
Pack Ripper
Pack Ripper is a hands-on trading card incremental game where every pack is yours to tear open, and the next big pull is always one rip away.

EVERY PACK IS YOURS TO TEAR OPEN
Drag along the seal to rip each pack, then flick through your pulls one card at a time. Sell the junk, bind the hits, and watch the binder fill up page by page.

RIP CLEAN, OR RIP FAST
Trace the line clean and your cards come out Gem Mint. Slip, and even your best pull comes out scuffed and worth less. Level up your packs for better foil odds, guaranteed rares, and God Packs where every card shines.

PRESTIGE, BUT KEEP THE BINDER
Graduate a series to start fresh. Money and upgrades reset, but the binder stays, and the fuller it is, the more Rep you earn for permanent upgrades that change the rules.
Mouse only. 40 to 60 minutes. Best in fullscreen.
Wishlist Pack Ripper on Steam
- Incremental Db @BigBonkStudio
| Updated | 3 days ago |
| Published | 5 days ago |
| Status | Released |
| Platforms | HTML5 |
| Rating | Rated 4.5 out of 5 stars (26 total ratings) |
| Author | BigBonkStudio |
| Genre | Simulation, Card Game |
| Made with | Unity |
| Tags | 2D, Casual, Clicker, Cozy, Economy, Idle, Incremental, Pixel Art |
| Average session | A few seconds |
| Languages | German, English, French |
| Links | Steam |
| Content | No generative AI was used |
Development log
- Pack Ripper Demo Patch notes v1.1 - V1.23 days ago






Comments
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I feel like I'm massively missing something here.
Aside from unlocking packs, does gaining XP do anything? You never mention anywhere, if so. And if it only unlocks packs, what's the point of levelling beyond 3? What's the point of the bonus XP granted from the collection if XP serves no visible purpose?
I wasn't able to find any way to interact with a card after slabbing it. What's the point of increasing its sell value if you can't sell it? If there is some way unlocked later on down the line, why do you tutorialize a feature which is (apparently) worthless in the meanwhile?
It feels like the ROI on later packs just gets worse and worse and the consistent money is just opening boxes of the first pack, which seems silly? Nothing less encouraging than getting a new tier of pack, spending hundreds of dollars, and making $20 back.
Again, I feel like I'm just missing something here, but with my above issues, the game is adorable and interesting but it feels more like an idea than an actual game. Maybe you could spell out these systems a little more clearly for those as dense as myself?
Hey you are right it is not really mentioned too much only once when you unlock the grading and can be easily missed. We have taken steps to improve the onboarding but we need to do a lot more work in it.
Grading -> When you grade cards it can rise the value of the card if they come back 7 or higher grade. Then you just drag them in the sell slot and sell them. It also amplifies the XP earned as well.
More levels you get more odds you get to pull higher tier cards which earn more money. Another thing is that you need to make sure to do good rips otherwise the cards are worth a lot less.
Upgrades -> In the little computer you can buy upgrades for Wider line and better tools to open packs easier.
Thanks for taking your time writing up the feedback it's really insightful for us to see what areas we need to improve. Hopefully this helps so you can enjoy the game :)
Aha. You have to drag the slab to the small tab where it says "Sell" and not the basket. I knew I was missing something. I would definitely turn that entire zone into a sell region just to make that interaction easier to find.
If levelling up packs does change the drop rate, maybe there's a bug that prevents the game from showing that to the player? Here's a couple pics from when you mouse over the packs of different levels, and they show identical drop rates.

