
Pokemon Trading Card Game Pocket turned two on October 30. The birthday number looks great: $975.2 million in net revenue. The second line of the report is less charming. Year two brought in $233.7 million. AppMagic estimates put Pokemon TCG Pocket at $975.2 million in net revenue over two years, split as $741.4 million in year one and $233.7 million in year two, a 68% year-over-year decline (source: PocketGamer.biz, November 2, 2026).
Splitting the $975 Million: Almost All of It Came in Year One
$150.5 million in month one, about $4.9 million a day
The game launched worldwide on October 30, 2024. First-month net revenue hit $150.5 million, an average of roughly $4.9 million per day, with a single-day peak of $6.3 million on November 9.
November 2024 remains its most lucrative month to date.
The year-two high point came in January 2025
The third card set, Space-Time Smackdown, launched January 30, 2025 and pushed daily spending back to $6.8 million. By February 1 it had reached $7.4 million.
That was the ceiling. Year two closed at $233.7 million, down $507.7 million from year one.
The Other Line: Pokemon Unite Shuts Down March 23, 2027
From July 21, 2021 to March 23, 2027
The Pokemon Company has announced that Pokemon Unite, developed by TiMi Studio Group, goes offline on March 23, 2027. The Switch version launched July 21, 2021, giving it under six years. After shutdown, players cannot log in or battle.
Since October 27, you cannot even buy gems
Aeos gems stopped being sold on October 27, 2026. Existing balances remain usable until the shutdown date. New Unite Club memberships and automatic renewals were suspended.
A retrospective event starts November 12, letting players review certain records and in-game content while earning Unite coins redeemable for past items.
Belgium and the Netherlands were cut off first
Pokemon Unite was discontinued in Belgium and the Netherlands in November 2025. No official reason was given, but both countries have tightened loot box regulation, and the game's Prize Machine let players buy currency with real money to roll for cosmetics.
Why Card-Pack Games Fall So Fast
Revenue in the card-pack genre is driven by new sets. A set drops, spending concentrates, the gap between sets produces a cliff.
Year one fed on nostalgia for the original 151 Pokemon. Year two had to manufacture a fresh "must pull" reason every few weeks. The denser the reasons, the faster players tire.
The daily free pack is both the hook and the ceiling
The core design gives two free packs a day, plus a third for paying subscribers. It converts logging in into a habit and caps spending at the same time. Want to spend more? There is nowhere to spend it.
That leaves set cadence as the only revenue valve. The more often the valve opens, the sooner players leave.
GameHub Game News A similar design in the same genre: offering two free packs daily boosts user retention but also prematurely caps the spending ceiling—those willing to spend can only purchase a limited number of additional packs each day.
Analysis: The Pokemon IP Is Not a Shield
Pokemon is one of the most valuable IPs on earth, and the mobile slate still shows the limit: an IP answers "will you click" and not "will you keep paying."
The two lines fail in completely different ways.
Start with the upside. TCG Pocket's launch outperformed Pokemon Go's early numbers and lifted DeNA's games segment by more than 8,000% at the time (source: PocketGamer.biz, which does not specify a quarter).
TCG Pocket's problem is product lifespan, not quality. Nearly a billion dollars in two years keeps it among the 30 highest-grossing mobile games this year.
Unite's problem is the genre. Mobile MOBA is locked down by Honor of Kings and Mobile Legends, and Pokemon's IP bonus cannot close the gap in matchmaking pool and esports ecosystem.
The Other Side: The 68% Drop Is Probably Overstated
One measurement issue has to be stated. AppMagic counts net revenue on Google Play and the App Store. It does not include publishers' direct-to-consumer web stores.
PocketGamer's own piece flags this: revenue from publisher-run storefronts sits outside the number. For an IP like Pokemon, with a strong official store, actual revenue is likely higher than $233.7 million.
There is a second detail. The $975.2 million is net revenue, after platform cuts. It is not gross bookings. Before comparing it with another game, check which number that game used.
So the 68% decline is a signal pointing the right direction, not an audited financial figure.
My Take: Pokemon Mobile Lacks a Second Game, Not an IP
TCG Pocket proved that Pokemon plus card packs plus daily free pulls can build a billion-dollar business.
Unite proved that Pokemon plus MOBA does not build the same business.
The real issue is that Pokemon mobile still has no third game that holds. An IP company with one cash cow for a decade is not at risk from rivals. It is at risk from its own pipeline.
FAQ
How much has Pokemon TCG Pocket earned in two years?
AppMagic estimates $975.2 million in net revenue across Google Play and the App Store, excluding direct web store spending (source: PocketGamer.biz, November 2, 2026).
Why did revenue fall 68% in year two?
Year one brought $741.4 million, year two $233.7 million. Card-pack revenue depends on new set releases, gaps create cliffs, and web store spending is not counted.
When does Pokemon Unite shut down?
March 23, 2027, for both Switch and mobile, per The Pokemon Company's official notice reported by GamesIndustry.biz.
Can you still spend money in Pokemon Unite?
No. Aeos gems stopped being sold on October 27, 2026, and existing balances can be used until the shutdown date.
Why did Pokemon Unite close in Belgium and the Netherlands first?
Both markets went offline in November 2025. No reason was given, but both have tightened loot box rules and the Prize Machine involved paid rolls.