Energy and upgrades
The tank, how fast it refills, and what each of the nine upgrade cards costs and delivers.
TAPCO is a Telegram mini app with twenty-four screens behind one coin. This is the index of all of them: what each screen does, what it costs, what it pays, and when it opens.
Every figure on every page here was read out of the service that enforces it and then checked against a real account before it was published. Where a picture and the code have disagreed, the code has been right and both have been corrected.

What is open in the first minute of the first day, and what limits it.
The tank, how fast it refills, and what each of the nine upgrade cards costs and delivers.
What a level costs in experience, and what a level is worth once you have it.
Seven boosts from the start and five more at level fifty, and why a boost costs a different number of points for every player.
Everything the game has and where it is: eight tiles, the systems row, the offers, and the way out.
Six sets of targets, all of them measured in minutes of your own play rather than in fixed numbers.
Three a day, one of each difficulty, and one doubling you choose where to spend.
Three targets that fill while you play whatever you were going to play anyway.
Five characters and only two of them yours, so nobody solves it alone.
Sixty seconds every four hours, against a boss sized to what you can land.
The one place in the game where the target is the same plain number for everybody.
One day, taps made by hand only, and three prizes paid without asking.
Eight of them, from level twenty to the last prestige. Each names the level or the reset it is waiting for.
The index of the eight, and what each one is waiting for.
Five permanent lines that nothing expires and no reset takes.
The one shop that takes levels instead of points, and gives back something a reset cannot touch.
What the game earns while it is closed, and the ceiling that decides how much of it waits for you.
What a reset takes, what it can never touch, and where the ladder stops.
Thirty skills in three branches, where what you skip matters as much as what you buy.
The last sixteen purchases in the game, and the two locks in front of them.
The only screen in the game that explains the game: every system and every multiplier at once.
A hundred of them, five of them secret, and none asking you to play differently.
What a point converts to, what money can buy, and what neither of them changes.
Every step from a point to a token, with every rate, limit and fee on the path.
The four things money buys, and the ceiling none of them raises.
What an invited friend has to do before they count, and what they pay when they do.
Three panels that tell you where you stand, how the game looks on your device, and how to reach a person.
The day, the account and the streak, and what a run of days is actually worth.
Language, effects and performance โ and your player id, which is the only thing support can find you by.
Seven rows in the menu that lead out of the game: the guides, the policies and the way to write to us.