Do abilities replace combat stats?
There is no combat loadout. Powers open traversal and puzzles only.
WheelMates abilities: rope-swing, magnetic wheels, magnet grabs, jump boosters — plus when to revisit Kitchen and Garage after each unlock. Verified Sep 2026.
Grapple, magnets, and power-ups.
~6 min read
WheelMates abilities are the gadgets that turn the house lab into a Metroidvania: rope-swing / winch, magnetic wheels, magnet grabs, jump boosters, and other power-ups unlocked as you explore. No combat stats—only traversal and puzzles. By Firevolt · September 1, 2026. Verified September 2, 2026 · Steam.
| Ability (Steam / alias) | Status | Public use |
|---|---|---|
| Grapple (rope-swing / winch / swing rope) | Verified | Swing across gaps; reach high anchors |
| Magnet Wheels (magnetic wheels) | Verified | Drive on magnetic / vertical surfaces |
| Magnetic Grabber (magnet grabs) | Verified | Move or interact with metal objects at range |
| Phase Shifter | Verified (Steam) | Late traversal gate — prefer live UI string |
| Paintgun (paint gun) | Verified (Steam) | Late toolkit — DayOne alias: paint gun |
| Jump boosters | Verified (media) | Extend jumps over gaps and shelves |
Official feature copy promises a variety of powers and many paths to explore: as you progress, hidden rooms open and previously discovered areas gain new routes. That is the whole progression model—there is no weapon ladder or RPG loadout behind it.
WheelMates has no enemy DPS sheet. Difficulty is spacing, timing with your partner, and whether you own the gadget a wall expects. If a route looks impossible, ask which verified power you still lack before you assume a bug.
A magnet wall does not remove the second player. Many gated rooms still need one car bracing while the other climbs. Read powers together with the co-op guide callouts.
Main path sits near 6 hours; full exploration nearer 8. The gap is mostly ability revisits, secrets, and collectibles—not a New Game Plus combat tier.
Rope-swing is the clearest public example of a traversal key, so start there when a gap keeps eating your jumps.
Steam’s ability achievement names this tool Grapple (“Obtain the Grapple ability”). Marketing and older copy also say rope-swing / winch / swing rope—same family. Prefer the live pause-menu string if it differs. Functionally, you attach, swing, and cross space that normal jumps cannot clear.

| Use rope-swing when | Do not assume |
|---|---|
| A gap is wider than a boosted jump | That every ceiling pipe is an anchor |
| A high ledge has an obvious hook point | Solo rope clears co-op switch puzzles |
| You bounced off the same shelf twice | Demo hook placement matches launch 1:1 |
The skill is not only latching—it is releasing with momentum toward the landing. Take one safe Kitchen or Garage swing before you attempt a death drop above a story trigger.
While one rover swings, the other may need to hold a moving platform or keep a magnet object steady. Call "latched" and "releasing" so the brace player does not drop early.
When the wall itself is the road, magnetic wheels take over from ropes.
Magnetic wheels let you adhere to and drive on magnetic surfaces—often vertical—opening routes that look like decoration until the unlock. Magnet grabs manipulate metal objects from a distance for puzzles and pathing.

| Tool | Verified role | Revisit hint |
|---|---|---|
| Magnetic wheels | Drive on magnetic / vertical surfaces | Re-check metal walls you already photographed with your eyes |
| Magnet grabs | Move or pull metal objects at range | Look for loose panels, bridges, or blocked vents |
Wheels change where your car can stand. Grabs change what the room can do. A beginner mistake is unlocking grabs and only hunting new walls—or unlocking wheels and ignoring movable props.
Public materials call Garage a large open space with magnets, ropes, and secrets. After either magnet tool, schedule a Garage re-sweep even if story wants to pull you forward.
For pure airtime problems, jump boosters are the simpler key.
Jump boosters extend aerial reach—clearing gaps, shelves, and short climbs that punished stock suspension. They are verified in media and promo materials alongside the magnet and rope toolkit.
A booster is not a license to ignore angles. Approach with a clean drive line, boost at the lip, and land with room to brake. Online partners should call "boosting" so nobody rolls into your landing pad.
Some rooms want a boosted jump onto a magnetic wall, or a boost to reach a rope anchor. When two powers interact, unlock order matters—note which gadget you lacked the first time you saw the room.
The revisit section turns those notes into a habit.
Matched by build plan, shared topics, and guide progression — not random related links.
After every verified unlock, run a short revisit before a long story push. That single rule explains most of the extra ~2 hours between story and full explore estimates.
| Just unlocked | First revisit target | Next guide |
|---|---|---|
| Grapple (rope-swing) | Gaps you bounced off in Kitchen | Kitchen |
| Magnet Wheels | Vertical metal in Garage sightlines | Garage |
| Magnetic Grabber | Blocked vents / loose metal props | Hidden rooms |
| Phase Shifter / Paintgun | Pinned late soft gates house-wide | Hidden rooms |
| Jump boosters | Shelf jumps near the last checkpoint | Walkthrough |
Journal fragments, Nodes, Scannable Objects, Memory Cards, and cosmetic parts often sit behind the same gates as secrets. Pair this page with collectibles when you start mop-up.
Steam already names five ability unlocks (Grapple through Paintgun) plus jump-booster media. Anything beyond those live strings stays unverified until your pause menu names it.
Steam feature copy still promises "many more" powers beyond the early rope/magnet examples, while ability achievements already name Phase Shifter and Paintgun. This site will not invent a fake complete list, cooldown sheet, or rarity tier.
| Claim | Status | How we handle it |
|---|---|---|
| Grapple / rope-swing | Verified (Steam) | Documented above |
| Magnet Wheels / magnetic wheels | Verified (Steam) | Documented above |
| Magnetic Grabber / magnet grabs | Verified (Steam) | Documented above |
| Phase Shifter · Paintgun | Verified (Steam) | Documented above |
| Jump boosters | Verified (media) | Documented above |
| Still-unnamed gadgets | Unverified | Add when live UI / patch notes name them |
| Combat stats on powers | Not supported | Do not expect DPS upgrades |
YouTube subtitles mis-hear gadget names constantly. If a video says one thing and the pause menu says another, the pause menu wins. Update your duo's note with the verified string.
The Supporter Pack adds models, paints, antennas, and horns—appearance only. It does not replace rope-swing or magnets.
When you are ready to spend powers on secrets, jump to hidden rooms; FAQ covers the database-style questions next.
There is no combat loadout. Powers open traversal and puzzles only.
Yes. New powers are designed to reopen earlier rooms, hidden paths, and collectibles.
Steam ability achievements: Grapple, Magnetic Grabber, Magnet Wheels, Phase Shifter, Paintgun. Media also covers jump boosters; aliases include rope-swing / paint gun.
Start in Kitchen, then Garage. Secrets route: hidden rooms.
Within a normal story clear (~Story ~6h); full gadget-gated mop-up leans toward the explore estimate.
Matched by build plan, shared topics, and guide progression — not random related links.