TCG Card Shop Simulator
1 600

Players in Game

38 392 😀     1 107 😒
95,25%

Rating

$12.99

TCG Card Shop Simulator Reviews

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. Will your shop become a renowned hotspot for trading card game enthusiasts?
App ID3070070
App TypeGAME
Developers
Publishers OPNeon Games
Categories Single-player
Genres Simulation, Early Access
Release Date15 Sep, 2024
Platforms Windows
Supported Languages English

TCG Card Shop Simulator
39 499 Total Reviews
38 392 Positive Reviews
1 107 Negative Reviews
Overwhelmingly Positive Score

TCG Card Shop Simulator has garnered a total of 39 499 reviews, with 38 392 positive reviews and 1 107 negative reviews, resulting in a ‘Overwhelmingly Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for TCG Card Shop Simulator over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 2927 minutes
TCG Card Shop Simulator is a delightful blend of business management, card collecting, and TCG nostalgia. Perfect for fans of Yu-Gi-Oh!, Magic: The Gathering, or Pokémon TCG, this game lets you live out the fantasy of running your own card shop. What Makes This Game Great? 1. Authentic Card Shop Simulation ✅ Deep Business Management – Set card prices, buy booster packs, and manage inventory based on customer demand. ✅ Dynamic Customer System – Each customer has unique preferences, budgets, and personalities. ✅ Market Fluctuations – Card prices rise and fall like in real life, adding strategic depth. 2. Vast Card Collection & Satisfying Pack-Opening ✅ Thousands of Unique Cards – Inspired by popular TCGs with varied artwork and rarities. ✅ Thrill of Opening Packs – Addictive pack-opening animations mimic the real-life experience. ✅ Simple Deck Building & Duels – Build decks and play streamlined TCG-style battles. 3. Clear Progression & Goals ✅ Upgrade Your Shop – Start small and grow into a TCG empire. ✅ Events & Tournaments – Compete for rare cards and reputation. ✅ Quests & Achievements – Provides direction for new players. 4. Nostalgia & Humor ✅ TCG & Pop Culture References – Packed with easter eggs for card game fans. ✅ Funny Customer Dialogues – NPCs crack jokes about TCG metas and memes. 5. Strong Developer & Community Support ✅ Frequent Updates – New cards, events, and features are added regularly. ✅ Workshop Support – Community mods allow for custom cards. Why Should You Buy & Play This Game? ✔ For TCG Fans – Perfect for those who love collecting cards or dream of owning a card shop. ✔ Relaxing Business Sim – More accessible than Game Dev Tycoon but still challenging. ✔ Pack-Opening Addiction – The digital equivalent of cracking open booster packs. ✔ Humor & Nostalgia – Loads of charming references and witty dialogue. Cons (For Balance) ⚠ Simplified Card Battles – Duels aren’t as deep as Master Duel or MTG Arena. ⚠ Can Feel Grindy – Hunting for rare cards may test your patience. ⚠ Slow Early Progression – Requires smart buying/selling strategies. Verdict: 9/10 (Highly Recommended) TCG Card Shop Simulator is the best card shop sim out there—fun, satisfying, and packed with nostalgia. Ideal for TCG lovers or casual tycoon gamers. 🔥 Best for: TCG fans, business sim enthusiasts, and anyone who loves opening card packs! 🎮 Platform: PC (Steam). "If you've ever dreamed of running your own card shop, this game is the next best thing!" -Davcsgo
👍 : 6 | 😃 : 1
Positive
Playtime: 2005 minutes
The game starts strong, and becomes less engaging. A major flaw in the game is [i]stingy[/i] XP, and the economy is unbalanced. Ongoing shop expansions are too expensive, and it seems you’re always grubbing for money, or gouging customers for money. Also; the bug fix, the one to prevent the customer from buying a card before you can make a profit, doesn’t work.
👍 : 4 | 😃 : 1
Negative
Playtime: 570 minutes
Developer just gone now? Had a good looking Roadmap and all but has been AWOL since March.
👍 : 11 | 😃 : 0
Negative
Playtime: 4760 minutes
