TCG Card Shop Simulator 1.0 Update: Everything That Changed
What the TCG Card Shop Simulator 1.0 update added on 15 September 2026, the exact content numbers, save compatibility, and what it broke.

TCG Card Shop Simulator left Early Access on 15 September 2026. The 1.0 update arrived the same day on PC, PS5, PS4, Xbox Series, Xbox One, Switch and Switch 2.
The headline feature is a playable card game. The bigger practical change is how much content sits behind the shop counter.
The numbers the developer published
| Category | Before 1.0 | After 1.0 |
|---|---|---|
| Unlockable and sellable items | 77 | 111 |
| Furniture types | 21 | 43 |
| Collectible cards | 2,714 | 4,436 |
The update also added 273 decorative objects and 55 community art posters, and finally made old shelves sellable.
The playable card game
Tetramon duels are the feature players had been asking for since Early Access began. Matches run three to five minutes and take place at your play tables while the shop keeps operating.
Everything hangs off the workbench, which unlocks at shop level 7. It holds the rulebook and the deck editor, and decks are fifty cards with a four-copy limit per named card.
The developer also added the ability to enter your own tournaments, and customers now hand over card packs when you finish a duel against them.
The Ascension set
Ascension packs arrived with 1,452 new cards, all fully illustrated with Tetramons drawn against their own backgrounds. The developer says the artwork took more than six months and credits five external studios plus community artists.
That single set explains most of the jump from 2,714 to 4,436 collectible cards.
Systems that changed shape
Several existing systems were reworked rather than added.
- Card grading became a full feature with four service tiers and a submission queue.
- Customer reviews arrived as an in-game app.
- Card trading with customers was added, along with scanner orders.
- Shop decoration became a supported system, which is where the 273 decorative objects come in.
- Worker management was improved, and a bug that erased worker skill levels when you fired someone and saved was fixed.
- More expansion options and more shelving and table styles were added.
Performance and fixes
The update notes specifically mention model and texture optimisation to improve performance, and a reduction in overall memory usage.
Six documented bug fixes came with it. The most visible is that tournament customers could load without their models, or disappear entirely, when a save was reloaded. Others cover wall and ceiling texture seams, items sitting too close to the camera, and customers getting stuck in the locked shop B area.
What happened to existing saves
The official FAQ answers this directly: saves carry over from 0.70 and you do not need to restart.
Two limits are worth knowing anyway. Cross-platform saves between consoles and Steam do not exist. And because 1.0 adjusted Tetramon card values, an old save’s card prices and deck power levels may not match what pre-1.0 guides describe.
What it broke
Patch 1.0 was a large rebuild, and mod users felt it immediately. The modding community reported that almost nothing worked on release day, that a new BepInEx configuration and an updated Enhanced Prefab Loader had appeared, and that many individual mods still needed author updates.
If you play with mods, plan a session where you rebuild your mod list rather than expecting it to keep working.
Coming next
The developer states plainly that 1.0 is not the end of development. The FAQ says there are future update plans, and that roadmap items which did not make 1.0 will arrive in later patches.
Two specifics have been mentioned since. Ascension booster boxes were not in the 1.0 build but are confirmed as coming, and a third shop area, Lot C, is planned. Neither has a date.
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