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Games » Clockwork Vaults

Clockwork Vaults

By Leetdom · 2026

Play:

Touch: Tap the on-screen arrows (hold to keep walking), swipe or drag on the vault, or tap the tile next to the automaton to step there. Wait lets the machines move once, Undo steps back, and tapping any other tile explains what it does. · Keyboard: Arrow keys or WASD to step, Space or . to wait, Z, U or Backspace to undo, R to restart, Enter for the next vault, P or Esc to pause, M to mute. The mouse can click the on-screen controls and tiles too.

About:

A tile-by-tile vault puzzle, made in-house for Leetdom, in the spirit of the 2000s Flash classics. You guide a brass wind-up automaton through compact clockwork vaults. Every cog has to be collected before the socket gate opens, and only then can you step into the hatch. Coloured keys open doors of their colour and are spent, crates can be shoved around or sunk into coolant to make a plank, furnace grates burn, frost glaze sends you gliding until something stops you, and drive belts carry you the way they point, unless you have picked up Floats, Heat soles, Crampons or Magnet soles. Lever plates flip every shutter in the vault, and later vaults add pendulums that swing back and forth and crawlers that hug the wall on their left. The game is turn-based: the machines move exactly once every time you move or wait, so every rule is completely predictable. Undo is unlimited, even after you are caught, and faint rings show where each machine will step next. There are twenty hand-built vaults across four wings, from the Brass Antechamber to the Master Vault. Each one has a par, the proven fewest moves, found by a breadth-first solver, and matching it earns three stars. Tap any tile to find out what it does. Everything in it, the riveted art and the music-box sounds alike, is drawn and synthesised in code, with no image or audio files at all.

Credits:

Made by Leetdom, 2026. Written for Leetdom, and it lives here.

Phone check: 2026-10-03 — Chromium (playwright-core, flock-serialized) on the Pi. Phone portrait 390x844 with real touch: title -> how-to-play -> vault 1, d-pad tap and a real board swipe each move one tile, Undo/Restart buttons, far-tile tap inspects without moving, vault 1 solved in par by touch -> win overlay -> one-tap Next, hidden tab pauses, progress survives a reload. Debug pass: walking into coolant drowns -> death overlay -> one-tap Undo revives; Pendulum Hall solved in-browser with waits. Phone landscape 844x390 touch, desktop 1280x800 keyboard+mouse (arrow/Z/Enter/Esc, vault grid, live resize) and blocked localStorage all pass with zero console/page errors and zero off-host requests. test.js re-proves the par of all 20 vaults with the BFS solver and replays each proven path (250 checks). Offline audio render of 30 s of solver-driven play: mix peak -9.4 dBFS, >6 kHz at -23 dB relative, no noise floor; music bus lowered from 0.11 to 0.075 so it sits 13.0 dB (gated RMS) under the effects (was 10.4). All art and audio synthesised in code; no asset files, no external requests. Independent QA 3 Oct 2026 (pi-fleet): re-played phone portrait/landscape touch, desktop keyboard+mouse, blocked storage, hidden-tab pause and live Full screen with zero errors and zero off-host requests; fixed Undo after restarting from a death (it landed in a dead state with no overlay) and made the vault intro card tap-to-dismiss where it covers the board; audio re-measured unchanged (mix peak -9.4 dBFS, worst-case stack -2.5 dBFS through the limiter, music 14.6 dB under the effects by gated RMS).

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