Total Lockdown Sale
Live out your Warden dreams with this Total Lockdown Bundle with up to 85% off on all Prison Architect content! This offer is only available for a limited time, make sure to get it before 10 AM PST / 6 PM CET on the 4th of November! Join our communities Website Forum YouTube TikTok X (formerly Twitter) Facebook Reddit (fan-run) Discord (fan-run) https://store.steampowered.com/app/233450/Prison_Architect/ https://store.steampowered.com/app/1257610/Prison_Architect_2/
The weeks are long, but the days can be short if you give into your inner architect!
Were hosting weekly Prison Architect 1 giveaways starting now all the way to the Prison Architect 2s release on May 7! Are you missing a DLC or would you like a friend to have the basegame? Join now on our X(Twitter): https://pdxint.at/pagiveawayx
OR
Join the Facebook Giveaway: https://pdxint.at/pagiveawayfb1 3x winners in total will be picked and well be reaching out using our official accounts, we will not ask you for any sensitive account information to receive your prize. Once a winner has been chosen they have 1 week to reply. If no reply is given we will choose a new winner. Join our communities Website Forum YouTube TikTok X (formerly Twitter) Facebook Reddit (fan-run) Discord (fan-run) https://store.steampowered.com/app/233450/Prison_Architect/ https://store.steampowered.com/app/1257610/Prison_Architect_2/
Hello Architects!
We have our third of many tutorials to come for Prison Architect 2 ready for you guys. If youre as excited as we are about this - check out this tutorial featuring Charlie Pryor Note: Visuals and gameplay footage are not a representation of the final game. [previewyoutube=bWEHVpmbsto;full][/previewyoutube] Our amazing devs at Double Eleven have written a Feature Highlight about Prisoner Needs - Read all about them and check out some more Screenshots HERE! Join our communities Website Forum YouTube TikTok X (formerly Twitter) Facebook Reddit (fan-run) Discord (fan-run) https://store.steampowered.com/app/233450/Prison_Architect/ https://store.steampowered.com/app/1257610/Prison_Architect_2/
Hello Architects!
We have our second of many tutorials to come for Prison Architect 2 ready for you guys. If youre as excited as we are about this - check out this tutorial featuring Charlie Pryor Note: Visuals and gameplay footage are not a representation of the final game. [previewyoutube=yMkGEkzK-gE;full][/previewyoutube] Our amazing devs at Double Eleven have written a Feature Highlight about Rooms and Objects - Read all about them and check out some more Screenshots HERE! Join our communities Website Forum YouTube TikTok X (formerly Twitter) Facebook Reddit (fan-run) Discord (fan-run) https://store.steampowered.com/app/233450/Prison_Architect/ https://store.steampowered.com/app/1257610/Prison_Architect_2/
Hello Architects!
We have our first of many tutorials to come for Prison Architect 2 ready for you guys. If youre as excited as we are about this - check out this tutorial featuring Charlie Pryor Note: Visuals and gameplay footage are not a representation of the final game. [previewyoutube=adj3tsg1nQs;full][/previewyoutube] Our amazing devs at Double Eleven have written a Feature Highlight about Building Tools - Read all about them and check out some more Screenshots HERE! Join our communities Website Forum YouTube TikTok X (formerly Twitter) Facebook Reddit (fan-run) Discord (fan-run) https://store.steampowered.com/app/233450/Prison_Architect/ https://store.steampowered.com/app/1257610/Prison_Architect_2/
Look this way, Architects!
In this video, we'll be taking a closer look at the move from 2D in Prison Architect 1 into 3D in Prison Architect 2, what obstacles and possibilities arise when adding a whole new dimension to a game? How did the artists transform the art style from 2D to 3D? Take a look to find out [previewyoutube=iyhcDDnnnNc;full][/previewyoutube]
In this video youll meet:
Game Director Gareth Wright who speaks about the idea and concept of Prison Architect 2. Designer Natalie Wicks who will tell you more about the possibilities adding a new dimension has given the Prison Architect concept but also some of the challenges they experienced throughout the development. Lead Artist Tim McCluskey who will tell you how the art team worked with the 2D art style and how they worked to retain the look of Prison Architect 1 whilst switching to 3D and also exploring the new possibilities a new dimension offers.
Next up on YouTube: Our first Prison Architect 2 Tutorial!
We have a tutorial made by CharliePryor coming up this Tuesday the 23rd - Tune in to learn about Building Tools, tap the bell on YouTube to get notified. [previewyoutube=adj3tsg1nQs;full][/previewyoutube] Join our communities Website Forum YouTube TikTok X (formerly Twitter) Facebook Reddit (fan-run) Discord (fan-run) https://store.steampowered.com/app/233450/Prison_Architect/ https://store.steampowered.com/app/1257610/Prison_Architect_2/
Nine months ago we promised you that while the chapter is finished, the book isnt Today were ready to deliver on that promise.
Welcome, Architects, to Prison Architect 2!
[previewyoutube=LiymA3jw0fQ;full][/previewyoutube] What do you think of this sequel? Share your thoughts with us and find some useful links below Pre-Order on Steam! Learn More! Discuss! Want to know more about Double11, the studio behind our DLCs, and the Prison Architect sequel? Tune in this Friday on our Youtube to watch a developer highlight - straight from Double11s office! [previewyoutube=iyhcDDnnnNc;full][/previewyoutube] Join our communities Forum YouTube TikTok X (Formerly Twitter) Facebook Reddit (Fanrun) Discord (Fanrun)
Pre-Order Prison Architect 2
https://store.steampowered.com/app/1257610/Prison_Architect_2/
Nine months ago we closed a chapter with the Sunset Update. However, our book is not yet finished. So, what do you say, Architects? Are you ready for a new chapter?
[previewyoutube=9aLXF0qYkO8;full][/previewyoutube]
Follow our Youtube channel and join us on January 16!
[previewyoutube=LiymA3jw0fQ;full][/previewyoutube]
Hello Wardens, here is our final update to Prison Architect - The Sunset Update.
This ones for you.
[previewyoutube=G0GAiCxMjmo;full][/previewyoutube]
Its been a real joy and honor here at Paradox Interactive and Double Eleven to work on this game for you. Its been just over a decade since Introversion first put out an Alpha build of Prison Architect and the game has come so far since then. While were closing this chapter, the book is certainly not yet finished.
Well see you around.
QoL Improvements / Features:
- Capacitor 2.0: I introduce to you, the Capacitor Max Plus - an upgraded version of the capacitor which allows your Power Stations to now produce twice the amount of power than they did before - for twice the price of course.
- Remote Doors: We have added a coloured variant of the remote doors for both Death Row and Supermax security levels.
- Riot Van Speed: Due to the efficiency of air-bound emergency units we have increased the movement speed of the Riot Guard Vans, to lower their arrival time.
- Super Dog Mutator: Due to our undeniable fondness of them, weve added a new mutator based on the Super Guard mutator which will help give our furry friends and upgrade.
- Updated Descriptions: After sweeping through the game we decided to update or add a number of new text strings. As such weve updated text for Item description, Staff descriptions, and also Need Descriptions.
Full Changelog:
All Platforms:
- Unconscious Dogs can now be loaded into a crate and heal to be reunited with their handler.
- Dog Handlers can now pet their dogs in the kennel
- Premade Map Green Power Plant: Going Green
- A missing tile has been found
- Rooms are no longer missing their radiators and hot water pipes
- Door orientation fixed
- Removed incorrect link to the yard from the canteen
- Premade Map The Working Fields: Growing Green
- All metal barrels have been removed.
