
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.
Most likely between $23.6M and $67M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $16.99 | 96% | approximately $39.4M |
| Nintendo | $19.99 | — | — |
| PlayStation | $19.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1936 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I enjoyed the game, but asked for a refund. Maybe don't get it if you suffer from motion sickness with games. There's a lot of shifting vision just to set cards places or exchange currency. And I powered through the motion sickness a little bit more than usual, but then it hit... hard. I was standing over the sink thinking, "just a moment, all will be well." and then it wasn't. I threw up four times in a row. I was so excited to get more ghost cards. I got 2. I didn't want to sell them either despite the profit. Anyway, it was fun enough to play until I got sick.
After waiting nearly two years for the 1.0 full release, the final product is an absolute disappointment. While the promised features are technically in the game, their execution is completely botched. To make matters worse, they increased the base price of the game from $12.99 to $19.99 for the full launch—meaning you are paying more money for a fundamentally broken progression system.The Playable TCG is a Joke: The actual card game feels like a cheap, bootleg version of the Pokémon TCG. It is missing about 90% of the core mechanics and depth that make real trading card games fun to play. It feels rushed and hollow.Insane, Artificial Grind: Yes, the new cards and card boxes are finally here, but they are locked behind a ridiculous progression wall. You have to grind all the way to Level 69 to 70 just to access them.Disrespectful of Your Time: To put this in perspective, I have already put 80 hours of playtime into this game, and I am only in the high 30s. Unless you use community mods or game-breaking exploits to bypass the system, this excruciating pace is the standard experience. At this rate, unlocking the core 1.0 content will take hundreds of hours of mind-numbing repetition.The developers made us wait years, hiked up the price by $7, and delivered a shallow card game alongside an exhausting level grind. Save your time and money.
Costó 3 horas para conseguir todos los mods pero por fin puedo tener una tienda de cartas pokemon para que abra todos los sobres yo jeje
Great game to just grind into when bored W Dev for dropping crazy full art cards W Dev for committing to finishing the game W Dev for dropping 1.0 Early
Needs a couple minor changes to the gameplay to refine the economy progression in the late game. Best solution would be to expand the price range of the bulk card table from 20$ to 100$ max so I can finally start shedding my tens and tens of thousands of cheap cards just sitting there in my inventory. Also could use a bit of tweaking in performance since it can get a bit laggy with a lot of customers and boxes. And that's with my high-end PC. They gotta push out the update to make this TCG playable along with the remainder of the updates of the roadmap because people have been anticipating for those for quite some time now.
Me volví ludópata, pero de verdad que lo dejo cuando quiera
As a reminder everyone, this guy hasn't even added half of what he wants for this game. You're about to see a classic take of "Abandonware"
Recommended. TCG Card Shop Simulator is one of those games that sounds simple on paper, but once the loop gets its hooks in you, it is very hard to stop playing. You open the shop, stock the shelves, adjust prices, deal with customers, upgrade the store, and somehow an hour turns into five without much effort. The biggest highlight for me is still opening card packs. That part of the game captures the exact feeling it should. You are always chasing the next rare pull, the next expensive card, or the next piece of your collection. Even when I tell myself I am just going to open a few packs and get back to running the shop, I end up ripping through way more than planned. The different packs give the game a great sense of progression too, because there is always another set, another rarity, or another card that makes you want to keep going. I also really love the tournament system. It adds a lot more life to the shop and makes it feel like you are not just running a retail space, but building an actual local card shop. Watching people come in, sit down, play, and keep the place active is surprisingly satisfying. It gives you another reason to organize the store well and makes the business feel more alive than just shelves and sales. The game has a really strong balance between relaxing shop management and that addictive collectible-card chase. Stocking products, expanding the store, opening packs, selling singles, and hosting tournaments all feed into each other in a way that feels rewarding. There is always something small to improve, and that is exactly what makes it so easy to keep playing. It is still a little grindy at times, and I would always love to see even more cards, more pack variety, and more ways to make tournaments feel deeper over time. But the foundation is excellent. If you enjoy shop sims, collecting games, or the simple thrill of opening card packs, this is very easy to recommend.
Good game. 1.0 is fun, the card game is like a mix of Pokemon and Yugioh. I just wish it had some ambience. Footsteps, customers chatting, street noise etc, car sounds. Thats my only gripe though.
This game cured my crack addiction. Now I am addicted to cardboard crack. Not sure if that is any better...