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Review evidence
A uniquely addictive card-collector sim with satisfying pack openings and deep progression, though repetitive grinding, a clunky UI, and trading limits hold it back.
Fun and engaging gameplay: Players consistently describe the game as fun and enjoyable, with a satisfying core loop. The simple yet engaging simulation keeps players hooked.
Addictive pack opening: Opening card packs is frequently cited as the best and most addictive part of the game. The rush of unboxing cards drives engagement.
Strong progression and depth: Progression feels rewarding with upgrades, perks, and leveling that enhance the collection. There is considerable depth to the mechanics and management.
Plenty of activities and minigames: The game packs many tasks, minigames, and side objectives beyond card collecting, keeping players busy. There is always something to do throughout the convention day.
Selling cards and building collection: Managing card values and selling cards to build a collection is a fun and satisfying loop. The ability to display and decorate adds to the experience.
Repetitive and Grindy Gameplay: Cleaning up after the con and other tasks become stale quickly. Progression feels like a grind without rewarding the player, and there is no snowballing of profits.
Poor UI and Information: The UI is terrible and menus are non-existent for useful purposes. Players cannot check which cards are missing or owned, and there is no translation to other languages.
Table and Card Trading Limits: Players must buy 5 card spots on the table each time and cannot put more cards on the table. There is no multi-grab option for selling, and players cannot trade with vendors or people at the con.
Booth Customer Scarcity: Only a handful of customers visit the booth and buy something, making it pointless to stay there. Customers often wait for half an hour only to say they don't want anything.
Streaming and Vendor Systems Ineffective: Streaming career and vendor reputation do not increase customer numbers, scaling linearly with levels. Massive streams with 100+ packs have no impact, and players cannot cater to streamers asking for specific packs.
Card collection and pack opening core: Players open card packs and collect cards as the main activity. The game features hundreds of unique cards across multiple rarities and pack types.
Selling cards at convention booth: Players run a booth at a TCG convention to sell cards, setting prices and managing transactions. The booth can be upgraded and even watched by an attendant.
Streaming and fan community: Players can stream pack openings, interact with a fake chat, and grow a fan community. Streaming is integrated with pack opening and can lead to sponsorships.
Convention tasks and minigames: Between selling cards, players perform various tasks and minigames around the convention to earn coins for packs. These include cleaning up, helping with odd jobs, and other side objectives.
Card display and decoration: Players can display their card collection in a room, using binders, cabinets, or posters. This adds a personal and decorative element to the game.
Steam Deck performance praised: One reviewer reports that the game runs smoothly on Steam Deck. This is a positive note about portability and optimization.
Worth the price: Players feel the game is easily worth its cost and definitely worth buying.
Recommended for TCG fans: Highly recommended for anyone who enjoys trading card games, including those who like TCG Sim and similar titles.
Great for pack opening: Ideal for scratching the pack opening itch, especially for fans of Collect-A-Con and trading card games who enjoy opening packs without playing.
Fun and enjoyable: Players describe the game as a fun and great time.
Solid early access rating: Rated around 6-7/10 in early access, with potential to improve to 7-8/10 with a few changes.
Session length: 5.0h.
Most players report fun from the start through engaging loops, rewarding progression, and addicting pack opening; a minority cite a slow learning start or staleness from required cleanup past the first hour.
Friction: slow learning start; required cleanup for exp; potential repetition; staleness from repeated chores.
Unlock drivers: late-game frenetic pacing.
Pack-Ripping TCG Collector: Opens packs, watches for rare pulls, and sells or vendors cards rather than playing a card battle game. Motivation: Opening card packs and collecting or vending cards for the thrill of pulls. Stance: buy.
Upgrade Grind Chaser: Repeats pack buying and opening to fund upgrades, evaluates grind pacing, and pushes for better progression rewards. Motivation: Chasing upgrades and progression rewards through pack-driven grind. Stance: sale.
Early Access Chill Supporter: Plays casually, tolerates bugs, and follows patches and new content rather than demanding polish. Motivation: Relaxing collection play and supporting an actively updated early-access game. Stance: buy.
Game is in early access: Multiple reviewers note that the game is currently in early access, with some mentioning it is still early in the process and expected to last 1-3 months.
Favorable comparison to Card Shop Simulator: Compared to TCG Card Shop Simulator, the display system is described as more refined, offering everything wanted without extra bloat.
AI-generated art noted: Some reviewers point out that most or some art is AI-generated, especially noticeable in early access.
Planned post-release price increase: The price is planned to increase after full release to match similar simulation games.
Planned expansion content outlined: The full version is planned to include convention expansion content, a new unlockable wheel, automation of convention closing, a new level for existing upgrades, and minigames like football and snake.