Signal//Lock unlocks new stage mechanics as you progress. Each one teaches a new way to read the radar — vectors, hexes, biological signatures, typewriter echoes, drop classes. Below is the full public roster.
- S01
Basic Signals
The calibration stage. A clean radar, a few signals, no surprises. Lock matched pairs to feel the rhythm of the sweep.
- S02
Armor Vector
Ground-armor intercept. Identify and lock matching tank classes — scout, MBT, artillery, prototype — as they cross your radar.
- S03
Traffic Vector
Civilian traffic mixes with hostile signals. Match traffic-class pairs only — and don't engage the wrong icon.
- S04
Typewriter Signal
A teletype types in transmissions one character at a time. Decode and lock the matching letter before the carriage returns.
- S05
Missile Vector
Vectored signals: each rocket has a heading. Match incoming missile pairs before their trajectories cross your sector.
- S06
Chroma Lock
Forget shape — match by color. Five hues sweep across the radar; only same-hue pairs lock.
- S07
Spectrum Lock
Both axes matter now — shape AND color must agree. The first true combinatorial filter.
- S09
Ring Scan
Concentric ring guides replace the open radar. Letters snap to fixed ring/segment slots — match identical glyphs as the sweep cone illuminates each arc.
- S10
Letter Echo
Signals carry letters. Lock matching letter pairs (A↔A) across the radar before the echo decays.
- S11
Drop Zone
Match same drop-class signals. Red Vipers are decoys — ignore them or pay the points cost.
- S12
Bio Lock
Biological signals with heartbeat signatures. Match same-species pairs while filtering out parasitic infections.
- S13
Hive Scan
A hexagonal grid replaces the open radar. Letters land in cells; lock matching pairs across the comb.
- S14
Triangle Scan
An equilateral triangle tessellation replaces the radar. As the sweep cone passes, scattered triangles flash in colour — lock matching hues across the comb.
- S15
Drakon Echo
Sigil-bound dragons drift across the radar in organic curves, each leaving a hued flight trail. Lock matching pairs by size and colour before the trail fades.
- S16
Signal Worms
Adorable neon worms peek from radar holes — tap matching colours before they slip back underground. A faster, lighter arcade beat inside the SIGNAL//LOCK universe.
- S100
Signal Mosaic
Transient color transmission decoding. A radar sweep briefly reveals encrypted color fragments inside a modular signal mosaic — match identical transmissions before they fade, then reconstruct the intercepted cipher from memory.
Stage design: one dish, nine rule sets
Signal//Lock's stage roster is built around a single constraint: every stage uses the same dish, the same sweep, and the same lock mechanic, but no two stages share more than two rules. The result is that mastering one stage does not automatically mean mastering the next — pattern recognition transfers, but the specific reflexes do not. The roster intentionally rotates between sweep-driven stages (Basic Signals, Color Match) and persistence-driven stages (Vector Overflow), between low and high contact density, and between modifier-heavy and modifier-light stages.
Difficulty curves were tuned against telemetry from early players: each stage has a target completion rate of roughly 55% on first attempt for a player who has cleared the previous stage. Below that, the stage was too punishing; above it, too forgiving. The late stages relax the curve slightly to keep the run from ending on a single unlucky overload.
The nine stages, briefly
Basic Signals
The tutorial stage. Slow sweep, generous decay, paired contacts. Teaches the lock-commit loop without modifier noise.
Color Match
Contacts have colour codes; only same-colour pairs lock. Teaches selective commit.
Missile Vector
Contacts move on linear vectors. Locks resolve at predicted position. Teaches extrapolation.
Traffic Vector
Dense linear approaches with published heading/speed tags. The ATC-flavoured stage.
Bio Lock
Biologic false returns mimic real contacts. Decoys cost a salvo charge. Teaches discrimination.
Vector Overflow
Sweep disabled, persistent vector rendering. Clutter is the difficulty. Teaches restraint.
Parachute Drift
Wind component on contact motion. Locks must account for drift between commit and resolve.
Fever Streak
Sweep accelerates to ~2x; contact density rises. Stress test for the lock loop.
Classified Intercept
Dish flips 180° at irregular intervals. Recall is required. The hardest stage.
Frequently asked
- Are stages unlocked or always available?
- Always available. The stage selector lets you jump to any stage; a full run still requires clearing them in order.
- Are there more stages planned?
- Possibly. The engine supports new modifiers without engine changes. Any new stages would ship to existing players free.
- Can I see my stats per stage?
- Yes — the stage selector shows best score, clear rate, and average saturation per stage if you opt into local stat tracking.