Server-verified taps
Progress only counts once the server confirms it.
How it worksEvery tap is verified on our servers. Every limit is published. No promises we can't keep.
Contract ownership revoked โ verify on Tonviewer
Progress only counts once the server confirms it.
How it worksWeekly caps and rates are written down, not hidden.
See the limitsThe token contract can no longer be changed by anyone.
View the contractTAPCO 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.
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.
A tank of twenty that refills at half an energy a second, and the nine upgrades that change it.
Three missions and three events a day, each sized in minutes of your own play rather than in fixed numbers.
Sixty seconds every four hours, against something sized to exactly what you could land in that minute.
The research lab, the fusion lab, the prestige tree, the late shop and the end-game dashboard, each on a page of its own.
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 anybodyโs.
All of it, with the fees and the record of both directions, is on the wallet page.
Every step from a point to a token, with every rate, limit and fee on the path.
Everything the game pays, in one place, with what each thing is worth in a day.
Four conditions an invited friend has to meet on their own account before they count for anything.
Four offers, and the ceiling not one of them raises by a single point.
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.
How a fast player and an automated one are told apart, and why the second question is harder than the first.
The same twenty-three questions the game answers, with the figure from the code added to each.
Every change to the game and to this site, dated, including the ones that were corrections.
Where to write, and the one thing to include so that we can find your account.