Updates

Updates

TCG Card Shop Simulator update history: the 1.0 release, card count growth from 2,714 to 4,436, Ascension, save compatibility and post-launch support.

Sep 15, 2026
1.0 Release
Sep 15, 2024
Early Access

Introduction

TCG Card Shop Simulator spent roughly two years in Early Access before the 1.0 release on September 15, 2026, and the version history matters because a large share of the guides written during Early Access describe numbers that have since changed. The headline shift is scale: the collectible pool grew from 2,714 cards to 4,436, with the Ascension pack line carrying 1,452 of the additions, and the in-game card game became something you actually play with deck building, a rulebook, short matches against customers and tournament play. This hub tracks what shipped at launch across Steam, Xbox, PlayStation and Nintendo Switch, what arrived in the 0.70 and 0.70.3 builds before it, how saves carry forward between versions, and what the developer has said about support after 1.0 rather than treating the release as the end of the road.

Version History At A Glance

BuildWhenHeadline Change
Early Access launchSeptember 15, 2024Shop management sim with a smaller card pool
0.70 lineEarly AccessThe build most community documentation still describes
0.70.3Early AccessFixes and tuning rather than new systems
1.0 releaseSeptember 15, 2026Full release on PC, Xbox, PlayStation and Switch; 4,436 cards; playable Tetramon
Post-1.0 supportOngoingDeveloper has called 1.0 a milestone rather than the end

Release Notes

S

1.0 Release

new

Full release on September 15, 2026

What ShippedSimultaneous launch across Steam, Xbox, PlayStation and Nintendo Switch
Why It MattersIt is the version all current numbers should be measured against
Player ImpactThe economy, card pool and card game all changed together
Watch Out ForEarly Access guides remain the top search results and are often out of date
S

Card Count Jump

From 2,714 cards to 4,436

What ShippedRoughly 1,718 cards added between the Early Access build and launch
Why It MattersSet completion got dramatically more expensive to chase
Player ImpactWide gaps in existing collections, which concentrates collector demand
Watch Out ForOlder collection guides understate how much is now missing Expect collector demand to concentrate on the newest cards, because those are the ones missing from the collections already assembled.
S

Playable TCG

new

Tetramon became a real card game

What ShippedDeck building at the workbench, a rulebook, short matches and tournaments
Why It MattersThe collection now has a second purpose beyond selling
Player ImpactKept cards have deck value, so the sell-or-keep call is less obvious
Watch Out ForPublic documentation of the mode is still very thin Documentation for the mode is still thin, so verify what you read against your own save before planning a deck around it.
A

Ascension Pack

new

The line carrying 1,452 new cards

What ShippedA new pack line responsible for most of the launch additions
Why It MattersIt is where recent collector attention is concentrated
Player ImpactStocking it early positions you ahead of demand rather than behind it
Watch Out ForThe internal pack distribution has not been officially published Stocking the newest line early positions you ahead of that demand rather than chasing it once shelves elsewhere are already empty.
B

Cosmetics & Achievements

55 posters and five new achievements

What ShippedCommunity art posters and additional achievement goals at launch
Why It MattersThey give completionist players concrete post-launch targets
Player ImpactDecorative shop items become collectible content in their own right
Watch Out ForCosmetic items still consume floor space you may need for capacity Remember that cosmetic pieces still occupy floor space that could otherwise be carrying product that actually earns.
B

Save Compatibility

0.70 saves carry forward

What ShippedExisting save files from the 0.70 line load into 1.0
Why It MattersReturning players do not have to abandon a developed shop
Player ImpactAn old shop can continue, though its numbers were tuned to an older build
Watch Out ForThere is no cross-save between console and Steam An older save is still worth continuing, but its numbers were tuned to a build that no longer exists in the current release.
B

Post-1.0 Support

A milestone, not the finish line

What ShippedThe developer has stated support continues after the full release
Why It MattersTuning patches can move the figures guides depend on
Player ImpactKeep some cash free rather than optimising around one exact number
Watch Out ForTreat every figure as scoped to the build that produced it Keeping some cash free is a better defence against a rebalance than optimising your whole shop around a single figure.

