TCG Card Shop Simulator Mods: BepInEx Setup
Modding is the single biggest search topic around this game — bigger than grading, decks and tournaments combined. It is also entirely unofficial: there is no Steam Workshop, no in-game mod menu, and nothing the developer supports.
The modding landscape
| Steam Workshop | No. The store page lists no Workshop category, so every mod is installed by hand or through a manager. |
|---|---|
| Main repository | Nexus Mods — 761 mods, 14 collections and 128 media entries as of 20 September 2026 |
| Thunderstore | No community exists for this game; anyone pointing you at one is pointing at the wrong game. |
| Loader | BepInEx. Almost every plugin mod expects it, which is why "BepInEx pack" is one of the most searched phrases for this title. |
| Manager | Vortex, via its Nexus extension. Manual installs drop files into the game folder alongside BepInEx. |
Install order
| Step | What to do |
|---|---|
| 1. Back up the save first | Mods have broken saves before. See the compatibility section below — this is not a formality. |
| 2. Install the BepInEx pack that matches your game build | Unpack into the game's install folder, then launch once so BepInEx generates its config directories. |
| 3. Drop plugins into BepInEx/plugins | Most Nexus downloads are a single .dll plus an optional config file. |
| 4. Texture and card-art replacers go in their own folder | These are usually a separate loader on top of BepInEx, and they are the ones that most often silently fail to apply. |
| 5. Launch and check the BepInEx console | If a plugin did not load, the log names it. "Nothing happened" is almost always a version mismatch, not a bad download. |
Compatibility: the part that breaks saves
- Build 0.63 broke a large share of mods. The developer opened a Steam beta branch for 0.62 specifically so mod users could roll back — that branch was frozen and never received later features.
- If a save refuses to load or reports "Shelf data not loaded correctly" even after removing mods, the save itself has been altered and removing the mod will not fix it. Rolling back to the build the mod was written for, or waiting for the mod update, are the only two clean options.
- Version 1.0 reshuffled models, textures and memory usage. Expect a fresh round of breakage for any mod written against 0.70.
- Community save editors exist for soft-locked saves. They are a repair tool, not a feature.
This is the single most useful thing to know before installing anything: the developer opened a frozen 0.62 beta branch specifically so mod users could roll back. That tells you how the update cycle and the mod scene interact — every feature patch is a breaking change.
A note on card-art mods
A large share of the most-searched mods re-skin Tetramon cards as Pokémon, Yu-Gi-Oh, One Piece, Digimon or Magic. Those are fan reskins of copyrighted card games — we describe how the modding stack works and do not host, mirror or link to any card-art package.
Frequently asked questions
Does TCG Card Shop Simulator have Steam Workshop?
No. The store page lists no Workshop category. Mods are distributed on Nexus Mods and installed manually or through Vortex.
How do you install mods?
Install a BepInEx pack matching your game build into the game folder, launch once so it generates its directories, then drop plugin .dll files into BepInEx/plugins. Texture replacers usually need their own loader on top.
Why did my save stop loading after installing mods?
Build 0.63 changed data that some mods had already altered. If a save reports "Shelf data not loaded correctly" even with the mods removed, the save itself was changed — rolling back to the build the mod targeted, or waiting for the mod update, are the only clean fixes.
Do mods still work after 1.0?
Expect breakage. Version 1.0 reworked models, textures and memory usage, so anything written against 0.70 needs an update.
Mod landscape checked: