Scarlet Skips Hub
v1.0.1Play a run
Covers v1.0.1
CHARACTER

Scarlet Skips CharacterScarlet

She’s the jumper. We press one button, she skips, and the park gets weirder from there.

Name
Scarlet
Role
Jumper
Controls
One button
Scarlet jumping rope in the sunny park
Every run starts here: Scarlet, a rope, the park.

THE CHARACTER

You play as Scarlet.

Scarlet is the character you control in the runs shown here. The game uses one button—press, hold and release—to time her jump rope. Steam's short story setup asks you to help her get out of a funk and touch grass. The first-run guide covers the timing; the cards change what each run feels like.

Scarlet airborne above a jump rope in the park
Scarlet above the rope in an official gameplay screenshot.

BEFORE YOU BUY

Why does Steam warn about suggestive content?

Yerk Games' Steam description lists suggestive themes, revealing clothing, exaggerated animation of suggestive body parts and general mature content. That warning describes the material the developer says may appear; it is not a hidden gameplay mode or a promise that every scene is suitable for every viewer. Check Steam's current warning and trailer if that matters to your purchase.

ON SCREEN

Scarlet through a run

The screenshots show the first rope, a Rocket Shoes jump and a miss. When you play, watch where the rope meets the ground rather than trying to time the jump from Scarlet's pose alone.

Scarlet skipping rope in the park
In the parkThe opening skip

The rope and the ground crossing are easier to follow here than in a crowded late run.

Scarlet airborne with glowing Rocket Shoes in Scarlet Skips
Rocket ShoesA longer jump

Rocket Shoes can keep Scarlet airborne while the ropes continue below her.

Scarlet missing a skip with the rope tangled around her legs
A missA missed rope

The run ends when the skip fails. This still shows the result, not the exact input that caused it.

HER STORY

The story Steam gives her

The Steam description says Scarlet needs to get out of her funk and touch grass. It introduces a simple setup, then leaves the jump-rope run to the player. The page does not explain more about her background.

Long-form gameplay shows a run leaving the park and reaching the Moon. The ending guide covers one player-reported route without treating its card order as a requirement.

How we get her there

WHAT SHE USES

Ropes and Rocket Shoes

A run starts with one rope. The card list covers extra ropes, protection, fire and Rocket Shoes, with each card's details and availability. The links below are a quick way to recognize what changed on screen; player ending routes look for the later Super Rocket Shoes card.

WHAT SHE CAN DO

Cards that change the jump

The basic input is press, hold and release. At level-up, choose from three offered cards. Jump Height can make an early landing easier; Luck is a progression choice once the pattern feels safe. The beginner guide explains the trade-off. Charge Jump, Fast Fall and Air Tricks are later entries in the game data.

KEEP PLAYING

Keep exploring