WHAT IT DOES
What changes when you pick it?
The shipping card title is Charge Jump. Scarlet Skips already uses hold-and-release, so this likely changes that hold — but the game does not publish the new window.
- The shipping table names the card Charge Jump.
- It can appear from level 11.
- It does not publish charge time, extra height, or how it shares the hold with Rocket Shoes.
THREE CARDS ON SCREEN
Take it or skip it?
Three cards come up. We keep one. If the pause still feels new, how it actually works is the button, then the pick — and the tips page has the four questions we ask before clicking.
Take it if…
- The normal jump is already easy.
- You can spend cycles learning a new hold without losing the last rope.
- You are not counting on an unpublished height bonus to finish the Moon.
Skip it if…
- You are still learning press, hold and release.
- Fuel already covers the hang you wanted.
- A rope is about to break — take Reinforce.
EACH STACK
How much does one pick add?
| What we can check | What one pick does |
|---|---|
| Game information | The shipping table row ChargeJump uses the title Charge Jump and AppearsAfterLevel 11. |
| Player observations | Not covered by the cited Steam guides. |
| Unknown | Charge time, extra height, whether a full charge is required, and how it mixes with Rocket Shoes. |
One copy already changes the hold. Extra copies are unconfirmed — do not invent a charge-time number.
PAIRS WITH
Which cards work with it?
Do not pair it to fix this
- Do not take Charge Jump to learn the basic skip.
- Do not take it in the same stretch as Fast Fall unless you can name both problems.
AFTER YOU STACK IT
What each extra copy feels like.
The hold probably changes. Spend jumps finding the new release before stacking anything else.
Unknown. Stop if the charge window starts eating landings.
Easy to confuse with a Rocket Shoes hold. Watch the gauge.
USED IN THESE ROUTES

