◂ signal//lock
sonar · audio · browser

A Sonar Game Where the Sound Is the Game

Most sonar games are submarine sims with a ping noise glued on. Signal//Lock makes the ping load-bearing — a positional tone for every contact, a lock-on chirp for every match, a low orbital hum that tells you when the dish is overloading.

Open the page, plug in headphones, and the sweep starts. Contacts ping when the line passes over them; matched pairs answer with a different chord. Miss too many and the hum rises until the dish overloads. The visual radar is real, but you can play long stretches on audio alone.

Signal//Lock sonar gameplay — green sweep on a CRT dish with audible contact pings
Live gameplay · sweep, ping, lock

What makes it a sonar game

  • Positional pings. Each contact's tone is panned and pitched by its position on the dish. You learn where things are without looking straight at them.
  • Sweep-gated information. Like real sonar, you only get a return when the line passes the contact. Between sweeps, you're guessing.
  • A saturation drone. The longer you let signals decay, the louder the orbital hum gets. Audio is the warning system.
  • Lock-on chirps. A correct match plays a two-tone uplink ping. Wrong-order penalties play a deeper, slower tone — you hear your mistakes.

Headphones strongly recommended

Laptop speakers work, but most of the audio design lives in stereo width and low-end body. On phone speakers you'll lose the saturation drone and the positional cues. Anything with a real left and right channel restores the full game.

Free, no signup, browser-only

Nothing to download, no account to create, no ads between rounds. Open the tab, the dish loads, the sweep starts. A run takes two to five minutes; nine stages keep the rule set rotating.

Start a run

Open the radar — straight into a stage. Or read the full mechanics guide for what every overlay means.

Related pages

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

no install · plays in any browser