Variable should have a value but if i start the game, the value resets to 0

The error may be simple, but I’m bad at coding. I’m making an upgrade system for my game. The problem is, that the cost of the upgrade is set in the code to 400 but if i start the game, it changes to zero. How do I fix the cost? Btw sorry for the long code

//upgrade count text
public Text HealthUpgradeText;
public Text DamageUpgradeText;
public Text CritChanceUpgradeText;
public Text CritMultiplierUpgradeText;

//Cost text
public Text HealthUpgradeCostText;
public Text DamageUpgradeCostText;
public Text CritChanceUpgradeCostText;
public Text CritMultiplierUpgradeCostText;


//How much
private float HealthUpgradeValue = 5f;
private float DamageUpgradeValue = 1f;
private float CritChanceUpgradeValue = 0.5f;
private float CritMultiplierUpgradeValue = 1f;


//How much upgraded
private int HealthUpgradeCount;
private int DamageUpgradeCount;
private int CritChanceUpgradeCount;
private int CritMultiplierUpgradeCount;

//Maximal Upgrades
private const int HealthUpgradeMax = 100;
private const int DamageUpgradeMax = 100;
private const int CritChanceUpgradeMax = 50;
private const int CritMultiplierUpgradeMax = 100;

//How much which upgrade cost
private float HealthUpgradeCost = 300f;
private float DamageUpgradeCost = 300f;
private float CritChanceUpgradeCost = 300f;
private float CritMultiplierUpgradeCost = 300f;

private void Awake()
{
    //Playerstats
    _playerStats = FindObjectOfType<PlayerStats>().GetComponent<PlayerStats>();
    AllMoneyText1 = FindObjectOfType<AllMoneyText1>().GetComponent<AllMoneyText1>();
    
    //Load the upgrade count
    HealthUpgradeCount = PlayerPrefs.GetInt("HealthUpgradeCount", 0);
    DamageUpgradeCount = PlayerPrefs.GetInt("DamageUpgradeCount", 0);
    CritChanceUpgradeCount = PlayerPrefs.GetInt("CritChanceUpgradeCount", 0);
    CritMultiplierUpgradeCount = PlayerPrefs.GetInt("CritMultiplierUpgradeCount", 0);
    
    //Load costs
    HealthUpgradeCost = PlayerPrefs.GetFloat("HealthUpgradeCost", 300f);
    DamageUpgradeCost = PlayerPrefs.GetFloat("DamageUpgradeCost", 300f);
    CritChanceUpgradeCost = PlayerPrefs.GetFloat("CritChanceUpgradeCost", 300f);
    CritMultiplierUpgradeCost = PlayerPrefs.GetFloat("CritMultiplierUpgradeCost", 300f);
    
    //Load the Texts
    HealthUpgradeText.text = HealthUpgradeCount + "/" + HealthUpgradeMax;
    HealthUpgradeCostText.text = HealthUpgradeCost + "$";
    DamageUpgradeText.text = DamageUpgradeCount + "/" + DamageUpgradeMax;
    DamageUpgradeCostText.text = DamageUpgradeCost + "$";
    CritChanceUpgradeText.text = CritChanceUpgradeCount + "/" + CritChanceUpgradeMax;
    CritChanceUpgradeCostText.text = CritChanceUpgradeCost + "$";
    CritMultiplierUpgradeText.text = CritMultiplierUpgradeCount + "/" + CritMultiplierUpgradeMax;
    CritMultiplierUpgradeCostText.text = CritMultiplierUpgradeCost + "$";
}

private void Update()
{
    
}

public void UpgradeHealth()
{
    //Get the saved values
    HealthUpgradeCount = PlayerPrefs.GetInt("HealthUpgradeCount");
    HealthUpgradeCost = PlayerPrefs.GetFloat("HealthUpgradeCost");
    //Check if money too low or max upgrade count reached
    if (_playerStats.AllMoney < HealthUpgradeCost || HealthUpgradeMax <= HealthUpgradeCount)
        return;
    //Increase stats
    _playerStats.playerHp += HealthUpgradeValue;
    _playerStats.MaxPlayerHp += HealthUpgradeValue;
    //Subtract money
    _playerStats.AllMoney -= HealthUpgradeCost;
    //Increase cost and count
    HealthUpgradeCost += 50;
    HealthUpgradeCount++;
    
