The useful answer

Shop level rises with XP, and packs plus grading are the community-reported XP sources, while licenses gate each expansion step. Keep the shop profitable first, protect the restock budget, spend only surplus cash on packs, and use the in-game licenses screen, not second-hand tables, for exact unlock levels.

How leveling works

Shop level is driven by experience points. The community consistently reports that opening booster packs grants XP, and the profit video in our sources builds its advice on separating profit days from experience days. The developer has not published an official XP table, and we have not measured XP per action in the current build, so this guide describes the loop, not exact numbers.

Level matters because licenses gate what the shop can do next: more stock capacity, new product ranges and the playable Tetramon features added in 1.0. If progression feels stuck, work out whether the bottleneck is money or XP. A full cash balance with a locked license points at XP: open more packs. An empty balance points at the shop: revisit pricing and restocking before buying more packs.

The loop that pays for its own XP

Packs cost money, so ordering matters: earn first, open second. Keep the shop stocked and priced, set aside the money the next restock needs, and spend only the surplus on packs. Selling the cards you do not keep pulls money back, and sending valuable cards to grading can add both money and XP, as community threads report. The pricing guide covers the selling half and the collecting guide covers pack budgeting.

Community tips also mention raising pack-opening speed in the settings menu. Treat that as a convenience setting: it shortens the XP part of the loop, it does not make unprofitable packs profitable.

Licenses: check the screen, not the folklore

The licenses screen in your build is the authoritative list of what unlocks when. Requirements have changed across the Early Access patches, so we do not reproduce second-hand level tables here. One community-reported figure worth knowing: the Tetramon Workbench requirement is reported around shop level 7 in the 1.0 build. The Tetramon guide covers what the Workbench and a first opponent need.

Community threads about progression confusion usually resolve the same way: check which license is actually blocking you, price what it takes to reach it, and skip unlocks that do not change your current bottleneck. Expansion feels like progress; a restock you cannot afford is not.

An editorial progression session

This routine is a suggestion, not a tested strategy. Before opening: note cash, level and the next license target. During the day: run the shop normally, restocking from the protected budget. At closing: spend the surplus on packs, send the most valuable cards to grading, and note level and cash again. After a few sessions, the Profit Lab can compare days whose only difference was pack spending. One comparison is a clue, not proof.

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Sources & scope

Official facts and editorial suggestions are identified in the text. No current-build gameplay benchmark was performed for this guide. Old video results are not treated as 1.0 measurements.

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