Why we started this
Most of the work in this hobby is work nobody should be doing.
Not the fun part. The retyping, the reconciling, the four browser tabs open to compare the same card. That is what we set out to remove.
What we kept running into
Three problems, one cause
Collectors do the same work five times
You catalog a collection in one app, price it in another, list it in a third, and build decks in a fourth. Every one of them wants you to tell it what you own, and none of them tells the others. So you keep a spreadsheet, and the spreadsheet is wrong by Tuesday.
Shops run systems that disagree
A card sells at the counter and it is still listed online. Point of sale says one number, the marketplace says another, and somebody spends Sunday afternoon making them match. Every shop we have talked to has a version of this story and a person whose job is partly to be the glue.
Developers have nothing stable to build on
Anyone wanting to build something for this hobby starts by scraping, importing a CSV, or negotiating a private arrangement that breaks without notice. Good tools do not get built, and the ones that do are fragile.
None of that is a marketplace problem. It is the same problem three times: there is no shared, reliable answer to what a card is, who has it, and what it is worth. Everyone rebuilds it, badly, on their own.
What we are building
One answer, used by everything
So we built the answer once. One catalog of what cards are. One record of what you own, which updates when you buy something rather than when you remember to. One reputation that follows a seller everywhere instead of resetting per app. One set of prices, computed from what things actually sold for.
Then we built products on top: a marketplace, tools for shops, a scanner, a deck builder, a bot that hunts sealed product. They are useful on their own. They are better together because they are not each keeping a private copy of the truth.
Where this goes
The long version
A collector should be able to catalog what they own, find out what it is worth, buy, sell, trade, ship, and talk to other people about it, without leaving and without retyping. That is the whole ambition. It is not modest, but it is not complicated either.
It should also be leaveable. Your collection records, your sales history and the reputation you built are yours: exportable in a usable format, and not held hostage to keep you here. We would rather earn the next year than lock in the last one.
We started with trading cards because that is what we collect and where the problem was most obvious to us. Nothing in the design is specific to them. Comics, coins, sealed videogames, memorabilia: the questions are the same ones, and so are the systems that answer them.
We optimize for the hobby staying healthy, because a marketplace is only worth what the community around it is worth. The chain is short and we will say it out loud: better communities create more trading, more trading creates a better market, and a better market is what we earn from. Run it in that order and it compounds. Run it backwards and you are just extracting from a shrinking pool.
Which is why we turn things down. A feature that makes us money this quarter by making the hobby worse is a bad trade, and we have said no to a few.
Things we will not do
Keep a second copy of what you own that disagrees with the first. Split buyers and sellers into pools that cannot see each other. Sell a card twice because two systems disagreed. Or ship something that earns this quarter and costs the hobby next year.
I have spent most of my career building software around games, marketplaces and the people who show up for both. PackFresh started as the set of things I kept wishing existed while collecting, playing, and then working on the systems underneath all of it. The problems on this page are not research. They are the ones I kept hitting.
How we make and record decisions like these is written down: how we work.