IF YOU WANT THE MOON
Scarlet Skips Upgrades – Choose the card your run needs
Compare what each card changes, when it can appear and when it helps. There are 13 regular entries here, plus three special game-data entries outside the usual offer.
- Named here
- 16
- On screen
- 3
- Special
- 3

Why does Steam say 10 cards when this list has 16 entries?
Steam's store description advertises 10 upgrade cards. This site separately lists 16 named rows found in the shipping upgrade table: 13 with a regular appear-after-level value and three marked outside that usual progression. A data-table row is not proof that every card appears in a normal three-card offer, or that all 16 are available in the same run. We show the rows so you can identify a card you actually see; use the store count for its advertised pool and the table below for documented names and conditions.
Regular upgrade cards
These rows have a real AppearsAfterLevel in the shipping table. Use this while the level-up screen is open.
| Card | What it does | Each stack | From | Best time | Pair with |
|---|---|---|---|---|---|
Jump Height | Take this when the current jump lacks clearance; relearn the landing after it gets taller. | Visible each pick | From level 1 | Early | Increase Luck · Rocket Shoes |
Increase Luck | Take this early if the rope is already readable. It is a progress pick, not a save. | No published % | From level 5 | Early | Jump Height · Rocket Shoes |
Rocket Shoes | Consider this once a normal jump already clears several loops; on a short hop, fuel may offer little time to use. | Longer hold / no number | From level 3 | Mid | Jump Height · Increase Luck |
Add Rope | Take this when you can already clear the current set. It is a volume card, not a beginner save. | +1 rope | From level 1 | Mid | Reinforce Rope · Jump Height |
Reinforce Rope | Take this when losing a rope would wreck the run. It does not make a bad landing safe. | One shield / no HP number | From level 4 | Early | Add Rope · Ignite Rope |
Rope Speed | Take this late on a score run when airtime is already easy. Skip it while you are still landing every jump. | Faster spin / no % | From level 2 | Late | Jump Height · Rocket Shoes |
Ignite Rope | Take this late on a score run when ropes are shielded. Skip it on a Moon attempt. | More fire / no formula | From level 6 | Late | Reinforce Rope · Add Rope |
Extinguish Rope | Take this only when fire is the actual problem. Skip it if no rope is burning, or if fire is the point of the run. | Puts fire out | From level 7 | Late | Ignite Rope · Reinforce Rope |
Fast Fall | Take this when you already stay up too long and need a cleaner drop. Skip it while you are still learning the landing. | No published number | From level 8 | Late | Jump Height · Charge Jump |
Bounce Tricks | Treat this as a late extra, not a foundation pick. The name is confirmed; the payoff is not. | No published number | From level 9 | Late | Air Tricks · Jump Height |
Air Tricks | Take this only after you already stay up long enough to press again on purpose. Skip it if you still mash to survive. | No published number | From level 10 | Late | Bounce Tricks · Jump Height |
Charge Jump | Take this only after the normal jump is already easy. Skip it if you still cannot land a basic skip. | No published number | From level 11 | Late | Jump Height · Fast Fall |
Super Rocket Shoes | This is the late Super card, not a first Rocket Shoes pick. Ending routes watch for it; they do not explain a formula. | No published number | From level 12 | Late | Rocket Shoes · Jump Height |
Cards outside the regular offer
The shipping table still names these cards, but stores AppearsAfterLevel 9999 — a usual Unreal sentinel for 'not on the regular curve.' Do not plan a run around them.
| Card | What it does | Each stack | From | Best time | Pair with |
|---|---|---|---|---|---|
| Safety BounceSafety Bounce | Do not plan around seeing this on a normal three-card screen; its actual availability remains unconfirmed. | Not in regular offer | Not in regular offer | Any | Reinforce Rope · Add Rope |
| Hold to Slam DownSlam Down | Do not plan around this appearing beside Fast Fall; it is listed separately because of its level marker. | Not in regular offer | Not in regular offer | Any | Fast Fall · Charge Jump |
| Remove Piece of ClothingRemove Clothing | This is a special table row, not a card to hunt on every level-up. Ending media shows costume changes; that still does not make this a published pick rule. | Not in regular offer | Not in regular offer | Any | Super Rocket Shoes · Jump Height |
IF YOU WANT SCORE
Build airtime before score pressure
More ropes, speed and fire pay off after your jumps already generate enough time and levels to control them. Add pressure only after the fuel loop repeats.Open the score guideIF YOU WANT THE WILD SCREEN












