
The Ability Ladder at a Glance
IGTAP hands you movement abilities one at a time, and each one reopens the world. You start with a basic jump; everything else is earned through progression. The Steam achievement stats give us a verified unlock order, because each ability has a matching achievement and a global unlock rate:
| Order | Ability | Achievement | Unlock rate |
|---|---|---|---|
| 1 | Wall jump | Wall jumping | 98.6% |
| 2 | Dash | Spintap | 94.7% |
| 3 | Double jump | Jump, but again. | 86.9% |
| 4 | Block polarity swap | Polar increments | 61.5% |
| 5 | Teleporter use | Collapsing the state | 40.8% |
| 6 | Zip movers | Metal in motion | 37.0% |
| 7 | Omni-dash | All angle igtap | 28.5% |
All of these unlocks are tied to progression through the game's upgrade systems; exact unlock costs are unconfirmed because the developer has not published them. One more achievement matters to the ladder: Jump, but again, again. - "Regain the double jump ability." - sits at just 5.8%, which tells us the double jump can be lost and later recovered.

Why the Rates Reveal the Order
Unlock rates from Steam's global achievement stats are a reliable proxy for progression order, since nearly every player who reaches a point in the game earns the corresponding achievement. The wall jump at 98.6% is effectively guaranteed: almost everyone who plays past the opening earns it. The dash at 94.7% and double jump at 86.9% follow quickly, forming the early-game kit.
The big cliff comes after polarity swap. At 61.5%, roughly four out of ten players never swap block polarity; by the time you reach zip movers (37.0%) and omni-dash (28.5%), you are in the minority of players who pushed into the late game. That gradient also explains the achievement's design: each ability is a visible milestone in a game where most of your progress is measured in watts.
Player reviews describe the same curve in experiential terms: "Every single new piece of your kit you unlock, the game becomes more fun and fluid to traverse. Older puzzles unlock new routes, and newer puzzles incorporate your new kits."

Early Game: Wall Jump, Dash, Double Jump
The early trio transforms IGTAP from a basic hop-and-run into a real platformer. The wall jump lets you climb vertical shafts and escape pits; the dash (the "Spintap" achievement) adds horizontal burst that clears spike gaps and fans; the double jump gives you a mid-air correction that forgives mistimed routes.
These three abilities define your first serious course recordings. Before them, your clone paths are limited to simple jumps, which caps how tight a recorded loop can be. After them, you can re-record every completed course with faster lines - and because clones replay your recording endlessly, each improvement is permanent income.
Community players report the early kit already enables shortcuts, such as dash-into-wall-jump chains over spikes in the numbered Vman courses. Speedrunners build on exactly this: the game's premise, as one community video title puts it, is that parkour skill determines how fast you make money.

Mid Game: Polarity Swap, Teleporters, Zip Movers
The mid-game abilities are less about moving your body and more about moving the world. Polar increments unlocks the ability to swap block polarity, letting you change which colored blocks are solid and open routes through previously impassable walls. Collapsing the state marks your first teleporter use, collapsing long backtracks across the facility. Metal in motion activates the zip movers - the blue rails visible in official screenshots - which carry you at speed across hazard-filled stretches.
Each of these unlocks content that was physically present but unreachable earlier. The polarity swap in particular echoes the dash unlock: one reviewer notes you unlock "color switching blocks when you dash," tying the ability directly into movement flow rather than treating it as a menu option.
These three abilities cluster around the 61.5% to 37.0% unlock range, meaning mid-game players are past the point where the game's full map of secrets - including secret upgrades tracked by the "Not all those who wander are lost" and "Definitely not lost" achievements - starts opening up.
End Game: Omni-Dash and the Lost Double Jump
Omni-dash, the "All angle igtap" achievement at 28.5%, is the ladder's final rung and its most controversial one. Player reviews report that taking omni-dash removes your double jump and converts your dash to eight directions - a full replacement of the movement style you spent hours learning. Steam patch notes confirm the developer responded: Hotfix #2 made the "omni-dash" box a toggle between -1 jump with omni-dash, or your previous moveset, and moved the +1 double jump upgrade from the end of the tree to the middle.
The existence of "Jump, but again, again." (regain the double jump, 5.8%) confirms the lost jump is recoverable for those who progress far enough - but with fewer than one in seventeen players earning it, regaining it is an endgame accomplishment in its own right.
Past omni-dash, the remaining progression milestones are content rather than movement: finishing Vman courses 1-5, growing the upgrade tree, buying atoms, and finally "The greatest adventure is what lies ahead" - escape the facility.
Which Abilities Open Which Content
A practical map of the ladder against the game's content, based on achievements and community reports:
- Wall jump and dash - early numbered courses, first secret upgrade spots, faster clone recordings
- Double jump - course shortcuts and correction-friendly routes; community players report a precise double jump at the start of a Vman course reaching an early money spot
- Polarity swap - colored-block puzzle sections and sealed areas
- Teleporters - fast travel across the facility, cutting backtrack on long recording loops
- Zip movers - the blue-rail hazard gauntlets shown in official screenshots
- Omni-dash - late-game platforming, endgame areas, and the path toward escaping the facility
- Full kit - "Reverse Current" (complete every course in reverse order, 1.7%) and the hardest community challenges
Exact course-to-ability requirements are not published, so this mapping reflects what achievements and player reports confirm, not an official table.
Abilities and the Incremental Loop
The ability ladder and the clone economy feed each other. Abilities let you record shorter, richer paths; shorter paths mean each clone completes more loops per minute; more watts buy the upgrades that unlock the next ability. Community let's-plays emphasize both halves - optimizing routes and stacking clone count, speed tiers, and reward multipliers between ability unlocks.
This is also why losing an ability mid-run matters economically. A route recorded with a double jump cannot be replayed identically if your moveset changes, which is one more reason players report re-recording courses after every major unlock or toggle decision.
If you are stuck on a specific rung, the dash page covers Spintap and omni-dash in depth, and the achievements page walks the full 29-achievement list that tracks your progress up the ladder.
