Advanced Systems

Advanced Systems: the eight that open as you go

TAPCO does not hand you everything on the first screen. Eight systems open one at a time as you go, and they all live behind a single row in the menu that says how many of the eight are open.

A locked one is not hidden. Pressing it says what it is and what it is still waiting for, because a lock you understand is a goal and a lock you do not is a dead end.

The game menu: a level ring reading 101 with twenty-two per cent to the next level, eight tiles — Daily Missions, Events, Achievements, Top 10 Players, Prestige, Stats, Settings, Information Center — then a row reading Advanced Systems six of eight, a Premium Offers row, and an exit button.
The menu, with Advanced Systems as one row rather than eight. Six of the eight are open on this account.

What opens at level twenty

Three arrive together. The research lab sells permanent increases to your tap power, your energy regeneration, what automatic tapping is worth and what events pay. The weekly challenges add three seven-day goals. Boss fights put a boss on the main screen every four hours.

The two that are not the lab open at level twenty or at prestige two, whichever comes first — which matters only to a player who reset before reaching twenty, and is there so that resetting can never take a system away.

These three are where the game stops being one screen. Everything before them is tapping and upgrading; everything from here is systems that feed each other.

Level thirty, and then the prestige ladder

Passive income opens at level thirty. It is the first thing in the game that earns while the game is closed, and the first that has a ceiling worth thinking about.

The four after it are not levels at all. The fusion lab wants prestige three, the prestige tree wants prestige five, the late shop wants prestige ten or level a hundred, and the end-game loop opens as soon as either the tree or the late shop has.

So the second half of this list is behind a prestige reset. A player who never presses that button will see four of the eight and stop, which is a real decision rather than a hidden wall.

Why they are one page and not eight rows

The menu is short on purpose. Eight more rows in it would be eight rows a player at level three cannot use, and a menu where most entries refuse you is a menu nobody reads.

So the eight sit behind one row that carries a count, and the count is the progress bar: six of eight open means two things left to reach. The row also carries a dot when one of them has just opened, so a system arriving is something you notice rather than something you find later.

Everything on the main screen and in the bottom bar is unlocked from the first minute. The menu page sets out what is where.