Lock
Protocol for safely storing and distributing Etheruem assets
Lock launched on December 20, 2019 with 61 votes, #618 of 2,946 launches that month and more than 50% of that year's launches. The site was still online in September 2026, 6 years on.
What it does
Lock is a protocol that lets you store your Ethereum assets in smart contracts. You set the duration and the amount and then sign a transaction to confirm. Use cases include: 🔒HODL 🔒Earn interest 🔒Vest tokens 🔒Program payouts for a later date
lock.finance is a premium domain name listed for sale. Secure escrow transfer and lease-to-own (LTO) options available.
Your project starts with the right domain. Make a smart investment by acquiring: lock.finance is a highly intuitive domain name built around the concept of securing value in financial systems. It suggests protection, commitment, and time-locked assets, making it ideal for staking platforms, DeFi protocols, vault products, and investment tools focused on locking capital for yield orfrom lock.finance
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- LSLockable – sync locks for distributed systems2022 · lockable.dev · ▲77
Hi guys, creator of lockable here - the easiest way to think of lockable is as `flock` for when you don’t have a shared file system. You can use it to control concurrent access to resources or to ensure only a single instance of a process runs at any given time. Your processes can acquire, refresh and release locks via simple HTTP requests, so it’s language/framework agnostic. E.g. with `curl`: $ curl https://lockable.dev/api/acquire/my-lock-name { "response": true //or false, if the lock wasn’t available } $ curl…


Source: Product Hunt launch ↗
Launched alongside, December 2019
the whole month →
- AA
After years of solo development I'm presenting: Angeldust, an omni-compatible action RPG and building game! Website: http://angeldu.st My single server hosts 250+K active players in one giant, dynamic fantasy world. Angeldust's game server is pervasively multithreaded, implementing John Carmack's dream of processing an immutable world state each tick. Both world handling and network traffic routing uses any number of threads. For networking, a typical game session only uses ~3Kbps of bandwidth, enabling decent play even over 2G/EDGE networks. The client is programmed in C++…
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