Scarlet Skips is more than just a game about skipping; while the basic gameplay is jumping over a rope, the goal here is to reach the stars, literally. A simple common rope will only leave you off the ground for a second before gravity pulls you back. Here, the game offers more interesting power-ups to help you jump till you reach outer space, but for that to happen, you must utilize all the power-up upgrades you get between your skips. Knowing about them will help you immensely to fulfill the dream of reaching space by skipping.
Here in this guide, I will list out all the power-up upgrades obtainable in the game, and I will point out the card information, what the power does, and how they help you reach far beyond the sky.
All Power-Ups in Scarlet Skips

You will get a new card when the progress bar on the right screen reaches the peak. Here, you will be given three cards to choose the perfect one. Do note, some of them are going to be beneficial, and some will add a tremendous amount of risk for every jump, but at the same time, you will be handsomely rewarded for taking the risk.
| All Power-Ups | Full Details |
| Increase Jump Rope Speed | Short and simple, it raises the speed of the rope jumps. |
| Increase Luck | Luck raises your jump criticals multiplier. Having a running multiplier certainly helps here; a 1x multiplier will offer 10 points, and 3 will result in 30 points. Luck also helps you with Lucky procs, adds jump count, XP boost, and the recorded run credits |
| Reinforce Jump Rope | It adds armor to the rope, protecting you from the instant death from Ignite Jump Ropes. Adding the card will make one of your Ignited jump ropes have a red metal reinforcement coating. It acts as protection from the fire from Ignite Jump Rope. |
| Add Jump Rope | Adds another Jump Rope. Adding a rope also offers an extra HP bar and more points yield. More Ropes = More Points |
| Increase Jump Height | Every skip with the Jump Rope will make your jump higher. You will find yourself several feet up in the air after a single skip through the rope. |
| Ignite Jump Rope | Set a single jump rope on fire. Basically, it acts as a score multiplier; having a single Ignited jump rope adds a 2x multiplier. Adding a 3rd one will set the multiplier at 3x, and it goes on as the number of ignited jump ropes increases. Warning: Ignite Ropes will immediately burn your character despite having a large HP bar. It’s a risk and reward play. |
| Extinguish Jump Rope | Removes the fire from a single Ignited Jump Rope. It more acts like a tactical play, where you don’t want to take the risk of getting burned from an ignited Jump Rope. A safe play to achieve better sustainability. |
| Add Rocket Shoes | Lets you hover over the ground. |
| Upgrade Rocket Fuel | Rocket Fuel lets you hover over the ground for a small amount of time. This doesn’t last long, as you will quickly fall, but at a slower rate. |
| Super Rocket Shoes (Special) | The final card that sets all the jump ropes on fire, triggering the final cutscene. |




