Pokémon TCG Pocket, the mobile adaptation of the popular trading card game, is experiencing a significant downturn in player engagement, losing nearly half of its active users compared to the previous year. Developer DeNA's latest financial filings reveal a considerable decrease in both revenue and profit for its game business, primarily attributed to the performance of Pokémon TCG Pocket.

Launched to considerable fanfare, the game initially captivated players with its satisfying simulation of opening digital card packs and building battle decks. The appeal was further amplified by the inclusion of "Immersive Cards," which feature animated visuals that bring Pokémon to life. These unique collectibles remain a primary draw for dedicated players, offering a visually engaging experience beyond traditional card gameplay.

Despite the initial excitement and the game's strong underlying intellectual property, numerous shortcomings have contributed to its decline. Common player complaints, frequently voiced on social media and gaming forums, highlight persistent issues such as poor "pull rates" for rare cards. Many players report opening dozens of packs without obtaining desired ultra-rare or higher-tier cards, a stark contrast to the more favorable rates found in the physical Pokémon TCG.

Another frequently cited frustration is the game's "pack point" system, intended to allow players to acquire missing cards. However, the current implementation makes this system largely inaccessible for obtaining sought-after cards like Immersive Cards, which require an exorbitant number of points equivalent to hundreds of packs. Players have called for a universal pack point system that would offer greater flexibility and accessibility, allowing them to more reliably complete their collections.

Beyond these specific mechanics, players have pointed to a lack of meaningful updates and improvements. Despite a recent large patch intended to enhance the game's engine and user experience, players report minimal positive changes, with some noting that core features remain unaddressed. The trading system, a crucial element for a trading card game, was implemented late and has been criticized for its limitations, particularly its inability to facilitate trades for highly desirable cards, including duplicates of Immersive Cards.

In-game events are also a point of contention, often described as repetitive and unrewarding, featuring stale challenges with meager incentives. Battle leagues, while an option for competitive play, are perceived as bland and demanding a constant meta-chase, especially when vital cards are difficult to acquire. For many, daily engagement has been reduced to simply opening free packs and completing missions to earn resources for more packs, a routine that has become more of an obligation than an enjoyment.

The game's Premium Pass has also drawn criticism for offering poor value. Players have long requested more substantial rewards beyond cosmetic items and a minimal amount of in-game currency, but the pass has remained largely unchanged since launch, failing to provide compelling incentives for its cost.

DeNA, while experiencing financial headwinds across its gaming division, remains a profitable company. The developer reported $46 million in operating profit for its first quarter of 2026 on $235 million in revenue. However, this represents an 11 percent year-on-year decrease in revenue and a significant 46 percent drop in operating profit. In response to these financial results, DeNA has stated its intention to implement initiatives aimed at increasing player engagement and retention.

While DeNA acknowledges the performance dip, which it claims was within expectations, the persistent player dissatisfaction raises questions about the game's long-term viability. The developer's stated plans for "multi-layered initiatives" offer a glimmer of hope, but the lack of significant changes over nearly two years of player feedback suggests a potential struggle to address the core issues plaguing Pokémon TCG Pocket.