- Removed incorrect cage gate
- Added a missing hedge wall
- Cooking Ingredients are no longer being misdirected to the Bakery
- Pantries are no longer required to be indoors.
- Objects in the water will now be removed from where the island would like to be.
- Jobs no longer created when placing different kinds of water on shallow water
- Four new male inmate heads
- Making quick islands now checks the current water type and matches it for the new water.
- It is now obvious which side of the projector is the front.
- Medical beds will now unload after extended infirmary time.
- Placing foundation will only remove outdoor plans e.g. fences
- You can no longer delete a wall and leave the paper lantern.
- Guards now stand in the center when using a tracking monitor. Much better for their necks.
- One hit killing victims now appear on the Summary Screen.
- Female prisoners with babies now have the ability to gain rep points in escape mode.
- It is no longer possible to hire staff off the edge of the map.
- You can no longer overlap prefabs over the grove or outdoor lake.
- Info about Crop Distribution in Logistics Menu now shows properly in all languages.
- Green Energy Goal 7 - reduced penalty from weather effects - now works properly on solar panels.
- Export Meters have had their connections cleaned up.
- Solar Panel Development Program no longer has an unnecessary tag.
- Recycling Bins are now properly recommended
- Saving the game a Workman carries a wilted crop will no longer magically make said crop start growing in that location.
- Dead bodies now lay properly on the morgue slabs
- Delinquents have been properly cached on where to spawn and now stay together.
- Backup generators no longer demand electricity when connected to electricity
- Armed Guards hired and Dog Handlers hired text now fits the box in every language.
- Lefthandpos is only set for two handed items so use righthandpos like any other one handed item
- The color of the uniforms in the game is now saved correctly
- Yellow lined tiles now have correct orientation when cloned.
- Glass walls will now display more nicely
- Workers are no longer trapped when removing rubble from under a jail door.
- Fixed issue with guard rank ui not updating correctly when rank is changed.
- Guards will now return trays to the canteen.
- Undead have had their heads reattached properly
- Robot Dogs now sniff like robot dogs, not biological dogs
- Added Orderly toolbar sprite to the sprite replacer
- Inmates no longer attempt to eat backwards at tables
- Custom shakedowns no longer include no access zones.
- Inmates no longer use visitor only zones
- Stun baton no longer flashes when it shouldnt
- Oak benches have now been given permission to seat three
- Tracking menu will no longer show the dead
- Campaign
- Firemen no longer evade fire danger and walk funny
- Firemen can now extinguish fire on walls/blocked cells
- Fixed issue in Chapter 3 with Armed Guard patrols
- Inmates using camp beds and netted camp beds are once more permitted to receive birthday presents
- Road no longer blocks staff hire placement.
- Crops will no longer show a red outline when you are attempting to plant on valid spots with objects in planting radius.
- Doors have learned not to appear on top of turbines.
- Fixed so that you cannot spawn multiple doors when changing ui
- Ferry docks will not render as overlapped
- Issue with air plumber hoses and helipad stairs fixed.
- You can now see a yellow line follow the trajectory of the taser
- Bounty Hunters have now been given maps as well as lessons on how to hunt the undead.
- Workers are no longer trapped when removing rubble from under a jail door.
- Tracking belted inmates go to the infirmary first when overdosing
- Door timer now corrected
- Updated new regime items
- Paper lanterns can now be dismantled/dumped
- Removed unwanted pixels for hybrid wind turbines
- Fruit Trees now correctly sync between host and players
- Drip pipes and sprinklers now properly work for players
- Expires In for players now matches the host
- Auto harvesters now properly work for players
- Prisoners without cells added to data register so player gets value on connecting to the host
- Tracking monitors will no longer constantly show a false error for players.
- Planning area rendering is not updating if change from walls (with foundation) planning to fence planning
- All items now realize they must make noise when damaged.
- Prisoners no longer stay in a tunnel if attacked by guards outside of the tunnel
- [Console] Inmates can now move after doing a rough sleep in solitary.
- Bottom Right Menu Buttons will now only show notifications at the proper time.
- Dead guards can no longer serve as bodyguards.
Hey Wardens!
There was an issue encountered with the Jailhouse Update (released alongside Jungle Pack) that caused some serious scaling issues. We have isolated the issue and pushed a hotfix to PC that fixed it. Were also taking this chance to patch foundations removing internal plans and snipers. Max Capacitors Plus are NOT in this hotfix as theyre still being finalized and will be available in the next update, so please stay tuned (apologies for the confusion). Be sure to follow us on our social channels to stay updated on the latest news! Facebook: https://pdxint.at/PAfacebook Twitter: https://pdxint.at/PAtwitter Discord: https://pdxint.at/PAdiscord
Dear Ma,
I hope youre doing well, they told me you came to visit me, but got turned away at reception. I hope youre not feeling ill. So many of my fellow inmates are looking a little green and feverish. Also, the eggs in the kitchen this morning had a large number of bugs buzzing on them, but thats normal in the jungle. Right?
In other news, we just got a cinema! Theres nothing quite like watching a film with the fire pits blazing nearby. Makes it easier to ignore the rusty metal doors and buzzing insects everywhere.
Ow! I just got bitten! These bugs are the worst. Time to get into my netted bed. Hopefully theyll let you visit next week.
Love,
Your Son
Get Jungle Pack here to take your prison tropical:
https://store.steampowered.com/app/2237250/Prison_Architect__Jungle_Pack/
Prison Architect: Jungle Pack Key Features:
Its a prison, in a jungle! Use your surroundings to create wooden furniture, five new flooring types (one specific for water!), one outdoor cinema plus new walls and doors: all is set to thrive in the jungle. Tropical Fever (and how to survive it) Tropical fever can spread among inmates. You can fight and manage it with netted beds, fire pits, and a new, cutting-edge medical program. A Different Environment In the jungle, you will find new trees, which can be farmed and sold, or chopped down for lumber. Some wood variants for guard towers, drains, etc. are also available.
Jungle Pack (2.99 USD/ 2.09 GBP/ 2.99EUR)
- Becoming One With The Jungle - New features and items based around nature and wooden materials, to help support your prison in a greener way.
- New Trees - Two new trees have been added, one for just aesthetic purposes and the other as a new export variant for logs and wooden planks.
- Wooden Items - New Variants of existing items made from wooden materials, such as: guard towers, benches, tables, serving tables, drains, and beds.
- Blending In - A new CCTV camera has been added that has been camouflaged to match its jungle-themed destination. It may be less hidden if placed inside...
- Fever That Holds You Tight - A terrible affliction has been added with this pack that can cause severe damage to your prisoners, luckily your staff need to have all their vaccinations to be able to work at your prison. So that's nice.
- Fever Starts - This event can be enabled from the creation menu but within the game it is first brought into your prison by either deliveries or visitors.
- Fever Spreads - If a prisoner comes into close proximity to an infected item or individual they will have a good chance to gain the affliction.
- Fever Burns - The fever will have 3 stages with symptoms getting worse as time goes by, if left alone victims will die.
- Visitor Reception - Using this new room, any civilians who come to your prison can be checked over for both contraband and for their health, anyone showing signs of infection will be sent away.
- Fire Pits - these lovely big structures not only light up large areas of your prison but they will also keep the "bugs" away from any prisoner within their radius keeping them safer.
- Netted Beds - to prevent your inmates from becoming afflicted during their sleep, these new beds will give any prisoner who uses them a short immunity due to the high quality of netting used.
- Treatment Program - To keep your inmates safer for longer, this new medical program will boost your inmates health for a number of days and make it so that they can frolic safely and freely locked behind jail doors and walls...
