Your score in ASTRA is not about how many taps you land — it is about how many you land in a row.
Thirty consecutive taps are worth a large score; the same thirty taps split into three runs of ten are worth
less than a third of it. This page covers the actual formula and where each multiplier applies.
1. The per-tap formula
Points are added on every tap, and the amount is:
points = round( combo × perfect factor × streak multiplier × difficulty multiplier )
perfect factor … 2 for a PERFECT, 1 for a normal HIT
combo … consecutive hits including this one (your first tap has a combo of 1)
The key point is that your combo count is the base value. The first tap is worth 1,
the tenth is worth 10, the fiftieth is worth 50 — so a single late tap can be worth dozens of early ones.
2. Combos grow quadratically
With all multipliers set to 1.0, n consecutive taps total 1+2+3+…+n, which is n×(n+1)÷2.
Because that grows quadratically, hanging on just a little longer changes the score dramatically.
Consecutive hits
Base total
vs. 10 hits
10
55
1.0×
20
210
~3.8×
30
465
~8.5×
50
1,275
~23×
100
5,050
~92×
Which means: stretching one run out beats restarting quickly, every time.
No number of short runs will move your best score.
3. PERFECT doubles that tap
Tapping within 30% of the gate's center scores a PERFECT and doubles the points for that tap
only.
The effect stacks for as long as the combo lives, so a run of pure PERFECTs is worth roughly twice a run of pure
HITs.
But the window is much tighter, and a miss ends the run. At a combo of 5 or 10 a single tap is worth so little
that reaching for PERFECT is rarely worth the risk.
4. Difficulty multiplier
Difficulty
Multiplier
Character
Easy
0.8×
Wide gate, slow spin. Easy to sustain, cheap per tap
Normal
1.0×
The baseline
Hard
1.3×
Narrows and accelerates fast, but every tap is worth more
Neither "survive on Easy" nor "cash in on Hard" is strictly better. Because combos compound,
the difficulty you can sustain longest usually wins — but if you can reach the speed and width floors either
way,
the higher multiplier takes it.
5. Daily streak bonus
Playing on consecutive days raises a multiplier that applies to every run that day.
streak multiplier = 1 + min( streak days, 10 ) × 0.05
Day one is 1.05×, each further day adds 0.05, and it caps at 1.50× on day ten.
Missing a single day resets the streak to 1, and playing multiple times in one day does not advance it.
Days are counted in Japan Standard Time.
The Daily Challenge compares everyone under identical conditions, so
the streak bonus does not apply there (always 1.0×).
6. Worked examples
Total score for a 20-hit run, across difficulty and streak length:
Difficulty
1 day1.05×
5 days1.25×
10 days1.50×
Easy
177
210
252
Normal
221
265
320
Hard
286
343
410
An all-PERFECT run of the same length lands at roughly double:
Difficulty (all PERFECT)
1 day
5 days
10 days
Easy
353
420
504
Normal
442
530
630
Hard
573
685
820
Note: rounding happens on every tap, not at the end.
Multiplying a base total by a multiplier afterwards will not match the real score —
a 20-hit Normal run on a 1-day streak is 221, not 210×1.05 = 220.5.
7. What your score feeds into
Star rarity — your score directly determines how the star looks (details).
Best scores — both an overall best and a per-difficulty best are kept.
Weekly ranking — Daily Challenge scores only; ordinary runs are not submitted.
Achievements — bests of 100 and 320 are achievement conditions (list).