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How to Power Up

Skill is free. Extra swings cost. Here's the honest math — what each currency is, what it buys, and what stays priceless.

PowerZaps

The spendable currency. Daily runs have a cap — when you hit it with a fortify you still owe or a record one run away, PowerZaps buy the extra swing.

Below: zero to a hundred, every screen of it.

The currency
  1. 1PowerZaps come in three packs: 100 for $1.99, 250 for $3.49, 600 for $6.99.
  2. 2Your balance rides in the header, one tap from a top-up on the Billing page.
  3. 3Checkout is card-simple, the receipt lands by email, and the balance updates the moment payment does.
  4. 4They never expire, and they're spent only when you spend them.
The packs
100PowerZaps$1.99
250PowerZaps$3.49
600PowerZaps$6.99
they never expire — spent when you spend them

Spending them

One sink, today: extra ZapRush runs. That's deliberate — the currency buys chances, and chances are the only thing worth selling.

Below: a real cap, a real spend, and straight back in before the nerve cools.

Where they go
  1. 1Every day brings 5 free ZapRush runs — standalone, fortify and castle all draw from the same five.
  2. 2Past five, an extra run costs 20 PowerZaps — same Volts, same records, same wall-breaking power as a free one.
  3. 3The spend happens where the need does: the game-over screen and the map popups offer it the moment the cap is the only thing in your way.
  4. 4Short on balance mid-game? Buy from right there — checkout returns you straight to where you left off.
Daily ZapRush runs
5 free → +1
20 PowerZaps per extra run
The free five reset at UTC midnight. Extra runs count for records, walls and castles like any other.

Zap+

The membership. Where PowerZaps buy single swings, Zap+ is the standing arrangement — the mark of a player who's here for the long game, and the most direct way to keep ZapInto running.

From button to badge, the whole sign-up below.

The subscription
  1. 1Zap+ is $4.99 a month, or $29.99 a year — the annual is about half price.
  2. 2The Zap+ mark rides next to your avatar and on your public profile — quiet, but people notice.
  3. 3Manage everything from Billing: plan, renewal date, card — and cancel anytime; you keep access until the period ends.
  4. 4Cancel and you keep everything you've earned — Volts, badges, ground. The game never repossesses.
  5. 5What it buys: ad-free play and the mark. It never touches your daily limits — skill stays free, for everyone.

What money never buys

No purchased Volts. No purchased badges. No purchased hexes. Every point on every ladder came from somebody answering Zaps, and every hex on every map was won the same way.

PowerZaps and Zap+ buy you more chances — never the result. The leaderboards stay honest, or none of this is worth climbing.

Never for sale
Volts · hexes · badges
records · walls

That's the whole machine — the games, the maps, the wars, the climb, and the honest price of extra swings. One chapter left: every word we made up, defined.