- Visuals - Your prison can't only run smoothly and efficiently, it also has to look good too, right?
- Uniforms - It's that time again, the third uniform pack has arrived! Change up the style of your prisoners and staff once more with this green theme.
- Flooring - 5 new flooring types have been added, 2 types of stone tiles to decorate the inside of your prison along with 3 more natural looking flooring types to decorate the outside of your prison.
- Water - Although yes water is also a flooring type, we felt it needed its own section. The new murky water type is available to give your prisoners a more natural but also less clean appeal which we're sure that you will enjoy.
- Walls & Doors - A new type of jail doors and walls have been added, the rusted kind. This set of fortifications come with multiple flooring types below each of the walls and of course both a standard and a large variant for the doors.
- Clock Face - If you ever wanted a slightly more retro looking clock face well now you have it.
- Karr Hide - This well dressed chap is an expert within a jungle environment and will be able to teach your Snipers how to properly use a scope.
Jailhouse (Free Update)
Update Features
- New Sniffer Dog - It would be unfair of us not to share this sunshine boy with you, so please enjoy the wonder that is Toby and all that he stands and rolls over for.
- Idle Guards - We've made it so that now instead of having large numbers of Guards idling within the delivery area they will now prioritize more important areas of the prison.
- Deployment Scheduler - The scheduler menu has been given a small makeover to improve the user experience, making it clearer and easier to use.
- Quick Build Materials - Now when using a quick build, the last material selected will be saved when using that quick build again.
- Identity Thief - We've re-balanced the Identity Thief reputation so that it can't take over your prison quite so easily.
- Suppression Effects - Inmates will no longer be turned insane as easily when being handled by guards.
Jungle Pack and The Jailhouse Update Releasing Tomorrow, February 7th, on PC, Xbox One & PlayStation 4!
Jungle Pack (2.99 USD/ 2.09 GBP/ 2.99EUR)
- Becoming One With The Jungle - New features and items based around nature and wooden materials, to help support your prison in a greener way.
- New Trees - Two new trees have been added, one for just aesthetic purposes and the other as a new export variant for logs and wooden planks.
- Wooden Items - New Variants of existing items made from wooden materials, such as: guard towers, benches, tables, serving tables, drains, and beds.
- Blending In - A new CCTV camera has been added that has been camouflaged to match its jungle-themed destination. It may be less hidden if placed inside...
- Fever That Holds You Tight - A terrible affliction has been added with this pack that can cause severe damage to your prisoners, luckily your staff need to have all their vaccinations to be able to work at your prison. So that's nice.
- Fever Starts - This event can be enabled from the creation menu but within the game it is first brought into your prison by either deliveries or visitors.
- Fever Spreads - If a prisoner comes into close proximity to an infected item or individual they will have a good chance to gain the affliction.
- Fever Burns - The fever will have 3 stages with symptoms getting worse as time goes by, if left alone victims will die.
- Visitor Reception - Using this new room, any civilians who come to your prison can be checked over for both contraband and for their health, anyone showing signs of infection will be sent away.
- Fire Pits - these lovely big structures not only light up large areas of your prison but they will also keep the "bugs" away from any prisoner within their radius keeping them safer.
- Netted Beds - to prevent your inmates from becoming afflicted during their sleep, these new beds will give any prisoner who uses them a short immunity due to the high quality of netting used.
- Treatment Program - To keep your inmates safer for longer, this new medical program will boost your inmates health for a number of days and make it so that they can frolic safely and freely locked behind jail doors and walls...
- Visuals - Your prison can't only run smoothly and efficiently, it also has to look good too, right?
- Uniforms - It's that time again, the third uniform pack has arrived! Change up the style of your prisoners and staff once more with this green theme.
- Flooring - 5 new flooring types have been added, 2 types of stone tiles to decorate the inside of your prison along with 3 more natural looking flooring types to decorate the outside of your prison.
- Water - Although yes water is also a flooring type, we felt it needed its own section. The new murky water type is available to give your prisoners a more natural but also less clean appeal which we're sure that you will enjoy.
- Walls & Doors - A new type of jail doors and walls have been added, the rusted kind. This set of fortifications come with multiple flooring types below each of the walls and of course both a standard and a large variant for the doors.
- Clock Face - If you ever wanted a slightly more retro looking clock face well now you have it.
- Karr Hide - This well dressed chap is an expert within a jungle environment and will be able to teach your Snipers how to properly use a scope.
Jailhouse (Free Update)
Update Features
- [strike] Capacitor Max Plus - Power Management has always been a challenge, but this new and more powerful (and more expensive!) capacitor may just make it a little easier.[/strike] This feature is being finalized and will be in the next update.
- New Sniffer Dog - It would be unfair of us not to share this sunshine boy with you, so please enjoy the wonder that is Toby and all that he stands and rolls over for.
- Idle Guards - We've made it so that now instead of having large numbers of Guards idling within the delivery area they will now prioritize more important areas of the prison.
- Deployment Scheduler - The scheduler menu has been given a small makeover to improve the user experience, making it clearer and easier to use.
- Quick Build Materials - Now when using a quick build, the last material selected will be saved when using that quick build again.
- Identity Thief - We've re-balanced the Identity Thief reputation so that it can't take over your prison quite so easily.
- Suppression Effects - Inmates will no longer be turned insane as easily when being handled by guards.
Future Tech Pack Fixes:
- The Tracking menu should no longer stack now
- The handgun and stun baton now correctly render in prisoner hands
- The new future tech cosmetic uniforms no longer have the wrong alignment for the portable medikit backpacks
- Electrified fence now treated as both connectable wall and fence to allow correct door placement
- The advanced search light now shows an error when it is not connected to a CCTV monitor for it to work
- Tracking menu should now scale properly in higher resolution screens.
- Fixed so that doctors and guards have the visitor reception as an idle room
- Fixed so that the robot dog now has a sound when it gets damaged
- Fixed so the robot dogs now have there alternative sniffing sound
- Adv Search light cone should now be shown when the searchlight base outside screen limits
- The router now no longer has a shadow
- "Big head mode" will now cause tracking belts to overlap prisoner's heads
- Guards no longer drop keycards with the Future Tech Pack locked
- The requirements for Future Pack items are now displayed via the Utilities menu
- Dogs will no longer "grow hands" to open doors with keys or keycards
- The Tracking menu will now show prisoners with Pack specific ailments
Undead Pack Fixes:
- Updated Bounty Hunter logic to prevent potential sticking
- The lock/unlock cctv option is no longer locked behind Undead Pack
Multiplayer Fixes:
- Clients are now able to equip prisoners with the tracking belt in multiplayer
- Clients are now able to see the Electrocution effect for climbing electric fences
- The range of routers are now visible for clients
- The revoke belt access UI now syncs correctly for all players
- The Available guard value is now synced between host and client
Misc Fixes:
- Fixed Desk rotation orientations for Quick Build rooms.
- Planning tool no longer allows Fence Walls to be build indoors
- Fog of War is no longer toggled on automatically for warden mode
- Dogs will no longer be left unconscious due to their handlers being injured
- Fixed issue with policy window not showing some policies when Cleared For Transfer is disabled.
- Guards no longer layer over each other when too many of them are aboard the ferry at the same time
- The 'Use Cell Quality Ratings' option should now automatically assign prisoners to cells more efficiently
- Second Chance DLC signs are now aligned with other signs.