Review at Day 90. Are you tired of working hard for little gains?, Are you tired of your workers slaking on the job? Are you a person who aspire to greater heights as both a buisness person and collector? Well look no further than this game. Here you can make some of your employes work unpaid overtime and manipulate time through flipping a sign like you're some bootleg temporal God that defies the laws of physics. (At least the 2 first employees you can get, the first always arrive on foot a bit late but will work before their shift starts for all your work needs (time start once you flip the sign), the 2nd will stay past closing hour until all customers were served (at least as cashier), A true gentleman that values your investment and not their own selfish desires. EDIT: TEACHED SOME MANNERS TO THE NEW CASHIER AND HE ALSO WORKS UNPAID OVERTIME :D I'm such a good manager. The key to financial success is KARDS, KARDS, KARDS!, customers doesn't care much for accessories and plushies, they'll often sit in your warehouse for days before you sell one of those crap. And you should follow their example, The real income comes from selling cards you opened from the packs you sell. Indulge in your collector's fantasies and expand your collection as you make more money. (idk if it's because I'm selling a lot of cards but most clients only buy 1-3 cards and not much else other than buying 7 times the same thing once in awhile, despite having around 40 different items to sell) An other key element is to sell everything 20% above maret price, Market prices changes daily but customers wil say they're good prices, but God forbid 21% or any higher, which is insane prices to them and your ratings will lower. Got a load of junk to sell but it seems hardly worthwile? Bulk em up with the workbench, It doesn't tell you there are more than 1 possible package so feel free to increase the max card worth when bundling as there are at least 4 tiers that really increases in value so only sell cards you have in double starting from 5$. Wanna know how to avoid paying taxes? Just never turn on the lights and don't take employees as they're available, wait t'ill about 5 shop level higher before taking it to avoid all those daily fees you can work yourself for free (i'm currently at level 36 and only has the level 10,15 employee. At level 25 or so, the cashier isn't enough so I bought a 2nd check out which I work on to divide the workload during rushes and at level 35 I fired the level 15 employee (which i regret since the new one doesn't stay past 9PM) and hired the level 25 employee (I think, it's the first very fast cashier, which also speeds up price tagging, and with 50 cards + 40 items or so to change the price daily, it still takes 10 minutes before he's done) A little start up guide for ya would be to have a few tables to play, they're inexpansive and generate revenue, although a small amount early on but as they keep using them, you'll unlock tounaments, which increase the fee to play, which means more income for you Shop level impacts how much money clients have on average, shop expansions increase the daily bill by 20$ but you also get a few more customers each days so it's really worthwhile to upgrade shop expansions, Once you hire your first employee, remember that only items that are assigned a storage shelf place will be restocked on the shelves, often crates that sits on the floor won't be restocked by the employee. Remember to let your employee change the prices daily at +20% so you max out your potential revenue without consequences, ALWAYS do so before opening the shop and restock too. Anyway. The game might be abbandonned by the dev(s) considering there was no update nor communication since a few months so, Buy if the current product is what you're after. Hope for the best, expect it to stay that way.
👍 : 8 | 😃 : 4
Positive
Playtime: 708 minutes
