TELEGRAM ยท TON

Tap the coin. Earn TPC. Withdraw it.

Every tap is verified on our servers. Every limit is published. No promises we can't keep.

from 20energy, upgradable
2,000 points = 1 TPC
25 first withdrawalthen 100 TPC

Contract ownership revoked โ€” verify on Tonviewer

The TAPCO main screen: the TPC coin in the middle, 45,320 points at level 101, a withdrawal balance of 127,376 points, energy at 48 of 48, and a line saying a boss is waiting
Verification

Built to be checked, not believed

Server-verified taps

Progress only counts once the server confirms it.

How it works

Published limits

Weekly caps and rates are written down, not hidden.

See the limits

Ownership revoked

The token contract can no longer be changed by anyone.

View the contract
What it is

A tap game with the whole of its arithmetic published

TAPCO runs inside Telegram. You tap a coin, the tap is counted on our servers rather than in your browser, and it becomes points. Points become TPC, and TPC leaves for a TON wallet you own.

Behind that single coin are twenty-four screens: three missions a day and three events, a boss every four hours, a five-character cipher nobody can solve alone, a hundred achievements, a research lab, a fusion lab, a tree of thirty skills, and a shop whose last purchase costs two and a half million points.

Everything on this website is read out of the code that runs the game and then checked against a real account before it is written down. Where a screen and the code have ever disagreed, the code has been right and both have been corrected.

The systems

What there is to do, and when each of it opens

Nothing is hidden and nothing arrives without a reason. Every system names the level or the reset it is waiting for, and the ones below are the four a player meets first. The full index, all twenty-four of them, is on the page that explains how the game works.

Energy and the tap

A tank of twenty that refills at half an energy a second, and the nine upgrades that change it.

Read the page

The daily set

Three missions and three events a day, each sized in minutes of your own play rather than in fixed numbers.

Read the page

The boss

Sixty seconds every four hours, against something sized to exactly what you could land in that minute.

Read the page

Everything else

The research lab, the fusion lab, the prestige tree, the late shop and the end-game dashboard, each on a page of its own.

See all twenty-four

What a point is worth

Two thousand points to a token, and a ceiling that is published

Two thousand points make one TPC. Moving points into your internal wallet is capped by the week: twenty thousand points to start with, rising by eight hundred for every level you reach and eight hundred for every week you play, whichever of the two is smaller, up to ninety thousand.

Your first withdrawal may be as small as 25 TPC and every one after it starts at 100, with two taken as the network fee. Nothing raises that ceiling - not the shop, not a prize, not a good day. It follows your level and your weeks, and it reads the highest level you ever reached, so a reset has never lowered anybodyโ€™s.

All of it, with the fees and the record of both directions, is on the wallet page.

The wallet

Every step from a point to a token, with every rate, limit and fee on the path.

Read the page

Rewards and limits

Everything the game pays, in one place, with what each thing is worth in a day.

Read the page

Referrals

Four conditions an invited friend has to meet on their own account before they count for anything.

Read the page

What money buys

Four offers, and the ceiling not one of them raises by a single point.

Read the page

Fair play

What we do about automation, and what we will not do

Taps are counted on the server. Two taps closer together than fifty-five thousandths of a second are not counted at all, which is a ceiling of about eighteen a second - faster than a hand goes and slower than a script.

Beyond that the game watches the shape of a session rather than its size: how evenly spaced the taps are, whether a day stands against the days around it, whether the same figure repeats. A player who has a fast afternoon is not a player who is doing anything wrong, and a system that cannot tell those apart is a system that punishes the people it was built for.

The daily ranking counts only taps made by hand, and the automatic tapper - which is sold in the game and is entirely legitimate - is invisible to it. That is the one place where the distinction is the whole point.

Telling a hand from a script

How a fast player and an automated one are told apart, and why the second question is harder than the first.

Read the page

Questions and answers

The same twenty-three questions the game answers, with the figure from the code added to each.

Read the page

What changed and when

Every change to the game and to this site, dated, including the ones that were corrections.

Read the page

Reaching a person

Where to write, and the one thing to include so that we can find your account.

Read the page

Play on Telegram