- Fixed an issue with snipers not applying damage to inmates
- Fixed so that snipers can now also idle in the staff room
- Birthday presents are no longer obscured when placed on Bunk beds
- Gardener jobs will no longer be displayed within construction menus
- Orderlies will no longer have any issue sedating an insane prisoner
- The planning tool now preserves objects / paths when foundations are placed
- The Scanner machine & scanner monitor are now highlighted for the delivery room
- The single sofa will now satisfy the requirement for staffroom
- Supplies can no longer be stopped from being unloaded from the first boat for Island plot Disconnected maps.
- Staff and prisoners no longer have recovery blocked by illnesses when bedridden.
Console Specific Changes
- Assign Doctors / Cooks - Both Doctors and Cooks can now be assigned to specific Infirmaries and Kitchens respectively.
- Bookshelf Literacy - The bookshelf item will now cater to an inmate's literacy need as it does so for PC platforms.
- End Punishments - Via the prisoner's punishment menu it is now possible to end any punishment that is currently being applied to that inmate.
Misc ConsoleFixes
- The polaroid now shows up for the kitchen snapshot
- Pest control workers do not infinitely loop.
- Hides the CCTV view cone when the searchlight is on.
- Influence system has now been fixed so that it will broadcast to all valid cells
- Guard towers can't be built on walls
- Make sure to only set stations as jobs for prisoners when using prison labour
- Doors are no longer being overwritten by walls, which causes the area to be inaccessible after walls finish built
- Walls now blocked by all trees correctly. Code matched to Console version
Dear Ma,
I hope youre doing well, they told me you came to visit me, but got turned away at reception. I hope youre not feeling ill. So many of my fellow inmates are looking a little green and feverish. Also, the eggs in the kitchen this morning had a large number of bugs buzzing on them, but thats normal in the jungle. Right?
In other news, we just got a cinema! Theres nothing quite like watching a film with the fire pits blazing nearby. Makes it easier to ignore the rusty metal doors and buzzing insects everywhere.
Ow! I just got bitten! These bugs are the worst. Time to get into my netted bed. Hopefully theyll let you visit next week.
Love,
Your Son
[previewyoutube=01PrSv2ZXPw;full][/previewyoutube]
Jungle Pack is an aesthetic pack that sets your compound in the deep and lush tropical forest. Far from civilization, you will need to manage your inmates while dealing with the dangers of nature. Do you think youre up for this task?
Prison Architect: Jungle Pack Key Features:
Its a prison, in a jungle!
Use your surroundings to create wooden furniture, five new flooring types (one specific for water!), one outdoor cinema plus new walls and doors: all is set to thrive in the jungle.
Tropical Fever (and how to survive it)
Tropical fever can spread among inmates. You can fight and manage it with netted beds, fire pits, and a new, cutting-edge medical program.
A Different Environment
In the jungle, you will find new trees, which can be farmed and sold, or chopped down for lumber. Some wood variants for guard towers, drains, etc. are also available. A free update, The Jailhouse, will be released alongside Jungle Pack for all players, featuring quality of life improvements including changes to guard behavior, improvements to quick build materials, a small makeover of the deployment scheduler and the addition of Toby, a Yorkshire Terrier dog. The update also re-balances the Identity Thief reputation and other in-game effects.
Coming February 7th for PC, Xbox One, and PlayStation 4.
Wishlist Prison Architects Jungle Pack on Steam: https://store.steampowered.com/app/2237250/Prison_Architect__Jungle_Pack/ For more information on Jungle Pack and Prison Architect, visit paradoxinteractive.com Price will be 2.99 USD/ 2.09 GBP/ 2.99EUR. Be sure to follow us on our social channels to stay updated on the latest news! Facebook: https://pdxint.at/PAfacebook Twitter: https://pdxint.at/PAtwitter Discord: https://pdxint.at/PAdiscord
In a not-so-distant future
Warden: Lin, Alexis
Entry number: 6559X
Finally, the day has come! Thanks to our cutting-edge tools and advanced robotics we have built the perfect correctional facility. No more outbreaks, no more fights, everything will be in order and everyone will be happy from now on. I just have to push this button and let technology do its course.
Oh, wait, what is THAT!?
[communication over]
Get Future Tech Pack here to take your prison to the next level:
https://store.steampowered.com/app/2184800/Prison_Architect__Future_Tech_Pack/
Prison Architect: Future Tech Pack Key Features:
- Advanced Searchlights
- This technological marvel tracks misbehaving inmates. Equipped with a CCTV camera, a dramatic cone of light, and a siren, nothing will go unnoticed. The best thing? You can operate the searchlights yourself!
- New floors, Futuristic Doors, and Keycards
- Squares are a thing of the past embrace the future with hexagonal and triangular tiles. Thanks to the new shiny keycards that open every futuristic door, your guards won't need keys anymore.
- Tracking Devices
- Equip the most troublesome prisoners with tracking devices. Through this new section in the security menu you can select which prisoners need extra monitoring. The tracking devices will allow them access through designated keycard doors, tell you instantly of any new addictions, and, most importantly, instantly inform you if they dare to leave the range of your routers using the new tracking monitors in the security room.
- Structural Updates
- Say goodbye to concrete walls and welcome Glass. With Glass walls, you can keep an eye on your inmates at all times. Who needs privacy? If you deem it necessary, there is also an Electrified Fence at your disposal.
- Aesthetics and Robot-Dogs
- We have reworked the design of inmates' and staffs uniforms, for a more futuristic look. And dont forget Subwoofer and Byte, the two new robot guard dogs.
Future Tech Pack Full Details (2.99 USD/ 2.09 GBP/ 2.99EUR)
- Security - a group of new devices based around the idea of increasing the security levels of your prison.
- Electrified Fences & Glass Walls - These new wall types are designed to help manage your prisoners by both helping to keep them inside whilst also helping to keep an eye on what they do whilst inside.
- Prisoner Tracking - Prisoners can be equipped with tracking belts which all them to be tracked within your walls - which allows you to monitor their health and misconduct.
- Keycard Doors - Jingling metal keys are a thing of the past. These new door types will use keycards along with the new tracking belts; though this level of access can be revoked at your own discretion.
- Advanced Searchlights - This technological marvel tracks misbehaving inmates automatically. Equipped with a CCTV camera, a dramatic cone of light, and an incorporated siren, nothing, and no one will go unnoticed.
- Video Booths - These new devices offer your prisoners the connection to their loved ones that they need without the risks of physical meetings.
- Personnel - The people using the technology is just as important as the technology itself; until the robots take over that is, luckily at the moment though they still take orders and treats.
- Stun Batons - Equipping your prison with better tech is one thing, but equipping your staff is even better. With Stun Batons, your standard guards and any riot guards that are called will be better able to handle any confrontations that do happen.
- Robot guard Dogs - These good lil bots "Byte" & "Subwoofer" are more than happy to help in securing your prison. They may be not have the best battery life when compared to their fur-covered brethren but they make up for it with their improved detection skills.
- Alexis Lin - When looking to the future of your prison security needs, no person is better equipped for the job of managing your prison. Alexis is highly trained in the art of prisoner suppression and misconduct management.
- Visuals - Function is important but so is the aesthetic, and I will fall on this perfectly symmetrical hill if I must.
- Uniforms - The second uniform pack has arrived, with this pack both your prisoners and staff will gain a new futuristic style to complement the other new additions.
- Flooring - Every angle besides a right angle isn't necessarily a wrong angle. Embrace the future that are Triangular and Hexagonal flooring tiles.
- Clock Face - When time becomes confusing and jumps forward, you can now keep record of it with a nice fancy blue clock face - ooh.