Thanks for taking the time to respond, and best of luck going forward!
Very fun so far, but I wish there was a way to turn off some of the upgrades from the shop. I keep accidentally grabbing cards in addition to the one I want. Also, it'd be helpful to see value for returned slab. Still, fun and cheaper than doing it IRL!
Thank you so much for playing! <3 the graby hands were much more useful in past but the game has changed quite a lot. I agree you should be able to toggle it. Agreed with the slab value aswell, we are working on polishing the grading system in terms of quality of life and the system itself. Thanks for taking time to write some feedback it’s super helpful
I opened the game, went to change the language and noticed that any click I do is detected as multiple clicks, something is wrong with mouse input detection. I tried with the game and it happens the same with every trackpad click.
I'm using a Macbook Pro M1 2020.
Thank you for letting us know, will get that fixed <3
Just started, had to comment about how much fun I was having! Will comment to give a proper review after I have wasted a solid 4 hours ripping cards <3
**UPDATE**
After completing about 99% ( I only have The Eclipse Sir Loin to find) of the game, I have a few thoughts:
1. The store needs more items- I found myself with over 1 million in the bank with nothing to really spend it on
2. Other commenters have mentioned this, but I would have liked some hotkeys when I opened the packs and got to the sell, table, binder, and grade page. If not just for accessibility but also to mitigate click-and-drag fatigue. ( Maybe this could even be an upgrade in the store?)
3. I love how smooth the animations are. The UI is balanced, and everything is easy to read and understand. I'd love the ability to check your basket without offloading half of it onto the table. Maybe that was there, and I didn't see it. Having to dump your basket onto the table to find one card that was accidentally placed in there was a hassle. (Let's be real, rookie mistakes on my part though, right?)
Overall, great game! I'd give it a 9/10! Can't wait to pick this up on Steam!
Thank you so much <3
pretty fun! i just finished collecting every card in every variation!
Thank you so much for playing! <3
Very fun Game, I really like it!
One Feature i could suggest is maybe adding misprints, that are worth less if you send them to a grader, but worth way more if you find a collector to sell it to!
I completed every card in every Version, very fun!
That's a really good idea for full game 👀
Thank you so much for playing and giving feedback <3
Super fun game with some great art! I agree with other commenters that dragging the cards to the shop is tedious and holding the button isn't much better when it pauses on cards I've pulled a ton of already.
Wishlisted, will be playing more. Haven't completed all of my sets yet :)
Will keep improving the UX/Feel more! Thank you so much for playing and giving feedback <3
SUPER satisfying game, took me 1h 48m to beat. But yeah as somebody said its difficult to take out specific card from da stack, had to throw it on the second edge of a table and then again on another if wanted to pick the most expensive one card :P but great game, big like from me :)
Thank you so much for playing <3 It is so helpful hearing peoples feedback we will keep improving the feel and UX so it feels much nicer!
Cool one! I am weary of progression games as they are starting to be a bit dull and not that creative but you have a great theme and added nice touches with the mechanics like the pack opening.
The dragging of the cards to the binder or shop feels tedious. As a player I am not sure, how far is enough for it to register and the card stays behind the cursor a little too long, it feels heavy and sluggish. I'd like it to be a bit more snappy and satisfying.
For the easy going gamer showing which foil you already own and disabling the ability to put an already owned one into the binder makes sense, but I see potential to nail down and evoke the actual feelings of this fantasy - creating a collection and gaining the knowledge about the cards and what you own. I know it would add friction but for me it would reinforce the fantasy a lot if there was no information whether you own the card or not, no support system. You would really have to become "the collector" to play optimally. And players could always put cards they are unsure about on the table.
The vibes and art is also great.
It would be funny if the cards had some actual mechanics to them, but you could never play them, and you would only have to imagine how this non-existing game is being played.
It's good one, good luck with the development!
@edit
An idea came to mind (maybe it's already implemented, and I did not notice :p):
It would be cool if some cards had unique text, and if you noticed that and send them for evaluation, you could get 5x, 10x more cash.
Right now the game shown me the mechanic of sending cards to evaluation but I did not understand through gameplay, when exactly would it be worth to do it. I just kind of forgot about that mechanic.
Thank you for playing! I agree we should improve the onboarding to explain the mechanics a bit more. It's quite an important mechanic but it is a bit hard to understand. Agreed about the dragging we need to improve the feeling of it. Thank you for all the feedback/suggestions will keep it in mind <3
Loved the unique art style on this. Also i appreciate how we have more control over the movement of the cards and can even open them on the desk. Everything felt very fluid and smooth.
I’m glad you enjoyed it, thank you for playing <3
I am not sure how the sweeping for picking up multiple packs works... I will hold one and hover over, slide past it, shake around it, nothing picks it up
I think it doesn’t apply for packs but probably should, we will add it in. Thanks for playing <3
loved the feel, and the art is super unique - ended up playing way longer than i thought i would...wishlisted!
Thank you <3