◂ signal//lock
atc-style · radar · browser

An Air Traffic Control Game That Lives Inside the Radar

Not a full simulator with vectoring and ILS approaches — a tight ATC-flavored arcade where you read a sweeping radar, identify matched contacts, and clear them before saturation overloads the dish.

If you came here looking for a deep ATC simulator with handoffs, departures, and stack management, Signal//Lock is not that. Those games take real time to learn. Signal//Lock keeps the part most people actually wanted from ATC games — reading a radar under pressure — and strips the rest. The result plays in five minutes and demands the same kind of attention.

Signal//Lock radar — sweeping CRT scope with contacts, saturation ring, and a matched-pair lock target
The scope · sweep, contacts, saturation ring

What it shares with ATC games

  • A sweeping radar dish. Contacts are only visible as the sweep line passes over them. You learn to plan ahead.
  • Saturation as the loss condition. Real ATC loses control when the screen gets too dense. Signal//Lock has the same meter, made explicit.
  • Audio cues that mean something. Lock-on beeps, alert tones, low-hum ambient. You can play partly by ear.
  • Stage modifiers. Wind drift on parachute stages, vector overflow that saturates the screen, classified intercepts that flip the radar — the same kind of "the rules just changed" pressure ATC controllers know.

What it deliberately leaves out

  • No flight plans, no clearances, no callsigns to type.
  • No multi-screen sectors. The whole game fits one round dish.
  • No accumulating career or campaign. Each run starts clean.

Who it's for

Players who like the feel of an ATC scope — the sweep, the density, the moment a screen tips from "manageable" into "behind" — but want a five-minute arcade run instead of a forty-minute shift. If you've spent time with the more serious ATC simulators and want something to keep your reading speed sharp between sessions, this is built for that.

How a round goes

  1. The sweep rotates. Contacts appear as the line touches their bearing.
  2. You identify matched pairs and lock them before they decay.
  3. Each unlocked contact pushes the saturation meter up.
  4. Hit 100% saturation and the dish overloads — life lost. Three lives per run.
  5. Survive enough stages and the rule set rotates: vector overflow, fever streaks, parachute drift, classified recall.

Open the radar

Start a run now — no install, no account. Or read the full mechanics guide if you want every overlay explained first.

More to read

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