The Slam (Free Update)
Update Features
- Visitor only Zone - A new sector that will be prioritized by civilians, allowing them to enter or exit the prison through specific points.
- Deployment times - Two more time slots have been added to the Deployment Scheduler, allowing for more control over your guard deployment.
- Quick Connect - This wiring option has been improved so that only specific items will be wired to one another.
- Gang Segregation - This gang feature has now been updated so that non-gang members will now be blocked from using cell blocks or dormitories assigned to gangs.
- Staff Rota - You can now choose how many staff can take breaks specifically for Guards, Workers, and Cooks, instead of a general setting for all staff.
Future Tech Pack and The Slam Update Releasing Tomorrow! November 22nd!
In a not-so-distant future Warden: Lin, Alexis Entry number: 6559X Finally, the day has come! Thanks to our cutting-edge tools and advanced robotics we have built the perfect correctional facility. No more outbreaks, no more fights, everything will be in order and everyone will be happy from now on. I just have to push this button and let technology do its course. Oh, wait, what is THAT!? [communication over]
Future Tech Pack brings the latest technology to your prison.
Future Tech Pack (2.99 USD/ 2.09 GBP/ 2.99EUR)
- Security - a group of new devices based around the idea of increasing the security levels of your prison.
- Electrified Fences & Glass Walls - These new wall types are designed to help manage your prisoners by both helping to keep them inside whilst also helping to keep an eye on what they do whilst inside.
- Prisoner Tracking - Prisoners can be equipped with tracking belts which all them to be tracked within your walls - which allows you to monitor their health and misconduct.
- Keycard Doors - Jingling metal keys are a thing of the past. These new door types will use keycards along with the new tracking belts; though this level of access can be revoked at your own discretion.
- Advanced Searchlights - This technological marvel tracks misbehaving inmates automatically. Equipped with a CCTV camera, a dramatic cone of light, and an incorporated siren, nothing, and no one will go unnoticed.
- Video Booths - These new devices offer your prisoners the connection to their loved ones that they need without the risks of physical meetings.
- Personnel - The people using the technology is just as important as the technology itself; until the robots take over that is, luckily at the moment though they still take orders and treats.
- Stun Batons - Equipping your prison with better tech is one thing, but equipping your staff is even better. With Stun Batons, your standard guards and any riot guards that are called will be better able to handle any confrontations that do happen.
- Robot guard Dogs - These good lil bots "Byte" & "Subwoofer" are more than happy to help in securing your prison. They may be not have the best battery life when compared to their fur-covered brethren but they make up for it with their improved detection skills.
- Alexis Lin - When looking to the future of your prison security needs, no person is better equipped for the job of managing your prison. Alexis is highly trained in the art of prisoner suppression and misconduct management.
- Visuals - Function is important but so is the aesthetic, and I will fall on this perfectly symmetrical hill if I must.
- Uniforms - The second uniform pack has arrived, with this pack both your prisoners and staff will gain a new futuristic style to complement the other new additions.
- Flooring - Every angle besides a right angle isn't necessarily a wrong angle. Embrace the future that are Triangular and Hexagonal flooring tiles.
- Clock Face - When time becomes confusing and jumps forward, you can now keep record of it with a nice fancy blue clock face - ooh.
The Slam (Free Update)
Update Features
- Visitor only Zone - A new sector that will be prioritized by civilians, allowing them to enter or exit the prison through specific points.
- Deployment times - Two more time slots have been added to the Deployment Scheduler, allowing for more control over your guard deployment.
- Quick Connect - This wiring option has been improved so that only specific items will be wired to one another.
- Gang Segregation - This gang feature has now been updated so that non-gang members will now be blocked from using cell blocks or dormitories assigned to gangs.
- Staff Rota - You can now choose how many staff can take breaks specifically for Guards, Workers, and Cooks, instead of a general setting for all staff.
Fixes & improvements
Undead
- Guards will no longer put prisoners in cells or holding cells that contain the living undead. Theyll now clear the room.
- Fixed missed case where zombies clear target in chase target logic if target loaded into object
- On-Screen Visual Effects no longer trigger in Escape Mode
- The warden in Warden Mode can now no longer become undead. They just become dead.
- Cleaned the art for a couple of sprites in the Undead pack
- Undead no longer get big heads through mutator.
- Undead no longer imitate trolls by spawning under bridges.
- Warden is now able to target zombies within Warden Mode
Escape Mode
- Escape Mode Players will now no longer be affected by undead danger flags.
- Pumpkins no longer change sprites when damaged in Escape Mode
- Skip button - Delivers prisoner to delivery zone if no acceptable cells
- Dismiss squad member no longer shows when a the player is solo but allows the player to remove the first slot when the squad is 2 or more members
- The game over window for escape mode now correctly shows the sprite of the wardens that the players kill.
- The squad navigation sound will be blocked unless the player has at least one squad member not including themselves
Multiplayer
- Lightning will no longer freeze the screen for the non-host player
- Non-host players can now see how many Prisoners are unable to be assigned a Cell
- You can always see the range of guard towers now if there is a sniper assigned to the tower in multiplayer
Miscellaneous Improvements and Fixes
- Options to choose between the new clock types have been added to the existing clock type menu and added the future clock skin
- Doors have discovered that they are actually doors, and not an entity. They no longer become instantly destroyed by prisoners with the deadly trait.
- Emergencies are now correctly hidden when they should not be accessible
- Accountant sprites will no longer occur when spawning visitors via the cheat menu
- Fixed the rendering issue that was caused by the incorrect render depth/height of items placed on the shelf.
- Cooked food is no longer taken to the pantry. Cooks have realized that the food is meant to be eaten.
- Dripping pipe sounds now only happen when the item is connected with water
- The "Random" wardens and dog option can now be a saved preference"
- Weapons are now showing correctly in all orientations
- Fixed orientation issues with guards to prevent precision errors
- Guards manning monitoring stations, are now able to look for misbehaving prisoners if Prioritized Monitoring is enabled
- Brick and Concrete walls are no longer duplicated in the planning build tool
- Workmen now use chainsaws and axes to cut down trees instead of bare hands.
- Cooks have realized that food should be on the serving table, not under it.
- Renamed "searchlight" items to "search light"
- Staff can now use snack machines in rooms not marked as Staff Only areas
- Planned doors now correctly check if neighboring planned foundation cell to update indoor status
- Large Planned doors now have both cells indoor status updated"
- Fixed inventory crash in Warden Mode.
- Quick build edge walls will now replace wall material if different to quick build.
- Staff room can now only be linked to a kitchen if staff needs are enabled.
- Reworked the quick connect system to allow for more than one favored target for each wired object.
- Fixed issue with yellow line tiles not being saved correctly before completion.
- Gang bandanas will now always be rendered no matter when the option is enabled
- Fence Wall added as a "plannable" Fence.
- The range duration for guard towers is now bound to real life time not game time
- Reduced the render depth of coffee machines
- Trees planted in the indoor tree planter have had their placement corrected
- Prisoners are no longer prevented from using the ferry as a path to Canteens
- Food is now placed on the correct side of secure doors
- Fixed policy load preferences when Cleared for Transfer isn't active
- Fixed missing characters certain languages
- Fixed translation of "Language" for Traditional Chinese
Have you pushed the current technology as far as it can go? Do your prisoners need more personalized tools in order to ensure the smooth running of your prison?
Well then, here at Paradox Interactive and Double Eleven we would like to announce Future Tech Pack, the ninth content update for Prison Architect. This mini-expansion introduces high-tech features for players to manage their compounds and inmates with greater security. We dare to go where current technology only hints about.
