TCG Card Shop Simulator: Complete Shopkeeper's Guide

A practical guide to TCG Card Shop Simulator after its 1.0 launch: how to price products so they actually sell, what to stock first, when to hire workers, how to profit from opening packs, and how the new playable Tetramon card game, tournaments and grading fit in.

Researched September 2026 — current as of the 1.0 release (14-15 September 2026). Live games change; check the linked sources if something differs.

Quick Start

  1. Your early money comes from booster packs, not singles. Stock shelves with packs, price them sensibly, and keep them full.
  2. Price just around market price. Customers buy almost always at or below market; the chance drops fast as you mark up. Start near market price and nudge up slowly.
  3. Level up to unlock licenses. Shop level gates new products, furniture, and workers. Opening packs and making sales both push XP.
  4. Open some packs yourself. Rare cards can be sold for big profits in card displays, and opening packs gives shop XP, especially for rarer border types and foils.
  5. Keep the shop clean and fresh. Smelly customers drive others away; buy a sprayer and use it.
  6. Expand your shop as soon as you can afford it. More space means more shelves, more customers, and higher customer budgets.
  7. Hire your first worker around shop level 10. Restocking by hand stops scaling fast.
  8. Pay your bills. Rent and utilities come due; missing them causes trouble.
  9. Your 0.70 save still works. Early access saves carry over to 1.0.
  10. Try Tetramon at the play table. 1.0 made the in-game card game playable; it's a fun break and ties into tournaments.

What's New in 1.0

The September 2026 release moved the game out of Early Access after two years. Headline changes:

Feature Details
Playable Tetramon TCG Build a 50-card deck at the Workbench; 3-5 minute matches against customers waiting at the play table
Deck customisation Deckboxes and playmats based on the licenses you've unlocked
Tournaments Join tournaments you host; keep the prizes if you place well
New pack: Ascension 1,452 newly illustrated cards
Card library Grew from 2,714 to 4,436 total cards
Furniture From 21 to 43 furniture types
Unlockables From 77 to 111 unlockable items
Decorations 273 decoration options and 55 community art posters
Other systems Card grading, customer card trading, scanner ordering, worker improvements, selling old shelves, a customer review app
Performance Model and memory optimisation

Not included in 1.0: some roadmap items (more are planned after 1.0), multiplayer for Tetramon (NPC opponents only, none planned soon), and cross-save between consoles and Steam. The developer also said the price would rise at 1.0.

Core Loop

  1. Order stock through your in-game phone/computer apps.
  2. Receive boxes and unpack them onto shelves.
  3. Set prices for each product.
  4. Serve customers at the checkout (or let workers do it).
  5. Open packs to find valuable cards, then sell them in card displays or keep them for your collection.
  6. Host play-table events and tournaments for extra income and XP.
  7. Reinvest in expansions, furniture, licenses and workers.

Pricing: How Customers Decide

The community wiki documents the selling-chance curve based on your markup over market price:

Markup vs market price Chance a customer buys
-20% 100%
-10% 95%
0% (at market) 90%
+10% 75%
+20% 60%
+30% 45%
+40% 15%
+50% 5%
+60% 1%
Above +60% 0%

These figures are from the community wiki and may have been tuned in 1.0; test with your own shop.

Rules of thumb:

Customer budgets

Customers have a maximum spend that scales with your main room expansions and shop level (and later Shop B expansions), per the wiki's formula. Rare wealthy customers (about 4.7% of spawns) carry double the normal budget, and very rare ultra-wealthy ones (about 0.3%) carry four times as much. Expanding your shop and levelling up isn't just about space; it raises what each customer can spend.

Stock and Products

Opening Packs: Profit and XP

Workers

Hire through the GO Recruit app. Workers can be assigned to restocking or checkout, and they draw a daily salary regardless of task. The wiki's list (early access values; 1.0 added worker improvements):

Worker Shop level Restock Checkout Hiring fee Daily salary
Zackery Cole 10 Normal Slow $500 $50
Terence Fay 15 Slow Normal $1,000 $150
Dennis Brandon 20 Fast Normal $2,000 $300
Clark Cash 25 Slow Very Fast $2,400 $400
Angus Mick 30 Very Fast Slow $3,000 $500
Benji Otto 35 Fast Fast $5,000 $500
Alexander Cole 38 Fast Fast $8,000 $400
Lauren Posie 40 Fast Fast $7,500 $500
Axel Charleton 45 Very Fast Very Fast $10,000 $700

Hiring tips:

Play Tables, Events and Tournaments

Cleanliness and Customer Happiness

Shop Layout and Expansion

Suggested Progression

Stage Goals
Day 1-5 Stock basic packs, price at market, open a few packs, pay bills
Early Expand once, buy more shelves, add card displays for rare pulls
Level 10+ Hire a restocker; unlock more licenses
Mid-game Add play tables, a second checkout, a cashier worker
Late Tournaments, grading, full-art collecting, premium furniture and decor

Common Mistakes to Avoid

Advanced Tips

FAQ

When did TCG Card Shop Simulator leave Early Access? The 1.0 update released on 14-15 September 2026, after two years in Early Access (EA launch: 15 September 2024).

Does my Early Access save carry over? Yes, saves from 0.70 carry over to 1.0.

Can I play Tetramon online with friends? No. Tetramon is against NPCs only, with no multiplayer planned in the near future.

How do I get customers to buy more? Price near market, keep shelves stocked, keep the shop clean, expand the main room and level up to raise customer budgets.

When should I hire workers? Around shop level 10 when the first worker unlocks; start with a cheap restocker.

Is there cross-save between console and Steam? Not currently.

Are there more updates coming? Yes, the developer said there are post-1.0 updates planned, including remaining roadmap items.

Sources