Core Mechanics

The version history is short but consequential. The Early Access build that most existing guides were written against shipped a smaller card pool and a card game that was mostly thematic rather than playable. The 0.70 line is the version most community documentation still describes, and the 0.70.3 patch followed it with fixes rather than new systems. The 1.0 release on September 15, 2026 is the version that matters going forward: it took the game out of Early Access across Steam, Xbox, PlayStation and Nintendo Switch at once, expanded the collectible pool from 2,714 cards to 4,436, added the Ascension pack line carrying 1,452 of those cards, and turned the in-game card game into a playable system with deck building, a rulebook, short matches against customers and tournaments. Saves from the 0.70 line carry forward into 1.0, but there is no cross-save between console and Steam. The developer has described 1.0 as a milestone rather than the end of support, so numbers in older guides should always be checked against the current build.

Advantages

Keeping track of versions protects you from acting on stale information, which is a real risk in a game whose Early Access period lasted about two years and whose community documentation is still largely written against an older build. Knowing that the card pool grew from 2,714 to 4,436 and that the newest pack line carries 1,452 of those cards tells you where recent collector attention sits, and knowing that the playable card game, deck building and tournaments all arrived at 1.0 tells you which guides to trust and which to treat as historical. Save compatibility is documented too, so returning players know their 0.70 save carries forward while cross-platform progression does not. Because the developer has already framed 1.0 as a milestone rather than the end of support, the useful posture is to treat every number as version-scoped: cite the build, note the date, and expect tuning changes to move the figures that matter most, such as worker costs and pack distributions.

Challenges

The central risk in this category is stale documentation. Roughly two years of Early Access produced a large body of community content written against builds whose card pool, economy and card game have all since changed, and much of that content is still the top result for common searches. The 1.0 release is recent enough that authoritative detail on its new systems is scarce: the 1,452-card Ascension figure comes from the official update announcement, but the pack-by-pack breakdown behind it has not been published, and the playable card game, tournaments and deck building have almost no community documentation at all. Version numbering itself is a minor trap, since the last Early Access build and the release build differ enough that a guide describing the earlier one can be confidently wrong. And because the developer has said support continues after 1.0, every figure in this hub carries an implicit expiry: treat numbers as scoped to the build that produced them rather than to the game as a whole.

Frequently Asked Questions

When did TCG Card Shop Simulator release?+
The game entered Early Access on September 15, 2024 and reached its full 1.0 release on September 15, 2026, launching simultaneously on Steam, Xbox, PlayStation and Nintendo Switch. The Steam store listing shows a date of September 14 in some time zones, but the official announcement and trailer both state September 15, which is the date used here. Because the Early Access period lasted around two years, a large amount of community documentation still describes builds that predate the full release.
What changed in the 1.0 update?+
The headline changes are scale and the card game. The collectible pool grew from 2,714 cards in Early Access to 4,436 at launch, with the new Ascension pack line carrying 1,452 of the additions. The in-game card game, Tetramon, became fully playable with deck building at the workbench, a rulebook, short matches against customers and tournament play. Alongside those, the release added 55 community art posters and five new achievements, and existing saves from the 0.70 line carry forward into 1.0.
Do old saves and guides still work?+
Saves from the 0.70 line carry forward into 1.0, so a returning player does not have to start over, though there is no cross-save between console and Steam. Guides are a different matter. Community documentation was largely written during Early Access, and both the card pool and the economy have changed since, so numbers taken from older guides should be checked against the current build before you act on them. Where a figure in this hub comes from community testing rather than the developer, it is labelled that way so you know how much weight to give it.

Quick Tips

💡

Treat every number as version-scoped rather than absolute. The game spent roughly two years in Early Access, so a large share of the community documentation still describes builds whose card pool, economy and card game have since changed, and those pages remain the top results for common searches. When you read a figure, ask which build produced it: 1.0 data from the official announcement is safe to act on, while a community page whose last edit predates the release should be treated as a starting point to verify in your own save.

💡

Check the current build before restarting a shop from an old guide. Saves from the 0.70 line carry forward, but the systems around them have grown substantially, with the collectible pool expanding from 2,714 cards to 4,436 and the card game becoming genuinely playable. Following an Early Access opening routine in a 1.0 shop usually means under-investing in the product lines that now carry the most value, so it is worth reading a current guide before you commit to a fresh save.

💡

Expect further changes rather than a frozen meta. The developer has described 1.0 as a milestone instead of the end of support, which means tuning patches that adjust figures such as worker costs, pack distributions or event pricing are a realistic possibility rather than a surprise. Building your shop so it survives a modest rebalance, by keeping some cash free and not over-committing to one product line, is a more robust approach than optimising around a single number that may move.

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