
The Vault
The Vault is a puzzle game about protecting treasures nobody can look at.
Thieves and forgers creep in at night. You can't open the rooms to check on the relics, but you can hire guards: weighers and sealers who each watch a few rooms and ring a charm when something is off. Place them well and every raid gives itself away. Place them badly and a crew slips through unseen.
- 20 handmade vaults, from a single room to a ring that wraps around
- Watch each night play out, and see exactly how a crew got in
- Hints that point the way without giving the answer
- Plays in your browser on phone, tablet or desktop
In development. This is an early build, and I'm adding vaults and polish as I go. Your comments shape what comes next: tell me where you got stuck, what clicked, and what you'd like to see.
Play data. The game asks once whether you'd like to share anonymous play data: what you tap, how long each vault takes, and where you get stuck. Nothing is recorded unless you say yes. It holds no name, email, or location, and Settings can turn it off or delete what you've shared.
Credits: art by Kay Lousberg (KayKit) and Kenney; icons by Lorc and Delapouite from game-icons.net (CC BY 3.0); music by Holizna; Cinzel and Nunito fonts (SIL Open Font License).
| Updated | 2 hours ago |
| Published | 3 days ago |
| Status | In development |
| Platforms | HTML5 |
| Author | proan |
| Genre | Puzzle |
| Tags | Atmospheric, Heist, logic, Relaxing, Short, Singleplayer, Top-Down |
| Content | No generative AI was used |
Development log
- 0.2: help shape the next vaults.2 days ago
- 0.1.1: a happier finish and clearer guards2 days ago



Comments
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Just looking at this now...
The sound played after successfully finishing a tutorial level sound of: "DAH-Dah-dua" (high to lower pitch) sounds like I failed. I might recommend choosing a different sound effect.
Update:
The 'Guards Spooking each other' puzzle indicated the logic, but not the guard entities themselves. I was assuming we were making automated systems --not using flesh and blood guard people. This paradigm is now a bit confusing.
I think I understand what you're going for in terms of logic, but the narrative is hard to imagine. I get that a 'zone' isn't a person, but the boundaries of a 'detection' of people... for if there were human guards, they would obviously spook eachother as they were walking their zone perimeter. The tell that this is something different is that an even number of overlaps is perfectly alright. You're going to need to improve this explanation so the game world feels intuitive.
Thanks for playing, and for such clear notes! You're right on both. The finish jingle steps down in pitch, which sounds like failing, so I'm swapping it for a rising one. And "spooking" was the wrong picture. What really happens: a weigher checks its rooms by lifting the relics, which breaks their seals, and a sealer resealing a room shifts its weight. So each kind of guard's rounds look like trouble to the other kind's charm. Share one room, and that's a false alarm all night. Share two, and the disturbances cancel out, like two thievesin "Two Touches". I'm rewriting that tutorial to say so. Both fixes will be in the next build.
Both fixes are in version 0.1.1, which is live now. Thanks again!