natural progression system, so just slapped on massive price tags to gate progress that way, even though there's a level restriction in place as well. If they wanted to increase the cost to counter the increase in sales over time, make the shop more at risk of break-ins when reputation grows, forcing the need for security costs, shutters etc. Anything more creative than just "Oh we'll make this pack require a £2000 license to even buy any of them, that'll slow things down for the player". - Also, let us access the stock room at the back, for our personal storage etc. I immediately assumed this would be available from day 1, and was surprised when the door was just a PNG on the wall. Retro Rewind gives you a back office from day 1. - Deliveries thrown onto the street outside? That'll keep the game feeling immersive?? Having a back office where deliveries are made, fixes this too. - It would also be nice to have 'shady' ways to play later on in development. For those who wanna play again with a different approach. I mentioned a few ideas above, but things like weighing packs etc. at the risk of people starting to suspect never getting rare pulls (especially as they chat during playing etc. and word of mouth gets around). Resealing packs maybe, obvious risk of getting clocked doing this etc. etc. And ultimately, store reputation to REALLY feel impactful. Sky is literally the limit with this game, and I hope it gets there, and I hope some of the above are factored in, because the gameplay cycle is generally fun overall. Just a lot of jank and "wtf" moments as immersion gets pushed out the window again and again.
weno weno mu weno
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.