[previewyoutube=-23l1zGS3dc;full][/previewyoutube]
Releasing along with the Future Tech Pack is The Slam, a free patch containing some quality of life improvements, a Visitor Only zone, more categories for your Staff breaks, and more.
Future Tech Pack adds advancements in inmate monitoring, customization, and structure. Players can build controllable searchlights, keycard-activated doors, and more to upgrade their compounds. Inmates and guards also receive updated uniforms with a more futuristic design. This content is also compatible with Escape Mode, so players can take the perspective of an inmate and put this tech to the test with the goal of escaping the compounds they have created.
Prison Architect: Future Tech Pack Key Features:
Advanced Searchlights
This technological marvel tracks misbehaving inmates. Equipped with a CCTV camera, a dramatic cone of light, and a siren, nothing will go unnoticed. The best thing? You can operate the searchlights yourself!
New floors, Futuristic Doors, and Keycards
Squares are a thing of the past embrace the future with hexagonal and triangular tiles. Thanks to the new shiny keycards that open every futuristic door, your guards won't need keys anymore.
Tracking Devices
Equip the most troublesome prisoners with tracking devices. Through this new section in the security menu you can select which prisoners need extra monitoring. The tracking devices will allow them access through designated keycard doors, tell you instantly of any new addictions, and, most importantly, instantly inform you if they dare to leave the range of your routers using the new tracking monitors in the security room.
Structural Updates
Say goodbye to concrete walls and welcome Glass. With Glass walls, you can keep an eye on your inmates at all times. Who needs privacy? If you deem it necessary, there is also an Electrified Fence at your disposal.
Aesthetics and Robot-Dogs
We have reworked the design of inmates' and staffs uniforms, for a more futuristic look. And dont forget Subwoofer and Byte, the two new robot guard dogs.
Coming November 22nd for PC, Xbox One, and PlayStation 4.
Wishlist Prison Architects Future Tech on Steam: https://store.steampowered.com/app/2184800/Prison_Architect__Future_Tech_Pack For more information on Future Tech and Prison Architect, visit paradoxinteractive.com Price will be 2.99 USD/ 2.09 GBP/ 2.99EUR. Be sure to follow us on our social channels to stay updated on the latest news! Facebook: https://pdxint.at/PAfacebook Twitter: https://pdxint.at/PAtwitter Discord: https://pdxint.at/PAdiscord
Hey Wardens! There was an issue encountered with the Kickstand patch (released alongside Undead) that caused the game to crash or even fail to load if you had any mods that affected sprites on PC. We have isolated the issue and pushed a hotfix to PC that fixed it. Important: Some mods may still not work until the mod makers have updated them, BUT they should not cause your game to crash anymore. Be sure to follow us on our social channels to stay updated on the latest news! Facebook: https://pdxint.at/PAfacebook Twitter: https://pdxint.at/PAtwitter Discord: https://pdxint.at/PAdiscord
Get Undead Here For some Spooky, Silly, Halloween Fun:
https://store.steampowered.com/app/2154010/Prison_Architect__Undead/
Prison Architect: Undead Key Features:
- The Dead Walk the Earth - Through the new Undead option, your prison can become festered by an undead scourge. These hostile little biters can appear via the Ornamental Gravestones within the new Graveyard room or from a new infection event.
- Who you gonna call? Bounty Hunters! - When things go south, call the Bounty Hunter Emergency Service: trained bounty hunters will join your fight against the undead.
- Dead Meat - To help deal with the undead in a less violent way to get those sweet sweet payments you can use new items to both lure and stop the undead whilst you secure them, using either the Undead Chum or Distraction Contraption items.
Undead
New Units
The Undead are always looking for new friends to bring into their little group. Sadly most people don't like the color green and will run screaming when seeing them.
- Difficulty Settings - The new Undead option will come with 3 difficulty settings, from low to high, as the difficulty rises the Undead will become stronger, faster, and will appear more often.
- Undead Rising - These new units can appear within your walls in 1 of 2 ways, through an infection event with small numbers gaining a status that turns them or via the new Graveyard room.
- The Graveyard - A new room for you to commemorate the dead, your prisoners can use it as a place to relax during freetime. Though it does have the slight downside of having other occupants that sometimes like to come up to say hi.
- Undead Tiers - Based on the original unit that has been infected the Undead will have 3 tiers, from low to high, with higher tiered undead being faster, stronger and a little bit smarter.
Dealing with the Dead
Though they can be a little bitey, if you have them sectioned off securely they are polite enough to pay you rent for their stay via new Undead Payments.
- New Items - To help secure them we've added 2 new items, a lure item (totally not made from brains) and a fancy new contraption which will keep any undead in the area occupied in the most practical way possible.
- New Emergency Service - For those opposed to bitey tenants. The new Bounty Hunter emergency service will come and clear out any unwanted squatters - just give them a call and they'll roam your grounds to get rid of these undead heads.
Undead Visuals
Besides the Undead themselves having their own sprites, we've add a few more aesthetic options to promote the "spooky" vibe.
- Bloodied Clock Face - A new clock face is available via the options menu, though it is analogue only.
- New Overlay - Through the options menu you can add a darkened overlay to add to the tone of your new undead filled prison, the overlay also comes with an optional distortion effect that will occur when major events happen.
- Staff Uniforms - The first pack of new uniforms has arrived, aptly named as undead uniforms, giving all your base staff a bloodied survivalist look to them.
- New Items - We've added some graveyard inspired items that your past just-going-through-a-dark-phase self would love.
- New Weapons - With the bounty hunters come some new weapons to use to take on the undead horde, a couple new guns and a crowbar. Oh and also a Chainsaw because let's be honest, we had to right?
The Kickstand
- New Dogs - We always love new dogs so of course we needed to give you some more in the form of a sweet little corgi and a ball of love in the form of a Siberian husky, who is the best girl. No bias.
- New Quickrooms - 3 more quickrooms have been added to help ease your prison creations, with a new Security, Kenell, and Parole quick room.
- Camera Improvements - cameras can now be locked in place and have their monitors given a priority for guards through a new policy, which will also prioritize other security items.
- Empty Room - Following a lot of feedback and suggestions we've added a new empty room which can be used to help you in sectioning your prisons into different sectors without needing to wall everything off.
Whether you're a fan of the undead or not, October 11th is still an exciting day for Wardens in Prison Architect! For coming to the base game is the FREE update: 'The Kickstand'!
The Kickstand is the FREE update that is accompanying the Undead DLC on October 11th! It Contains multiple bugfixes, some QoL improvements, new quick rooms and two new furry friends.
The Kickstand
- New Dogs - We always love new dogs so of course we needed to give you some more in the form of a sweet little corgi and a ball of love in the form of a Siberian husky, who is the best girl. No bias.
- New Quickrooms - 3 more quickrooms have been added to help ease your prison creations, with a new Security, Kennel, and Parole quick room.
- Camera Improvements - cameras can now be locked in place and have their monitors given a priority for guards through a new policy, which will also prioritize other security items.
- Empty Room - Following a lot of feedback and suggestions we've added a new empty room which can be used to help you in sectioning your prisons into different sectors without needing to wall everything off.
Full Changelog:
PC
- Non-host players in multiplayer can on longer overwrite the base game quick builds with their own builds
- Multiplayer Hosts saves for quick builds are no longer nonexistent to the other players.
- Report Tooltips have been taught that, while important, we dont need to see them in Bureaucracy, Graph or Prison Grading tab
- You no longer need a microscope to view certain texts in some languages.
