A lockpicking simulator that does not roll dice. Pin tumbler locks, simulated rather than scored: no hidden success chance, no progress bar. A pin sets because you held the pick still inside a window a fraction of a millimetre wide, long enough to catch.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“There are still a lot of locks to be planned to implemented, like disc detainers and others. Game is in continous development, and i'm working on more realistic and physically correct representation of the lockpicking. I'm really seek in the feedback to make the game polished.”

Approximately how long will this game be in Early Access?

“The current expectation is to finish the game until the EOY - to implement more basic locks, several king of lockpicks and, of course, more robust phisical engine. That would be the most complete list of features. ”

How is the full version planned to differ from the Early Access version?

“Currently all functionality in About it available.”

What is the current state of the Early Access version?

“Fully operational ”

Will the game be priced differently during and after Early Access?

“No, the price will be the same”

How are you planning on involving the Community in your development process?

“Happy to hear any feedback and suggestion to improve and polish the game, you can reach me out via Discord(https://discord.com/invite/eEEWHPyEVp) or raise the discussion at https://github.com/zzzteph/lockpick.fun”
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About This Game

A lockpicking simulator that does not roll dice.

You know the minigame. Stop the bar, wiggle the stick, pass a roll you never see. This is not that.

Here the lock is real - a cutaway cylinder with springs, drivers, and one line where the plug meets the shell, simulated 120 times a second. A pin sets because you held it still in a window a fraction of a millimetre wide. When a spool shoves your pick back out, that is a wedge sliding on a bevel - worked out, not faked. Nothing in this game pretends.

Listen to what the lock is telling you

Hold the wrench. Push each pin and read the answer: the free ones ride up easy, the bound one refuses. Lift it, hold it still - click. The plug turns a hair. Now the lock leans on another pin, and lies about it.

And the locks do lie. A spool catches halfway and the plug swings most of the way round - it feels exactly like an open, and it is not one. Serrated pins lie four times on the way up. Mushrooms punish a heavy hand harder than anything else in the game. Push too hard anyway and your pick bends, then snaps.

Twenty-two locks across four tiers. The last ones will make you sweat.

Break out of the labyrinth

Then take your picks somewhere they matter. A prison, dealt fresh every run: a maze of corridors braided around twenty kinds of room - chapel, forge, library, treasury. Every door and every chest is a lock from the same simulation, some of them wheel padlocks with false gates lying under your fingers. Picking takes real seconds, and the guards keep walking while you kneel.

A warden carries the keys and locks doors behind itself. A sentry sees ten cells down a straight corridor. A listener is blind - it hears your footsteps through the walls. Snap a pick and everything with ears comes looking.

Nobody fights here. Two picks, a lamp, and a locked gate on the far wall. Caught is caught. Score is the clock.

Pick blind

Four difficulty levels never touch the physics - they only take away what you see, down to nothing: no cutaway, no meters, just the lock's face and what you can hear. Blind pays: the same open is a C on Easy and an S on Hard.

The first time you open a lock you cannot see into, on sound and feel alone, you will know why this game exists.

What is in the box

  • Eight driver profiles - spools, serrations, mushrooms and worse. Every lie falls out of the shapes; none of it is scripted.

  • The labyrinth - a stealth prison break where every door is a pickable lock and the guards do not pause while you kneel.

  • Lock streak - how much locks you can unlock in 5 minutes?

  • A lock editor, one chamber to sixteen, with share codes short enough to read down a phone - a mistyped code fails instead of decoding into the wrong lock.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Most of the arts and physics were generated.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: 10
    • Memory: 1024 MB RAM
    Recommended:
    • Requires a 64-bit processor and operating system
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