[h1]TCG Card Shop Simulator – A 10-Hour Dream, a 4-Month Nap[/h1] You know that feeling when you crack open a fresh booster pack and every card is somehow exactly what you wanted? For roughly the first ten hours, [b]TCG Card Shop Simulator[/b] nails that vibe so hard it might as well sleeve itself. But like a tournament that drags on way past midnight, the thrill slowly fades—and then, mysteriously, the judges leave the building and never come back. [hr][/hr] [h2]The First 10 Hours: Card-Flipping Bliss[/h2] [b]• Opening Day Excitement[/b] – You start with a tiny, dusty storefront, and before you know it you’re stocking rare foils, bartering with eager collectors, and wallpapering the place with playmats. It feels [i]exactly[/i] like those youthful Saturdays at your local game shop. [b]• Inventory Tetris[/b] – Sorting binders, pricing singles, and hunting for that one elusive mythic? Ridiculously satisfying. Every buy-low-sell-high loop scratches the same itch as a perfect deck curve. [b]• Player Personalities[/b] – The in-game customers have quirky tastes (“Do you have any Crab Tribal commons?”). It’s charming, and for a while you genuinely care about fulfilling their oddly specific wish lists. [b]• Event Nights[/b] – Drafts, sealed leagues, and commander marathons: the early events are pure, organized chaos and absolutely nail the social buzz of a real shop. [b]• Visual & Audio Flair[/b] – Soft lo-fi beats, cozy neon signage, card art splashed everywhere… the atmosphere is the cardboard-scented hug we all needed. [hr][/hr] [h2]A Success Story (So Far)[/h2] Almost [b]40 000 copies sold[/b] in Early Access means there’s clearly a crowd eager to relive—or finally live—the dream of running their own card shop. Word of mouth alone carried this game onto thousands of wishlists, and for good reason: it delivers instant, tactile satisfaction. [hr][/hr] [h2]But Then… Nothing[/h2] For four months now, the cheerful chime of the update bell has fallen eerily silent. No patch notes, no sneak-peek screenshots, not even a “[i]Hey, we’re alive![/i]” tweet. Early-access players expected weekly or monthly tweaks; instead, the dev seems to have slipped into the [strike]Shadow Realm[/strike] witness protection program. [b]Missing Features[/b] – Promised mechanics like online trade markets, advanced tournament brackets, and seasonal card rotations remain vaporware. [b]Bugs That Won’t Rotate Out[/b] – Duplicate orders, stuck quests, and vanishing promo cards still haunt the aisles. [b]Community Frustration[/b] – Steam threads are starting to resemble a side-quest in customer-service purgatory: plenty of complaints, no NPCs replying. [hr][/hr] [h2]Why the Silence Hurts[/h2] Players jumped aboard the hype train [i]because[/i] Early Access suggested open conversation and frequent iteration. Instead, those first ten glorious hours now feel like the free demo to a bigger game that may or may not ever exist. With every passing week, fans wonder if their card shop will one day get bulldozed by the dreaded “[i]Abandoned Project[/i]” tag. [hr][/hr] [h2]Conclusion[/h2] For a brief, shining stint, [b]TCG Card Shop Simulator[/b] is collector heaven: a radiant mix of nostalgia, commerce, and cardboard crack. But until the developer wakes up from this four-month deck shuffle, that joy is capped at roughly ten hours, after which you’re left guarding a register in an empty store—lights on, no customers, and no news. [b]Verdict: BUY if you’re craving an awesome 10-hour shop-owner fantasy. HOLD if you’re waiting for long-term support. And DEVS, please shuffle up and deal—even a common update would feel mythic right now.[/b]
👍 : 20 | 😃 : 0
Negative
Playtime: 1120 minutes
Just chill to play, turn off the ingame music, put some good music in the background and run the store. Time flies by.
👍 : 15 | 😃 : 0
Positive
Playtime: 1148 minutes
No updates in 3 months for an early access game? Started out great at launch and now.. meh. For 13 bucks it's an okay game, but I Regret giving the dev my money in hopes of further development, oh well thumbs down for inconsistent updates and no actual communication from the dev as to why.
👍 : 24 | 😃 : 3
Negative
Playtime: 1806 minutes
Lit game, i now worry about body odor when walking into card shops in real life
👍 : 19 | 😃 : 22
Positive
Playtime: 4432 minutes
Good game, needs more work but they seem to be working on it.
👍 : 0 | 😃 : 0
Positive
Playtime: 1309 minutes
-Sell basic stuff and get started -Start opening packs and selling valuable cards -Customers bring me cards they want to sell -I undercut market value by 25% -They take it -I sell it on my table for 50% higher than market -Roll in the money
👍 : 41 | 😃 : 9
Positive
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