A mobile sensation that hit a wall
Pokémon TCG Pocket is a mobile digital card game built around collecting and playing Pokémon Trading Card Game cards, which initially attracted millions of users and strong revenue but has since suffered a steep player decline that now threatens its profitability, reputation, and long‑term viability as a competitive online card game platform. That is the uncomfortable reality DeNA is facing. After a breakout launch in October 2024, the app surged on nostalgia, slick presentation, and the thrill of pulling rare cards. But that honeymoon period is over. DeNA’s recent Q1 results confirm that monthly active users fell from 39 million to 23 million year‑over‑year, dragging profit and revenue down with them. In other words, nearly half of Pokémon TCG Pocket’s audience walked away, and the financial hit forced the developer to publicly address the crisis.

Why almost half the players left
The player decline on mobile is not a mystery; it is the outcome of design choices that favor collection over play and grind over satisfaction. Pokémon TCG Pocket’s loop is built around opening packs and chasing hits, but it fails the basic test of a digital card game: helping people build functional decks. If you cannot get the cards you need to complete your deck, you end up permanently chasing someone who pulled better cards. Two free packs per day and a reset timer when you buy more with in‑game currency turn progress into punishment rather than reward. Pack points, which should soften bad luck, are tied to single sets and require too many openings for even ordinary cards, shrinking deckbuilding options and stretching patience. When a game feels stingy, players stop logging in, and that is exactly what the numbers now show.
The Pokémon TCG Live problem: a better competing offer
Pokémon TCG Pocket’s card game retention problem is sharpened by the presence of a better alternative in the same ecosystem: Pokémon TCG Live. Live lets players unlock the cards they need for competitive decks, with rare full‑art cards remaining exciting pulls rather than mandatory purchases. It closely follows the format of the physical TCG, giving serious players a training ground that translates to in‑person tournaments. Most importantly, Live uses almost no direct monetization beyond codes from physical packs, while Pocket relies on multiple micro currencies. In a market where players now recognize exploitative grinds on sight, that difference matters. When another official app offers generous deck completion, tournament practice, and lighter monetization, Pocket’s emphasis on collection at the expense of play looks out of step. Unless DeNA shifts the core model, events and promotions will be little more than a shiny bandage on a structural wound.
DeNA’s recovery plan: events, promotions, and a big test
DeNA has not tried to hide the damage. The company linked its drop in profit and revenue directly to the fall in Pokémon TCG Pocket’s monthly active users and has promised changes to win players back. According to DeNA’s Q1 commentary, monthly active users dropped from 39 million to 23 million, and the studio is now “working to get Pokémon TCG Pocket back on track” by rolling out “various events and promotions” aimed at increasing logins and keeping players engaged for longer periods. That strategy can help if it comes with meaningful rewards and less punitive pack rules. But if events are layered on top of the same stingy systems, they risk feeling like short‑term bait. Real recovery will require rethinking pack access, easing deck completion, and simplifying currencies so the game can compete with more generous digital TCGs. Otherwise, the promised DeNA updates may slow the bleed without stopping it.
What this means for digital card games
Pokémon TCG Pocket’s slump is a warning shot for every mobile card game chasing high‑spend collectors at the expense of regular players. The downturn raises hard questions about monetization, content cadence, and whether profit‑first designs can sustain long‑term digital card game retention. A title can launch big on branding and hype, but if players cannot reasonably build decks or feel respected in how content is sold, churn follows. Pocket shows that even a beloved IP cannot mask a grind that feels unfair. DeNA’s next moves will signal whether the studio believes in a healthier balance: events that support play, more generous paths to core cards, and systems that reward commitment instead of resetting progress. If those changes land, Pokémon TCG Pocket could still stabilize; if not, its rapid rise and equally rapid fall may become the textbook case of how not to run a digital TCG.