- The Play Button has been glued down. It no longer moves when rescaling premade prisons UI.
- Overlay text when building a foundation is fixed
- Female prisoners have been allowed to show their hands properly when angry/fighting
- Cleaning Graffiti now properly allows objects to be moved in the room.
- Personal Sprite Prisoners are considered cool enough now to be in a gang.
- Custom saved quick builds are not available for selection due to it being locked by bureaucracy
- Deaths caused by execution will no longer take over your prison log
- Clicking the top part of the report will now properly open the report
- "Staff Category" no longer changes into "Prisoner Category" when adjusting the 'Needs' window
- Inventory view buttons no longer disappear
- Rats are no longer part chameleon and able to hide under gang graffiti
- Utility menu and Green Power Energy Sources are no longer flickering in campaign "Palermo"
- The Prison and Prisoner Logs have been taught that all deaths are important enough to record.
- Highlight box is no longer missing while holding left click or right click and dragging.
- Text overlap present in various menus in multiple languages has been fixed
- The Prison Log now understands we only need to hear about a new gang fight once
- Prison Labour Rooms can become completely unusable for Prison Labour when placed next to certain other Rooms
- The Staff Icons in the Job Tab now show correctly.
- Prisoner no longer leave this plane of existence by simply stepping on a ferry.
- Player can no longer change Gang Difficulty between 'legacy' and 'enhance' via map setting mid game
- Staff have decided to once more eat a balanced diet. No more do they munch on snacks alone.
- Psychologists have stopped shapeshifting in the staff menu and when hired
- An audit has occurred. Now prisoners in the reminder message are once more the same as the number stated in the Needs report.
- Criminally Insane can now comfortably rest in Coffin Beds as theyre now included in the room requirements for Padded Cells.
- Padded Cells are only for the Criminally Insane Prisoners once more. No more assigning others to there.
- Minor text overlap in Intake menu when players enable criminally insane prisoner intake without having any padded cell has been fixed.
- Prison Log is no longer accessible when using certain methods when Free for Life DLC is disabled.
- Certain contraband no longer has placeholder property 'contraband_ExtraContraband' in the Dangers view
- Save Cloned DLC Room are no longer still visible and placeable even if the related DLC content pack is disabled
- Prisoners no longer hang out in cells when theyre having shower time.
- Medical Beds have had their resurrection abilities removed.
- Visitors are given a age and that's it with no name age shouldn't matter they're dead
- Infection event Doctor call has 'strangely' spelled correctly now
- Wall prices apply once more when placing foundations
- Prisoners with Babies have been shown how to do Breathe Therapy properly
- When on resolution 1600x1024 in the policy menu it no longer cuts off some of the text
- In multiplayer the non-host players can now access Guard Rank
- Privilege Policy now works properly for all programs.
- The flooring sprite tile on the original door position no longer seems to be rotating based on the state of the door
- Debug menu to trigger a calamity is now working properly
- Chief and Armed Guard are no longer always in Freefire mode, even though Freefire is not active in the Chapter 5 Bootstraps campaign.
- Serving tables no longer overlap certain other sprites.
- The drinks can, when searched as contraband, is no longer weirdly oversized
- Editing one type of object from the "Utilities" no longer causes destruction of another type
- The player can now manually assign laundry distribution to multiple sectors
- The demand and supply bar for prisoner meals now no longer exceeds the black box when the eating schedule starts
- Reoffended prisoner's name is no longer missing on the sent back message
- Prisoners needs speech bubbles are now translated
- The name of the Rooms and Quick Build items now has spacing between the items above and below on the menu
- Staff have now been shown how to properly wash trays once more on certain pre-made maps.
- '*X' can no longer be observed behind Prisoner name in the Released Prisoners menu
- Workmen are no longer able to become noncorporeal and walk through closed jail doors in search of food waste to clear.
- DLC exclusive Saved Preferences can no longer be loaded when those DLC are disabled
- Some minor UI issue when sentence period become negative no longer occurs
- Tall Fridge contents no longer turn visible after being moved
- Saved quick build presets now transfer between save files
- The prison creation menu has been further simplified.
- The tainted flooring no longer defies its own name and lets plants grow on it
- Repeated crashes no longer occur and make by no the game unplayable
- The Pull-Up bar now casts a properly sized shadow upon the ground
- 2 polaroids are no longer unlocked automatically whenever the player boots up the game
- Mutators are now included in the save preference
- Barbed Wire can no longer be placed on fences in ways which define logic and the rules of physics
- All Policies are now carrying over to newly created prisons
- Prisoners have had their privileges restored. Please carry on with making them work for their keep
- Water, Water (Shallow) and sand floor tile can't be cloned on PC
- The non-host players in multiplayer can now enable or disable 'Allow Staff Keys' option, even if the host is the first to enable or disable it.
- Allow Staff Key option is now updated for the host when client enable or disable it.
- Prisoners are now clued into the fact that Work/Lockup regime is actually still work for 'Prisoner Demand Less Work' event
- If a C.I. happens to die during a guard investigation then the investigation will still continue
- Prisoners (Player) in escape mode can no longer hide their dastardly deeds by filling in their own dug tunnels.
Linux
- Reports tooltips have been taught that, while important, we dont need to see them in Bureaucracy, Graph or Prison Grading tab
- Prison Labour Rooms can become completely unusable for Prison Labour when placed next to certain other Rooms
- Keys 'W, A, S, D, Q, E, R, 1' and spacebar no longer gain the lazy trait and decide to stop working periodically
- Wall prices once more apply when placing foundations
- Editing one type of object from the "Utilities" no longer causes destruction of another type
- Saved quick build presets now transfer between save files
- Prisoners are no longer barred from aging as the aging feature is now available. As it should be.
Mac
- Inventory view buttons no longer can play peek-a-boo and disappear on you
- Create new prison menu is now scaling properly in 5k resolution screen
- Prison Labour Rooms can become completely unusable for Prison Labour when placed next to certain other Rooms
- Keys 'W, A, S, D, Q, E, R, 1' and spacebar no longer gain the lazy trait and decide to stop working periodically
- Editing one type of object from the "Utilities" no longer causes destruction of another type
- Saved quick build presets now transfer between save files
- Prisoners are no longer barred from aging as the aging feature is now available. As it should be.
Console
- 'Wall Type' switching function is no longer still active when the button prompt is not visible in quick rooms
- Wooden Window (Large/Small):no longer has the incorrect sprite placement when youre cloning it.
- Gangs will now start food fights the correct number of times
- Criminally Insane can now comfortably rest in Coffin Beds as theyre now included in the room requirements for Padded Cells.
- Double click when dismissing emergencies squads now works
- Players are able to gain experience points and money without sacrificing significant amount of needs when using non-powered workshop saw/press to work
- "Requires Water" icons are no longer small and half-transparent
- We arent a hospital simulator, youll no longer find prisoners stuck in medical
- The flooring sprite tile on the original door position no longer seems to be rotating based on the state of the door
- Cliff Edge wall type can show cost as transparent text or sometimes overwritten
- Parole room icon in quick rooms now has the proper icon
- The drinks can, when searched as contraband, is no longer weirdly oversized
- Staff have now been shown how to properly wash trays once more on certain pre-made maps.
- Brick walls are once more showing up in the build plan for quick rooms
- Prisoner log printing placeholder text for natural deaths has been fixed
- Quick Room wall selection UI can no longer become misaligned from wall type being built
- Tall Fridge UI is no longer missing a space between ingredient listing
- Starting Funds can no longer be Unlimited while difficulty displays as County
- Unavailable options are now properly greyed out when they are not selectable.