    Debug.Log(HealthUpgradeCost);
    //Change text
    AllMoneyText1.moneyText.text = _playerStats.AllMoney + "$";
    HealthUpgradeText.text = HealthUpgradeCount + "/" + HealthUpgradeMax;
    HealthUpgradeCostText.text = HealthUpgradeCost + "$";
    //Save new values
    PlayerPrefs.SetFloat("HealthUpgradeCost", HealthUpgradeCost);
    PlayerPrefs.SetInt("HealthUpgradeCount", HealthUpgradeCount);
    PlayerPrefs.SetFloat("AllMoney", _playerStats.AllMoney);
}
public void UpgradeDamage()
{
    //Get the saved values
    DamageUpgradeCount = PlayerPrefs.GetInt("DamageUpgradeCount");
    DamageUpgradeCost = PlayerPrefs.GetFloat("DamageUpgradeCost");
    //Check if money too low or max upgrade count reached
    if (_playerStats.AllMoney < DamageUpgradeCost || DamageUpgradeMax <= DamageUpgradeCount)
        return;
    //Increase stats
    _playerStats.playerDmg += DamageUpgradeValue;
    //Subtract money
    _playerStats.AllMoney -= DamageUpgradeCost;
    //Increase cost and count
    DamageUpgradeCost += 50;
    DamageUpgradeCount++;
    //Change text
    AllMoneyText1.moneyText.text = _playerStats.AllMoney + "$";
    DamageUpgradeText.text = DamageUpgradeCount + "/" + DamageUpgradeMax;
    DamageUpgradeCostText.text = DamageUpgradeCost + "$";
    //Save new values
    PlayerPrefs.SetFloat("DamageUpgradeCost", DamageUpgradeCost);
    PlayerPrefs.SetInt("DamageUpgradeCount", DamageUpgradeCount);
    PlayerPrefs.SetFloat("AllMoney", _playerStats.AllMoney);
}
public void UpgradeCritChance()
{
    //Get the saved values
    CritChanceUpgradeCount = PlayerPrefs.GetInt("CritChanceUpgradeCount");
    CritChanceUpgradeCost = PlayerPrefs.GetFloat("CritChanceUpgradeCost");
    //Check if money too low or max upgrade count reached
    if (_playerStats.AllMoney < CritChanceUpgradeCost || CritChanceUpgradeMax <= CritChanceUpgradeCount)
        return;
    //Increase stats
    _playerStats.critChance += CritChanceUpgradeValue;
    //Subtract money
    _playerStats.AllMoney -= CritChanceUpgradeCost;
    //Increase cost and count
    CritChanceUpgradeCost += 50;
    CritChanceUpgradeCount++;
    //Change text
    AllMoneyText1.moneyText.text = _playerStats.AllMoney + "$";
    CritChanceUpgradeText.text = CritChanceUpgradeCount + "/" + CritChanceUpgradeMax;
    CritChanceUpgradeCostText.text = CritChanceUpgradeCost + "$";
    //Save new values
    PlayerPrefs.SetFloat("CritChanceUpgradeCost", CritChanceUpgradeCost);
    PlayerPrefs.SetInt("CritChanceUpgradeCount", CritChanceUpgradeCount);
    PlayerPrefs.SetFloat("AllMoney", _playerStats.AllMoney);
}
public void UpgradeCritMultiplier()
{
    //Get the saved values
    CritMultiplierUpgradeCount = PlayerPrefs.GetInt("CritMultiplierUpgradeCount");
    CritMultiplierUpgradeCost = PlayerPrefs.GetFloat("CritMultiplierUpgradeCost");
    //Check if money too low or max upgrade count reached
    if (_playerStats.AllMoney < CritMultiplierUpgradeCost || CritMultiplierUpgradeMax <= CritMultiplierUpgradeCount)
        return;
    //Increase stats
    _playerStats.critDmgMultiplier += CritMultiplierUpgradeValue;
    //Subtract money
    _playerStats.AllMoney -= CritMultiplierUpgradeCost;
    //Increase cost and count
    CritMultiplierUpgradeCost += 50;
    CritMultiplierUpgradeCount++;
    //Change text
    AllMoneyText1.moneyText.text = _playerStats.AllMoney + "$";
    CritMultiplierUpgradeText.text = CritMultiplierUpgradeCount + "/" + CritMultiplierUpgradeMax;
    CritMultiplierUpgradeCostText.text = CritMultiplierUpgradeCost + "$";
    //Save new values
    PlayerPrefs.SetFloat("CritMultiplierUpgradeCost", CritMultiplierUpgradeCost);
    PlayerPrefs.SetInt("CritMultiplierUpgradeCount", CritMultiplierUpgradeCount);
    PlayerPrefs.SetFloat("AllMoney", _playerStats.AllMoney);
    
}

}

You do not run PlayerPref.Save() to save values you set
and even you load in awake with default value then in every function you overwrite the variable and load as first without default value which will cause it to be 0

HealthUpgradeCost = PlayerPrefs.GetFloat("HealthUpgradeCost");

But another important point to quote

" Answer by Commoble · Mar 13, 2017 at 01:25 AM

Playerprefs is meant for saving player preferences; you wouldn’t want to use it to save high scores and progress data, because it’s not difficult for players to edit the playerprefs data.

There’s a couple of ways to save data safely, and this official unity tutorial video goes over one of them, using C#'s BinaryFormatter.
"