◂ signal//lock
dossier

What is Signal//Lock?

A free browser radar puzzle. Watch the sweep, lock the signals, survive the decay.

Signal//Lock is an atmospheric arcade puzzle that lives entirely in your browser. The screen is a slow, green radar sweep. Each rotation surfaces transient signals — packets, biological pings, missile vectors, morse pulses — that bloom for a moment and then fade. Your job is to lock them on before they disappear.

It's deliberately short-form. A run lasts a few minutes. There's no account, no install, no microtransactions — just a radar, your reflexes, and an escalating queue of signal types to learn.

The vibe

Cyberpunk command-deck. Dark CRT scanlines, soft neon green, low rumble. Inspired by the cinematic radar sequences of Hunt for Red October and Crimson Tide, the cassette-tape interface of Alien: Isolation, and the tactile signal puzzles of Keep Talking and Nobody Explodes.

How it differs

  • Plays instantly in any modern browser — desktop, tablet, or phone.
  • Nine distinct stage mechanics, from rocket vectors to letter echoes to bio-locks.
  • Combo system rewards rapid streaks: trail streaks at low combo, salvo strikes (screen shake + shockwave) at 3+.
  • No paywalls, no logins, no ads. The whole game is free.

Who it's for

Players who like minimalist arcade games, ambient puzzle experiences, or anyone looking for a quick focused break that isn't another match-three. If Geometry Wars, Audiosurf, or Tetris Effectfit your palette, Signal//Lock will too.

▒ mobile build · pre-register

A native mobile version is in the queue. Drop your email and we'll ping you the day it ships — no spam, no marketing, one message.

Who built Signal//Lock

Signal//Lock is an independent project built by a small team with backgrounds in arcade-era game design, signal processing, and web engineering. The game ships as a single-page web app on a custom domain, with no publisher, no marketing budget, and no monetisation. Funding came from the developers' own pockets; ongoing hosting costs are paid the same way.

The decision to keep the game free and unmonetised was deliberate. Browser games occupy a fragile niche — most attempts at monetisation (interstitial ads, paid stage unlocks, login walls) damage the loop the game is built around. Signal//Lock's loop depends on fast, frictionless access; a single ad break between runs would break the pacing more than it would generate revenue.

Design principles

Three principles guided every decision in the game. Information arrives in waves — no continuous state readout; everything respects the sweep. Doing nothing is never neutral — there is no safe idle; decay and saturation always move against the player. The dish is the playfield — there is no minimap, no inventory, no menu during play; everything happens on the radar.

What's next

Active areas of development: additional stage modifiers (the engine supports new modes without core changes), expanded accessibility (more keyboard layouts, screen-reader support for the saturation curve), and a possible local-leaderboard layer that doesn't require an account. Anything that would compromise the loop — energy systems, paid unlocks, social pressure features — is explicitly off the roadmap.

▒ ready to lock on?
▸ play signal//lock free

no install · plays in any browser