The mechanic the loop is built on
Everything below follows from one line in a player’s guide: rocket boots reset their fuel after you get an upgrade. If that is right, fuel stops being a budget you spend and becomes a resource that tops itself up mid-flight for as long as upgrades keep arriving.
- Height + luckmore rope loops per jump
- More loopsmore upgrades offered mid-air
- Each upgraderefills the rocket fuel gauge
- Full gaugemore airtime — back to the top
Five steps to a run that never lands
This restates the five numbered steps from a published high-score route. Step 2 is the gate — nothing after it works until you are getting more than one upgrade inside a single jump. Each step is badged with how many independent sources support it.
Grind jump height and luck first, keep 2–4 ropes
Single sourcePlay normally, but put every early upgrade into jump height and luck. Resist adding ropes — a small reinforced set is easier to keep alive while you build the two stats that matter. Take rocket boots when offered, but the guide notes they do very little this early.
Source: Steam guide — "Strategy to Get a High Score" by TheWeirdNoobWait for multiple upgrades inside a single jump
Single sourceOnce jump height is high enough to clear roughly a dozen rope loops per jump, and luck is high enough that upgrades drop often, you start receiving more than one upgrade before landing. This is the threshold the whole loop depends on — until it happens, nothing below works.
Source: Steam guide — "Strategy to Get a High Score" by TheWeirdNoobHold the button the whole way up
Single sourceThe guide reports rocket fuel refills on every upgrade received. So once step 2 is happening, holding to burn fuel stops being a spend — each upgrade tops the gauge back up mid-flight, buying more airtime, which buys more loops, which buys more upgrades.
Source: Steam guide — "Strategy to Get a High Score" by TheWeirdNoobNow buy rope speed and rope count
Single sourceWith upgrades arriving in bulk, ropes stop being fragile: anything you break gets replaced by the next wave. This is the point the guide starts spending on speed and quantity, which raise loops per second and therefore upgrades per second.
Source: Steam guide — "Strategy to Get a High Score" by TheWeirdNoobConvert into fire ropes and stop coming down
Single sourceThe guide reports that with enough rocket-boot investment the gauge refills faster than it drains and Scarlet stops descending, after which the run is about score density rather than survival. Two players have posted runs of a character staying airborne, which shows the outcome — neither shows the numbers behind it.
Source: Steam guide — "Strategy to Get a High Score" by TheWeirdNoob · YouTube — "Scarlet Skips to Space" by Asha The Crocodile · YouTube — "Scarlet Skips - Infinite height speedrun in 20:34" by Dracibatic
Every source used across the five steps:
Source: Steam guide — "Strategy to Get a High Score" by TheWeirdNoob · YouTube — "Scarlet Skips to Space" by Asha The Crocodile · YouTube — "Scarlet Skips - Infinite height speedrun in 20:34" by DracibaticTwo players doing it
One arrived at the loop and described it in their own words; the other ran it deliberately against a clock. Both are worth watching before you attempt it — the airborne half of the run looks nothing like normal play.
The opposite run: 100% in ten seconds
Steam lists 1 achievement for Scarlet Skips. You do not earn it by skipping well.
“Off to a Great Start”
Single sourceStart a run and then deliberately do not jump. Let the first rope hit Scarlet’s feet so she trips and falls. The achievement fires on that first failed skip — and since it is the only one in the game, that also 100%s Scarlet Skips in about ten seconds.
The guide documenting this is written as a joke, at length. The method it describes is nonetheless the real one and it matches the achievement’s name, but we have not seen a second source confirm it.
Source: Steam guide — "How to get the 'Off To A Great Start' badge" by punchesfruitThe name and the count of 1 come from the Steam API (data.achievements), not from the guide.Frequently asked questions
Is infinite height actually infinite?
Not in the runs we could find. One guide reports its run ending when the game crashed at roughly 200,000 points, and the longest posted run we found is 20 minutes 34 seconds. The game is two days old, so treat both as early data points rather than limits.
Do I need a lot of jump ropes?
Not early, according to the one published route we found. It deliberately stays at two to four ropes and reinforces them, because extra ropes break faster than you can replace them until upgrades start arriving in bulk. Rope count becomes worth buying only after step 4.
What is the single most important upgrade?
On that route, luck, closely followed by jump height. Rocket boots are what you fly on, but luck is what refills them — without a high upgrade rate the fuel gauge simply empties and you come down.
Does this work after the first patch?
Unknown. Scarlet Skips released on 3 September 2026 and, as of our last check of its Steam announcements on 4 September, the developer had posted none — so nothing here has been re-verified against an update. The sources are dated on this page and we will re-check when a changelog appears.