Energy and upgrades

How TAPCO energy works, and what each upgrade actually does

Every figure on this page is read from the server that enforces it. Energy is what limits how fast you can tap; the nine cards in the upgrades panel are what change that limit, and what each of them costs and delivers is set out here in full.

The TAPCO main screen with the energy strip lit and the rest dimmed: 32 of 32 energy on a full green bar, under the line "Energy full - perfect for rapid tapping". Above it the balance reads 33,065 points at level 46.
The energy strip on the main screen, lit here so it can be picked out. The player's name and wallet address are painted over; nothing else in these pictures has been changed.

How energy works

You start with a tank of 20 energy. Every tap costs one, and the tank refills on its own at half an energy a second — so an empty tank is full again in forty seconds, and a tank that is never allowed to fill hands you thirty taps a minute for as long as you keep tapping.

Below three energy the game stops accepting taps. That floor exists so the tank cannot be held permanently at zero, where every tap would arrive as a refusal; it lets the tank build a small reserve before you start again.

Taps are sent to the server in batches of up to twenty, and two taps closer together than 55 thousandths of a second are not counted — a ceiling of about eighteen taps a second, which is faster than a hand goes and slower than a script.

Energy does regenerate while you are away, and the game credits it when you come back. That credit is worked out over at most six hours: leaving for a day and returning does not hand you a day of energy, because the tank could never have held it. With a 20 tank and half an energy a second, the tank refills long before the six hours are near — the window only ever matters to a player whose regeneration is fast and whose tank is large.

What a tap is worth is counted in points, and the rate they convert at and the limits on converting them are published in full.

The nine cards, one by one

These nine are the whole of the upgrades panel. They sit inside a larger set of systems, and how the game works as a whole introduces each of them; why energy is tuned to the pace it is, rather than to a faster one, is the subject of our note on balancing an energy system.

Tap Power multiplies what every tap is worth by 1.1 for each level, and it compounds: ten levels is not ten per cent more but two and a half times more. It runs to level 100 and its price rises by 18% a level from 500, which makes it the cheapest first purchase in the panel and the most expensive to finish.

Energy Regen adds 0.04 energy a second to the half you start with. Ten levels take you from thirty taps a minute to fifty-four; at level 50 the tank refills at two and a half a second. It runs to 100 and rises 12% a level from 950 — the gentlest curve of the three long upgrades.

The top of the TAPCO upgrades panel: Tap Power at level 27 of 100 with a current value of 13.11 and a next level costing 43,629 points, and Energy Regen at level 19 of 100 with a current rate of 1.26 a second and a next level costing 8,182 points.
The first two cards. 1.1 to the twenty-seventh power is 13.11, and half an energy plus nineteen times 0.04 is 1.26 a second - the figures on this page are the same arithmetic.

AutoTap is not a permanent tapper: it is a boost you buy in the shop, and this upgrade sets how long each one lasts. Thirty seconds at level 0, four and a half seconds longer for each level, to a ceiling of two minutes at level 20. The whole of it costs 85,727 points, which makes it the only long upgrade a player can realistically finish.

Critical Chance gives each tap a chance to pay 150% extra. Four per cent a level to twenty at level 5. Taken together that is roughly a thirty per cent rise on everything you tap, for ever.

It is the one card in the panel whose price is not the same for everybody. It costs whichever is greater: the figure in the table, or twenty-four minutes of your own income. A new player pays 2,200 for the first level; a player earning a thousand points a minute pays what a thousand points a minute buys in twenty-four minutes. Nothing lowers the price below the table, and the reason it rises is that this upgrade is worth proportionally more to a player who taps for more - a flat price would make it free for them and expensive for a beginner.

AutoTap at level 3 of 20, lasting 44 seconds now and 48 after the next level, costing 488 points; and Critical Chance at 0 of 5 with a chance of 0%, a critical damage bonus of +150%, the note that all five levels add +30%, and a first level costing 30,313 points for this player.
The price on the Critical Chance card is this player's, not everybody's: 30,313 is twenty-four minutes of what they earn, and 2,200 is the floor a new player pays.

Boost Cooldown Reduction touches the x5 boost and nothing else, because it is the only boost in the game with a cooldown. Three levels take the wait from ten minutes to about eight and three quarters, then a little under eight, then seven.

