The lock is the same few minutes for everyone. The rooms are where you go when a few minutes isn’t enough.
Open now.
Pick your door.
Each one is a different kind of locked door. Play alone, or solve it together around one screen: nothing to book, no group to organise, no waiting for anyone. Open a tab and start.
The paid doors run 4 to 6 credits, a few dollars each, and a door once opened stays open.
VAULT
Safecracking by feel
A real safecracker’s technique, in a browser. Turn the dial slowly, feel for the gates, chart them, set the pins.
- Safecracking
- ten minutes
- four units, one dial
DEAD DROP
Found-phone mystery
A journalist has vanished. You have her phone. Read the messages, cross-check the lies, and open the six nested locks she left behind.
- Found-phone investigation
- 30–60 min, one sitting
- 6 nested locks
- email and a password, no card
THE SABLE EXPRESS
Snowbound murder mystery
Winter 1938. A train stopped dead by an avalanche, a courier who won’t be waking up, and seven alibis that can’t all be true. Walk the carriages. Close the case by dawn.
- Question seven witnesses
- 7 carriages, one night
THE NORSE CUBE
Six-faced 3D puzzle box
A carved box on a hearth-lit table. Every face is a lock, every lock feeds the next: drawers, staves, dials, a maze under the wood. Solve all six and it opens.
- Puzzle box
- six faces, six locks
- turn it in your hands
Opening next.
Built, and opening in turn. Credits keep, so a pack bought today opens the next door the day it arrives. Ask to hear first and you get one email, the day it opens.
-
(05)
THE LATE EDITION
Single-page newspaper mystery
March 1942. One galley proof of tonight’s paper, and a spy ring’s sailing notice hidden somewhere in the ink. Take the grease pencil, work the personals, send the wire.
Next · opens 30 Oct -
(06)
HOUSE OF BJǪRN
Seven rooms, one house
A locked house that remembers who walks through it. Seven chambers that feed each other answers; the house only opens when all seven agree.
After that
The lock and two rooms, free.
The rest, a few credits each.
More doors.
Bring a friend, or buy a pack.
Credits are the keys. Earn them by bringing friends, or buy a pack. No subscription, nothing expires: unlock a room once and it’s yours for good.
Today’s lock in LOCKED and VAULT, no account either time. Then DEAD DROP, a full room and not a demo, with a free account.
A friend joins from your link and verifies their email: you get 40 credits, they start with 20. Rooms run 50 to 100 credits, so two friends open either room on sale.
A room is 50 to 100 credits. Packs from US$10 through Stripe: one payment, no subscription. Spare credits keep, and the next room takes them the day it opens.
Prices in US dollars; ten credits are one dollar, and every credit price shows its dollar value. A pack asks for a free account first: the account holds your credits and your unlocked rooms.
Alone at 1 a.m.
Or shouting down a group call.
-
01
Pure deduction
Nothing measures your reaction time. Every room is solvable from what it shows you, if you notice the right thing.
-
02
Any device, no install
Open a tab on a laptop or a phone and the room is already around you. A free account carries your progress between devices, so the room you start on the train is waiting at home.
-
03
One world, one lock
Today’s lock is identical everywhere on Earth. Crack it and you’ve cracked the same code as a stranger in Osaka. Race friends, keep your streak.
-
04
Stuck is part of it
The satisfying part is the moment it clicks. Every room has hints that point without spoiling, and you choose when to open one.
(Your move)
Three doors are
already open.
Today’s lock and VAULT ask for nothing at all. DEAD DROP just wants an email and a password.
or create a free account and open DEAD DROP
(The Signal)
One email when a new room opens. Nothing else, ever.
◆ You’re on the wire. First word goes to you.
No spam, no selling your address, unsubscribe with one click. How we treat your data.
Fair
questions.
Does it cost anything?
Starting is free: today’s lock costs nothing and never will, VAULT is free without an account, and DEAD DROP is free once you have one. The rest cost a few credits each, earned by inviting friends or bought as a pack. Unlock a room once and it’s yours for good.
What does a free account get me?
DEAD DROP, the whole room, free. Your progress and streaks on every device. And your invite link, which quietly earns you 40 credits for each friend who joins and verifies. No card, no subscription, nothing to cancel.
How do credits work?
Credits open the paid rooms, and a room stays open once you’ve spent them on it. Every friend who joins from your invite link and verifies their email is worth 40; a pack starts at $10. The credits themselves never expire, so there’s no rush to spend them: a room in the queue takes them the day it opens.
Why are some rooms not open yet?
They’re built, and they open one at a time, so each one gets a proper last pass before anyone pays for it. The next room carries its date. Ask to hear first and you get a single email the day it opens, nothing before.
Do I need to download anything?
No. Every room runs in an ordinary browser tab, on a laptop or a phone. If you can read this page, you can play.
Solo, or with friends?
Both. Every room can be finished by one person, and they’re just as good with friends huddled around one screen, or sharing that screen over a call. Whoever spots the trick first gets the bragging rights.
Is it hard? Can I fail?
Yes, and yes. The daily lock gives you five tests and no sixth: run out and the lock stays shut until midnight, when the next one is waiting. The rooms are slower and fairer. They reward careful reading and a page of notes, and every one carries hints for when you want a nudge. Nothing here is won in ninety seconds, and nothing is timed against you.
What if I get stuck?
Every room carries its own hint system. You decide when to open it, and it points at what you have missed rather than handing you the answer.
Do I need an account?
Not for today’s lock: LOCKED never asks who you are. A free account is your desk: it opens DEAD DROP, holds your credits and the rooms you’ve unlocked, carries your progress and streaks to any device, and gives you your invite link. Your data stays with us and goes nowhere else; the whole policy fits on one page.
Is there a leaderboard?
Yes: the Records board. Every room keeps its all-time fastest escapes, and the daily lock keeps a fresh board every midnight. Finish a room and you're on it; name your entry or stay anonymous.