The boost shop

What the TAPCO boost shop sells, and why your price is not your friend's

Every figure on this page is read from the service that charges it. There are two shops, not one: a core shop of seven, open from the start, and a special shop of five that appears at level 50. Nothing in either is locked behind anything else — and no price in either is the same for two players.

The top of the TAPCO boost shop: a header reading 48 of 48 energy and 64,794 points, then the four optional ad rewards paying 1,550, 3,100, 9,300 and 10,850 points, and below them the start of the core boosts.
The shop opens on what you have to spend and what an advertisement would add to it. The four ad cards belong to a system of their own; the boosts themselves begin under them.

Why the price moves

The four cards at the top of the shop are not boosts and are not bought with points: they are optional advertisements that pay points, and what each is worth and how many a day are set out with the rewards and limits rather than here.

A boost is priced from what it is expected to produce for you. The server works out what the boost would earn at your own tapping rate and your own tap power, takes a quarter more than that, rounds it to the nearest five and never goes below 25 points.

So a boost costs more points than it hands back, and that is deliberate. What the shop actually sells is not points but the energy limit: energy caps how fast anyone can tap, while points accumulate far faster than the weekly ceiling lets them be converted. The player with points and no energy is every active player, and for them paying a quarter over the odds to keep going is the whole reason the shop exists.

One card carries an extra premium of a quarter on top: the ×5 multiplier, because a ten-minute cooldown rations it and scarcity is worth something of its own.

Nothing here is locked by level except the special shop itself. If an item looks out of reach it is expensive, not closed — and the price falls in step with nothing, but your income rises, so the same item costs proportionally less of a day's play as you go.

The core shop, seven items

The TAPCO core boost shop: Points Multiplier as a temporary boost doubling points for 45 seconds at 3,375 points, and Extra Energy as an instant consumable giving +50 energy at 1,200 points.
The first two of the seven. The durations shown are this player's - a Boost Duration upgrade lengthens every timed boost, so 30 seconds reads as 45 here.

Open from the first minute. Four are timed boosts and three take effect the moment they are bought.

Points Multiplier doubles what every tap pays for 30 seconds. XP Multiplier does the same for experience, and 30 seconds of it is worth more the further up the level curve you are.

Auto Tap taps for you at four a second, at 28% of your tap power, and how long it runs is not fixed: it is what your AutoTap upgrade has bought, from 30 seconds at level 0 to two minutes at level 20.

The Auto Tap card in the TAPCO shop: a temporary boost at 4 auto taps a second, lasting 84 seconds for this player and marked independent from player energy.
Auto Tap on this account runs 84 seconds rather than 30 - its length is whatever the AutoTap upgrade has bought.

Energy Shield is the one that changes the shape of a session — 18 seconds of tapping that costs no energy at all, which is the limit the whole shop exists to sell around.

Lucky Reward gives each tap a 35% chance of paying double, for 30 seconds.

The Lucky Reward card in the TAPCO shop: a temporary boost giving a chance of a tap bonus, lasting 45 seconds for this player at 1,180 points.
Lucky Reward, the last of the four timed boosts in the core shop.

And three instants: Extra Energy puts 50 energy in the tank, Instant Recharge fills it to the top whatever its size, and both are worth more the larger your tank has grown.

The Instant Recharge card in the TAPCO shop: an instant consumable giving a full energy recharge, at 1,105 points for this player.
Instant Recharge, one of the three that take effect the moment they are bought. It fills the tank whatever its size, so it is worth more the larger the tank has grown.

The special shop, five items at level 50

The TAPCO special shop: Super AutoTap as a rare temporary boost at 6.6 auto taps a second, independent from player energy, for 45 seconds at 8,635 points; and XP Boost ×5 for 45 seconds at 16,885 points.
Two of the five that appear at level 50. Both prices are this player's own, worked out from what the boost would earn at their tapping rate.

It does not exist on the screen before level 50 and appears whole when you reach it. Its five are the larger versions of what the core shop sells, plus one that is not a boost at all.

Boost ×5 multiplies points by five rather than two, for the same 30 seconds — and it is the only item in either shop with a cooldown, ten minutes between uses. That cooldown is what its extra price premium pays for, and the Boost Cooldown Reduction upgrade brings it down to seven minutes.

The Boost ×5 card in the TAPCO special shop: a rare temporary boost with a points multiplier of five, lasting 45 seconds for this player at 16,885 points.
Boost ×5, the only card in either shop with a cooldown between uses.

XP Boost ×5 is the same for experience, and it replaces the ordinary XP multiplier rather than stacking with it.

Super AutoTap taps at 6.6 a second at 120% of your tap power — and, like the ordinary auto-tapper, it is independent of your energy, so it keeps going when the tank is empty.

The XP Boost ×5 card in the TAPCO special shop: a rare temporary boost with an experience multiplier of five, lasting 45 seconds for this player at 16,885 points.
XP Boost ×5 costs the same as its points twin here, because both are priced from what they produce and this player earns at the same rate in both.

Mega Energy puts 200 energy in the tank at once.

And Prestige Token, which is not a boost and is offered only once. It belongs to the prestige system, not to this one.

The numbers, as the server charges them

The core shop — open from the start
ItemTypeWhat it doesDuration
Points MultiplierTimedDouble points ×230 sec
XP MultiplierTimedDouble experience30 sec
Auto TapTimed4 taps a second at 28% power, no energy30 → 120 sec
Energy ShieldTimedTapping costs no energy18 sec
Lucky RewardTimed35% chance of double on each tap30 sec
Extra EnergyInstant+50 energyInstant
Instant RechargeInstantFills the tankInstant
The special shop — from level 50
ItemTypeWhat it doesDuration
Boost ×5TimedPoints ×5, 10-minute cooldown30 sec
XP Boost ×5TimedExperience ×5, replaces the ordinary one30 sec
Super AutoTapTimed6.6 taps a second at 120% power, no energy30 sec
Mega EnergyInstant+200 energyInstant
Prestige TokenOnceBelongs to prestige, not to boosts
How a price is worked out
ValueAmount
Charged over what it produces for you+25%
Extra premium on the ×5 boosts+25%
Rounded to a multiple of5
Never below25 points
Special shop opens at level50
Items locked behind a levelnone

Common questions

Why is my price different from my friend's?
Because a boost is priced from what it would produce for you, not from a fixed table. The server works out what it would earn at your tapping rate and your tap power, adds a quarter, rounds to the nearest five and never charges less than 25 points. A player who taps for more gets more out of the same boost, so they pay more for it — and the alternative, one price for everybody, would make it free for them and unaffordable for a beginner.
Why did the price go up?
Because your income went up. Tap power, critical chance and prestige all raise what a boost produces for you, and the price follows what it produces. Nothing about the shop changed; what changed is what the same 30 seconds is now worth in your hands. The one thing that does not move is the floor: 25 points, whoever you are.
Which boost is worth buying?
The one that buys back the thing you are short of. If you are waiting on energy rather than points — which is most active players most of the time — then Energy Shield, Instant Recharge and the two auto-tappers are the ones that turn points you cannot convert into taps you cannot otherwise make. The multipliers are worth most when stacked with a full tank rather than an empty one, and none of them is locked: an item that looks out of reach is expensive, not closed.