Boost Duration makes every timed boost last ten per cent longer per level, to fifty per cent at level 5. The auto-tapper is deliberately left out, since it has its own upgrade above. This does not make a boost a better deal — a boost is priced from the points it produces, so a longer one costs proportionally more. What it buys is continuity: a window that does not run out in the middle of a burst, and half as many trips to the shop.

Boost Cooldown Reduction at 0 of 3 with the x5 cooldown at 600 seconds and a first level costing 5,200 points, stating that it applies to the x5 Boost only and reaches every 7 minutes instead of 10; and Boost Duration at 0 of 5 with the Energy Shield at 18 seconds and a first level costing 1,500 points.
Both cards say in the game exactly what this page says: the cooldown card reaches seven minutes instead of ten, and the duration card names the Energy Shield it lengthens.

Max Energy adds one to the tank per level, to five levels. One energy sounds small, and on its own it is; it is worth having because it is added before the Energy Core multiplies the tank, so a level bought later hands over more than the same level bought first.

Energy Core is not a levelled upgrade at all — it is a shop item you can own several of, sitting in the upgrades panel because it raises the same ceiling. Each one you own adds ten per cent of the base tank. The first costs 3,000 points and each further one costs 45% more than the last.

The lower half of the Boost Duration card and, under it, Max Energy at 0 of 5: the ceiling reads 32 now and 33 after the next level, each level is described as +1 before the cores multiply it, and the first level costs 15,000 points.
The line that explains why this card is worth buying late: each level is +1 before the cores multiply the tank.

Challenge Speed-Up is bought once, for 12,000 points, and it never levels again. It makes challenges appear every 24 seconds instead of every 30.

Energy Core with 6 cores owned, each adding +10%, a ceiling of 32 now and 34 after the next one, and a next core costing 27,882 points; and Challenge Speed-Up showing Inactive, its effect reading "next challenge wait time reduced from 30 sec to 24 sec" on two lines, and an activation cost of 12,000 points.
Six cores raise a base tank of 20 to 32, which is the 32 of 32 on the main screen above. The next one costs 3,000 multiplied by 1.45 six times over.

The numbers, as the server enforces them

Energy
ValueAmount
Starting tank20
Refills at0.5 / second
Cost of one tap1
Tapping stops below3
Taps sent in batches of up to20
Fastest counted tap interval55 ms
Regeneration credited while away, at most6 hours
The nine cards
CardWhat each level givesLevelsFirst levelAll levels
Tap Power×1.1 on every tap, compounding10050042.8 billion
Energy Regen+0.04 energy a second100950661 million
AutoTap+4.5 seconds of auto-tapping2025085,727
Critical Chance+4% chance, paying +150%52,200 or more34,000
Max Energy+1 on the tank515,000181,000
Boost Duration+10% on every timed boost51,50025,000
Boost Cooldownx5 boost: 10 minutes down to 735,20031,800
Challenge Speed-UpChallenges every 24 s instead of 30112,00012,000
Energy Core+10% of the base tank, each one ownedshop item3,000×1.45 each time

Common questions

Why does my energy come back so slowly?
Because it starts at half an energy a second and nothing changes that except the Energy Regen upgrade. A new player refills a 20 tank in forty seconds, which is thirty taps a minute if you never wait for it to fill. Every level of Energy Regen adds 0.04 a second: at level 10 you are getting fifty-four taps a minute, at level 25 ninety. The tank size does not change how fast it fills — only how long you can tap before it is empty.
Which upgrade should I buy first?
Tap Power, at 500 points. It is the cheapest card in the panel and the only one that multiplies everything else you do, and because it compounds at 1.1 a level its early levels are the best value in the game. Energy Regen is the second, once you find yourself waiting for the tank rather than for points. Leave Max Energy and Energy Core until later: a bigger tank is worth more once your regeneration is fast, and Max Energy in particular gives more when bought after the Core rather than before it. The points for those first upgrades need not all come from tapping: what an invited friend pays you is the largest single source outside the coin itself.
Does energy build up while I am not playing?
Yes, and it is added to your account when you return. It is worked out over at most six hours, so being away for a day does not hand you a day of energy — and in practice the tank is full long before the six hours matter, because half an energy a second fills a 20 tank in forty seconds. If you own the Energy Auto-Use skill, energy keeps accumulating past the tank while you are gone, and the overflow is yours to spend when you come back.