TAPCO Change Log
Track published website, policy, and support changes with clear version notes for public readers.
About this page
This changelog documents public-facing changes to the TAPCO GAME website — including editorial updates, policy revisions, support documentation improvements, and content additions. It is intended as a permanent reference for users who want to understand what has changed, when it changed, and why. Each entry is dated and scoped to specific areas of the site so users can locate relevant changes without reading the full history.
This page is separate from the in-game experience. It covers the website layer only — the articles, policy pages, FAQs, and support documentation that exist alongside the Telegram mini app to provide users with the context they need outside of active gameplay sessions.
2026-08-02 - Website Content and Localization Update
Expanded all primary website pages with full trilingual content sections, improved navigation translation behavior,
strengthened legal and support copy depth, and refined contact UX consistency across desktop, tablet, and mobile.
2026-08-02 - Documentation pages aligned for public website use
Support, FAQ, privacy, and terms pages were refined for the public website so the site stays clear,
policy-safe, and useful while keeping the content focused on visitor needs and official information.
2026-08-04 - Editorial depth, article expansion, and metadata update
All fifteen article pages were expanded to full editorial depth — each reaching over 1,900 words in three languages with distinct, non-repetitive content per section. Article sections that previously contained only one or two sentences were rewritten with substantive paragraphs covering each topic in detail. The og:locale meta tag was added across all 30 public pages to improve language signal consistency for search and social sharing platforms. Section headings containing prominent promotional phrasing were revised to neutral, factual language across EN, AR, and TR versions.
2026-09-06 - One source for the site, and a new home page
The thirty pages had been thirty separate copies of the same header, footer and styles, so a correction had to be made thirty times and usually was not. They are generated from one source now. The home page was rebuilt on the palette the rest of the site then adopted, and the footer was given the same type scale as the header.
2026-09-06 - Each language at its own address
Every page used to carry all three languages in one document and switch between them in the browser, which meant a search engine saw one page in three languages and a reader arrived at the wrong one. Each page is now published three times: English at the root, Arabic under /ar/ and Turkish under /tr/. Old ?lang= addresses move the reader to the page they used to mean.
2026-09-07 - Bylines, structured data, and one address per page
Every article now names its author on the page beside the update date and the reading time, and carries Article structured data saying the same name — the visible line and the machine-readable one are generated together so they cannot disagree. Addresses were tidied to one per page: the static host will not redirect a path where a file exists, so the .html form is corrected in the address bar from the page's own canonical.
2026-09-07 - The Turkish letters restored, by reading every page
Turkish text across the site had lost its ç, ğ, ı, ö, ş and ü somewhere in an earlier edit. An automatic sweep could not find them all — it is blind to a word stripped everywhere and to a word stripped in half — so all thirty pages were read instead. 265 elements were repaired under four constraints that make a rewrite impossible and allow only letter repair.
2026-09-07 - The design carried to every page, and the articles set to be read
The home page's design was generalised to the other twenty-nine pages. Article pages were rebuilt around reading: the text column set at 18px on 1.7 leading, capped at a seventy-character measure, with a sidebar that carries the article's own headings, travels with the reader, and stacks under the article on a phone.
2026-09-10 - The boost shop, and why a price is not fixed
The site now has 34 pages. The boost shop is published in full: the seven core items open from the first minute, the five that appear at level 50, what each one does and how long it runs.
The page leads with the thing the old copy had backwards. A boost is priced from what it would produce for the player buying it - their tapping rate, their tap power - plus a quarter, rounded to a multiple of five, never under 25 points. So two players see two prices for the same card, and neither is wrong. And nothing in either shop is locked behind a level except the special shop itself: an item that looks out of reach is expensive, not closed.
2026-09-10 - Energy, the nine upgrades, levels and prestige
Two of the eleven system pages, and the site now has 33 pages. What it published about energy before this was one number - the tank a new player starts with - and nothing at all about the upgrades. Energy and upgrades now carries the regeneration rate, the cost of a tap, the floor below which tapping stops, the batch size, the interval that separates a hand from a script and the window credited while a player is away; and all nine cards in the upgrades panel, with what each level gives, its ceiling and its price curve. Levels and prestige carries the experience curve, what level 100 really costs in taps, and the three lists the game shows before a prestige: what resets, what you gain, and what is left untouched.
One price on the first page is not the same for everybody, and saying so is the point of publishing it. Critical Chance costs whichever is greater: the figure in the table, or twenty-four minutes of that player's own income. Reading the table alone would have published a price that most established players never pay.
2026-09-08 - The figures on the site checked against the game
Every system in the game was read against every page here. Ten statements did not match the code and were corrected: the published limits — the weekly conversion ceiling, the rate, the withdrawal minimums, the fee and the daily and weekly limits — are now on the page the home page links to; two boost prices that the shop could never charge are gone; the achievement categories, the daily missions and the events now describe what the server actually hands out; a referral tier rule the server has never applied was removed; and the advertising policy says which advertising it governs. A test now reads the server's own constants and holds these pages to them.
2026-09-08 - The referral figures published, on a page of their own
The referral pages carried policy and no numbers: a reader could not find out what an invite pays without opening the game. A new page at /referral-system/rewards now carries all of it in the three languages - 500 points when a friend arrives, 5,000 when they are genuinely playing, 2,000 to the friend, 10% of what your friends earn and 5% of what theirs do, the four conditions that decide it, the chest and milestone tables, and the two limits that protect an honest invite. It is the 31st page on the site, it is the first to live under another page rather than beside it, and every figure on it is read from the server that pays it and held there by a test.
2026-09-08 - A referral defence that was switched off, and the page that now states it
A referral is not paid its 5,000 points while the invited friend's Telegram account is less than seven days old. The rule was written, calibrated and then quietly stopped running: it was asked on a route that was retired months later, so nothing on the live path ever put the question. It is asked on the qualification payment now, which is where the money is. A refusal is a wait rather than a verdict — nothing is marked, no place in the day's twelve is spent, and the reward is paid the next time the inviter opens the referrals screen once the account reaches a week. The referral rewards page states the rule in all three languages, because the page said the 5,000 was paid on four conditions and there are five.
2026-09-08 - A header that did not fit, on a band of screen widths nobody measured
Between 720 and 759 pixels wide, the play button in the header hung past the right edge of every page on the site and the page scrolled sideways - 27 pixels in English, 32 in Turkish. The desktop header was switched on at 720 and the row it draws needs 750 in English and 760 in Turkish. It starts at 760 now, and the play bar pinned to the bottom of the screen stays until then, so the game is one tap away at every width. All 31 pages were measured in all three languages at ten widths from 320 to 1280: nothing overflows and no width is left without a way into the game.
2026-09-08 - The official channels, in the footer of every page
The site named no channel anywhere except the contact page. The footer now carries four - Telegram, YouTube, X and Reddit - on all 31 pages in all three languages. On a screen wider than 768 pixels they sit at one end of the footer's last line with the page links at the other; below that they move under the links, centred. The Telegram link follows the language of the page it is on, so an Arabic reader reaches the Arabic group and a Turkish reader the Turkish one. The marks are drawn in the page rather than fetched, and every one of them is drawn 18 pixels tall - they fill their box differently, so the same box was four different sizes - with 20 pixels between them and a 44-pixel tap area on a phone that does not show. Measured at 320, 390, 767, 768 and 1280 in all three languages, right-to-left included.