The fogbound moor canals are opening again. In Moorlock, you take charge of an old lockyard and guide cargo barges through a readable 2D cutaway backed by a dimensional 3D presentation. Drag a gate handle vertically with one finger and let it snap to one of three clear states: closed, sluice, or passage. Solid lines show the current water level, dashed lines preview the next stage, and broad arrows reveal flow direction. Each barge carries a visible draft line, cargo color, and readable cargo-block silhouette. You can inspect the deterministic preview as often as needed, then tap Run Water to commit the plan and watch the water, gates, and barge move to that exact result.
The first release contains eight genuinely different passages: Single Rise, Tandem Step, Forked Cargo, Market Convoy, Tidal Backflow, Leaky Pound, Countertraffic, and Festival Passage. Their decisions change through chamber topology, ordered gates, draft-based branches, staged convoys, reversing tides, a leaking water budget, opposing traffic, and a multi-stage festival fleet. These are not cosmetic swaps of cargo, color, boat names, or water numbers. Difficulty starts with one chamber and grows toward linked chambers, constrained reserves, tide windows, occupied berths, and coordinated fleets. Passages grow from one barge to a maximum of four.
The opening passage teaches the entire first loop in three playable steps: drag the one glowing handle, read the matching waterlines and draft clearance, then run the water. Successful actions settle on the relevant chamber and stamp it as passable. When a plan fails, scrape marks, jagged overflow edges, pressure brackets, or crossed bows remain beside the actual problem object, together with a concrete adjustment to try next. Reduce Motion keeps the same readable end state, static waterlines, flow arrows, hazard shapes, and short sound cues.
Efficient passages earn Tow Chits for the next Tow Choice, where every option trades reserve water, locked gate conditions, or clearance. Lockkeeper Crests record canal restoration progress. Eight Cargo Stamps, one for each distinct first-release passage, preserve the collection trail and best passage records. Optional ads are limited to restoring the last locked chamber, redrawing tow terms, or accelerating Crest rewards. They never set gates automatically, reveal a correct sequence, or impose an energy timer. All featured play imagery comes from the real Godot mobile build and its combined 2D rule layer and 3D lockyard presentation; Moorlock does not claim real-time fluid simulation, physics steering, online racing, or random generation.
Moorlock is a thoughtful canal‑lock puzzle game.