
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 $23.7M and $67.1M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $16.99 | 96% | approximately $39.5M |
| Nintendo | $19.99 | — | — |
| PlayStation | $19.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $9.61 on Steam · Ukraine (−43%). Compare 17 prices in 15 markets →
Reviews
Themes across 1946 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
this game provided real world experiences
Listen, I didn’t plan to spend my entire weekend playing a retail simulator. But here we are, and I am officially addicted to virtual cardboard. TCG Card Shop Simulator takes the full dopamine-fueled addiction loop of collecting trading cards and packs it into a game that costs less than a fast-food meal. It genuinely scratches that itch of ripping open packs without having to take out a second mortgage in real life. Here is exactly how your playthrough will go: You start humble. You set up a little shelf, order a few boxes, and carefully price your booster packs to make a modest 10% profit. You save up enough to put down some play tables. You watch gamers sit down, lose a match, dramatically emote in the corner, and immediately stand up to blow $150 on booster packs to cope. (10/10 realism). A customer walks in smelling like a biohazard. You literally have to chase them down and spray them with deodorant so they don't drive your store rating into the ground. (Again, 10/10 accuracy to local game stores). You hire a cashier and a stockboy to do the actual work. You slowly devolve into a pack-ripping goblin, hiding in the corner of your own store, tearing open thousands of dollars of your own inventory just hoping to pull a $10k foil Ghost card while your employees handle the register. My literal favorite moment in this game: A guy walked in and sold me a rare card for $1,500. I walked over to the display case, marked it up to $1,800, and the exact same guy walked over and bought it back. Masterclass economy. The Pros: The Gameplay Loop: Ordering stock, setting prices, upgrading your shop, and hunting for ultra-rares is dangerously addictive. The Mods: The game is basically a framework. Within 10 minutes of hitting the community hub, you can install mods to change all the cards to Pokémon, Yu-Gi-Oh, or Magic. The Dev: The developer pushes updates constantly, fixes bugs fast, and actually listens to the community. The Cons: The achievements are an absolute grind (collecting all 2500 cards will take you a long time without mods to speed up pack opening). Sometimes I go bankrupt because I get greedy and rip open my entire weekly stock instead of selling it. That's a "me" problem, though. If you like management sims, have ever spent too much money on TCGs, or just want a game where you can turn your brain off and make monkey noises when you pull a shiny card, buy this. It is unironically one of the best simulator games on the market right now.
I bought this game with the naive expectation that it was deeper than a numbers game with a pretty face but i was wrong. Essentially this game is retail job for fun in an environment thats not a supermarket with its only real quirk being the aspect of scalping your customers on the side and opening card packs. I refunded it because i didnt want another retail job for fun which in my opinion is seriously sadistic.
I really enjoyed the game. I can recommend it to everyone. DEAR DEVELOPERS All I am asking for is plz let us skip the day. I had meal, went to toilet, washed my hands and brush my teeth but day still did not end. :(
Pretty fun little game here. I'd say it was worth it for the price. It's not trying to be a masterpiece and the game devs are providing updates and have given a development roadmap that you can see in the menu. If you're looking for potential friction points, you might find them here: - Endgame has no balance, not even a tiny bit. You're going to be sitting on 2.5m dollars with a shop jam packed with every product you can think of, tables, and card pack opening machines like some grotesque capitalistic scourge. Even paying bills with max everything doesn't meaningfully reduce your liquid capital reserves. - You're standing there, btw, waiting for the day to end so you can get your graded cards back for the 500 gem mint achievement, or for experience to accumulate enough to finally purchase the final store upgrade, which you won't even feel in terms of space granted or cost required, or for a high roller to buy a $100k card. All this while your army of strangely overpaid (and oddly scaled) workers runs the whole operation for you since doing everything yourself got kinda boring in hour 30. - It kind of becomes an afk wait simulator. You tab out of the game and do other stuff while you wait for xp or achievements. Nothing really engages you anymore since the repetition got old, and the automation does it all for you. This being because there's not really anything new to do past a certain point. - The game kinda runs like dogwater, sorry to say. Not super well optimized so be wary of that. With that being said, tho, it does provide a lot of entertainment value, even if it does get stale after awhile. I'd say it's worth the price for the time you get out of it. And if you're an achievement hunter then all you really need is some basic planning skills and patience. Not every game has to be a steak, sometimes a fast food game is a nice breath of fresh air.
es como laburar... ta bueno
wish it had multiplayer
Quality is really good, but I just can't with the whole locking everything behind levels. Sim games are often already a waiting game, but if I gotta wait for enough people to have visited my store ON TOP of earning enough money then what am I playing it for? The whole appeal of sim games is being able to do your thing in a sandbox, but that's kinda negated when I get told what I can and can't place per level on top of the costs.
Менеджер карт - моё почтение - более мерзкого и отвратительного vr-образного управления трудно представить. Куча лишних раздражающих действий, а так же их скорость. Неписи абсолютно тупые, через одного заходят в магазин, чтобы купить карту за 0.01$, цену к каждой из которых нужно выставлять вручную (а их, судя по альбому, около 1.5к). В принципе, за 1.5 часа игры я понял, что она пустая. Игру дропнул, как увидел скорость работы первого сотрудника. Локализации на великий и могучий нет (собственно, в стиме так и написано), но к этому, вполне, законная претензия, в 2026+ году иметь настолько ограниченный пул переводов не серьёзно. Особенно в симуляторе. Очень сильно переоценённая игра.
i enjoyed this on release initially, but until the card game is made playable im not going to recommend.