Scarlet Skips Upgrade Cards
Yerk Games' store page states the game ships with 10 upgrade cards. Card names below are transcribed from launch-week playthrough recordings, not from an official list — no complete list has been published. Cards seen in only one recording are marked single-source.
| Card | What it changes | Seen in |
|---|---|---|
| Add a Jump Rope | Puts an extra rope in play. Players in both recordings ended runs with two and then three ropes turning at once. | Two launch-week recordings |
| Increase Jump Height | Scarlet jumps higher, which widens the window before the rope comes back around. | Two launch-week recordings |
| Reinforce Jump Rope | Offered as one of the three choices in the same draw as Add a Jump Rope and Increase Jump Height. On-screen effect not stated in either recording. | Two launch-week recordings |
| Jumper Reinforcement single source | Described on the card as increasing jumper speed. Taking it visibly sped the run up, and faster runs reach the next level-up sooner. | One launch-week recording |
| Jump Rope Speed | Speeds the rope itself up. Both players treated it as the fastest way to farm more upgrade draws, at the cost of a tighter timing window. | Two launch-week recordings |
| Rocket Shoes | Adds a hover to the top of the jump. One recording follows it with a card described as upgraded rocket fuel. | Two launch-week recordings |
| Fire Rope | Sets the rope on fire. The player reads the on-screen score as doubling while it is active; the store page also lists setting the rope on fire as an example upgrade. | Two launch-week recordings plus the Steam store description |
Card list checked:
The three cards that have not been shown
Three of the ten cards were not named on camera in the recordings reviewed. One recording also mentions a diamonds pickup and speculates that card colour signals rarity — neither is stated by the game or by Yerk Games, so both stay off this table until footage confirms them.
How the draw works
Levelling up pauses the run and offers three cards. Both recordings reviewed show the same structure: three options, pick one, back to jumping. Because the store page says the cards stack and combine, the practical question is not which card is best in isolation but which pair you are building toward — the players in both recordings chained rope-speed cards early specifically to reach later draws faster.
If you are still learning the timing, the height cards buy you a wider window and the speed cards take it away. Start with height, add speed once the rhythm is automatic. Our beginner tips page goes through that in order.