- Weird numbers no longer appearing on entities
- Warden save file no longer opens Escape mode game when accessed
Paradox Interactive and Double Eleven today announced Undead, the eighth and spookiest expansion for Prison Architect. Undead introduces a new objective for players: survival. Undead rise from the grave and can infect anyone they bite, so inmates and guards band together to make it out alive. Prison Architect: Undead arrives in the land of the living when it launches on October 11th for PC, Xbox One, and PlayStation 4.
Barricade the door and entertain yourself with this trailer:
[previewyoutube=Fm329o8wYtU;full][/previewyoutube]
The undead are a relentless bunch and can spread quickly through prison populations. Placing a Graveyard Quick Room adds a bit of spooky flair to your compound, but be ready to deal with the Undead hordes it spawns.
If you cant manage the outbreak effectively, your prisoners become infected and increase the size of the horde. Whether you call in extra help from bounty hunters or make use of everything at your disposal as a weapon, do whatever it takes to keep your inmates alive.
Undead also introduces the Undead Overlay option in Settings, letting players add a layer of darkness and suspense to the creepy content update.
Prison Architect: Undead Key Features (also available in Escape Mode):
Welcome the Graveyard
This brand new Quick Room satisfies your inmates needs for Freedom and Comfort, making them feel calmer for 12 hours. Be mindful when you add gravestones though, as they will easily interrupt this peaceful atmosphere
The Rise of the Dead
In Undead, no one is safe. And there are many ways to become infected. One inmate can get sick, some others can be bitten by an unfriendly undead, or again a bunch of infected inmates can rise (aka spawn) directly from the Graveyard. Wardens have no power over the Infected units, they will move and act independently in the prison until stopped. Inmates and guards can try and fight them off, but if they fail, they will join the deadly bunch!
Who you gonna call? Bounty Hunters!
When things go south (because they will) and your prison cant hold off the outbreak, call the Bounty Hunter Emergency Service: tough, trained bounty hunters will join your fight against the undead.
New traps, techniques, and weapons
Desperate times call for desperate (and creative) measures. Use Undead chum to lure the undead, build a walled-off area and lock them inside, or steal that glorious chainsaw youve been eyeing for a while: everything is allowed to fight off the horde.
The Kickstand Update
Launching alongside the Undead expansion is The Kickstand, a free update available to all players. This update brings a range of additions and improvements to the game. Two new dogs, Corgis and Siberian Huskies, arrive for some cuddly fun, and three quickrooms expand your prisons: Security, Kennel, and Parole. Additionally, cameras can now be locked and monitors can be made a priority for guards. Courtesy of community feedback, weve also added a new empty room that players can use to separate prisons into different sectors without the need to wall them off.
Be sure to follow us on our social channels to stay updated on the latest news!
Facebook: https://pdxint.at/PAfacebook
Twitter: https://pdxint.at/PAtwitter
Discord: https://pdxint.at/PAdiscord
Coming October 11th!
Wishlist Prison Architects Undead on Steam: https://store.steampowered.com/app/2154010/Prison_Architect__Undead/ For more information on Undead and Prison Architect, visit paradoxinteractive.com Price will be 2.99 USD/ 2.09 GBP/ 2.99EUR.
Free for Life is now available on PC and Xbox One (it will be released on PS4 soon!) We've listened to your desires and are seeking to deliver with a variety of features and QoL improvements. https://store.steampowered.com/app/2085570/Prison_Architect_Free_for_life/
The Free for Life FREE DLC and Crowbar Hotel Patch Content:
- Prisoner Aging: Long-term inmates will now be affected by the passage of time, becoming older, calmer, weaker, and finally dying from old age.
- Guard Ranks: A number of your guards will be able to gain promotions, increasing both their stats and also their wages. When promoted all the way to being a specialist officer they will then also be trusted with a firearm.
- Building Guides: A few options have been added to make your design process a little easier. A grid overlay can be captivated along with co-ordinates for each map cell, along with a new tooltip listing the dimensions when drawing your buildings.
- Custom Quick Builds: Using the clone tool you can now save sections of your prison for later use.
- Event Log: A log of events has been added to list any happenings within your prison, with each prisoner also having their own individual logs available from their menu.
- Tidying Utilities: Utilities have been separated into three groups for electrical, water, and wiring items, to make setting them up easier.
- Regime Updates: Regime options have been updated with some existing ones changed and new ones added to lower prisoner traffic in dangerous areas such as canteens and showers. Once prisoners have finished eating or showering they can now continue to either Freetime or Lockup afterwards.
- Scheduler Updates: The program scheduler has been updated to make the management of your programs easier and clearer.
- Create Prison Menu Updates: The Create Prison menu has also been updated with settings now separated between those linked to base game and DLCs. With a new option to save your preferences to make the creation process smoother and faster.
- Policy Menu: The policy menu will also save any changes made upon being closed, with these changes being saved as your preference for any new prisons.
- There are even more smaller additions as well and we hope that you all enjoy each and every one of them!
Its time for some improvements, Warden!
This is the Free for life update, and you guessed it: its free!
With this free update you will get:
- Always be aware of what's happening in your prison with the new Prisoner Log. Check your inmates activities, uncover misconducts ahead of time and keep track of who gets released, reformed, or reoffended. We also improved the games Scheduler, adding new options and settings in the palm of your hand.
Save and Reuse
- Whenever you create a new prison, a new policy, or a quick build, youll be able to save them in your Preferences. Save time setting up your prison next time you wish to start afresh!
Aging is caring
- Now inmates are divided into Young, Senior and Elderly. After spending an extended period of time in your prison, they will change both visually and functionally. They will also develop different needs compared to younger inmates.
New Guards ranks
- Hired guards will now arrive at your prison unranked and will need to work hard to get promoted to Officer and Specialist Officer. Their commitment will be paid off though, as each increase in rank will provide additional perks.
Improved building and planning tools
- The planning menu is getting renewed with lots of new options for fences and walls. Moreover, when drawing your walls and using construction options, youll see a new cursor-based tooltip stating the horizontal and vertical dimensions of the room, along with the planned cost for the currently drawn selection.
Prisoner Log and improved Scheduler
Wardens,
We just evicted a gang from the canteen and found this delivery of bugfixes that were reported by the community! We are grateful for all the feedback we are seeing as we continue working on delivering even more fixes in the future! If you'd like to have your voice heard please fill out our community survey, found here: QoL Survey
Changelog:
PC
- Fixed: Cannot produce a food fight naturally
- Fixed: Confidential Informants aren't registering when hired by client (multiplayer)
- Fixed: Missing Gym Mat in the filter by room option for yard in console and missing highlight for gym mat in PC for yard area
- Fixed: Staff Pop-ups displaying during Campaign Prison Stories
- Fixed: Clicking prisoner in Security Menu will transfer prisoner to another security type
- Fixed: Guards and Foreman use wrong sprites
- Fixed: Breathe Therapy not locked when Gang is disabled and/or legacy
- Fixed: Planned assassination on gang leader can trigger without any gangs having any territories in prior
- Fixed: Visitors and staff are unable to open Double Visitor Door
- Fixed: Cannot produce a food fight naturally
- Fixed: Custom Scheduler's Search Area is incorrect
- Fixed: Game crash when player load a file with stranded removed prisoner
- Fixed: Missing Gym Mat in the filter by room option for yard in console and missing highlight for gym mat in PC for yard area
- Fixed: Bureaucracy tree treating options in the same branch inconsistently
- Fixed: Staff Pop-ups displaying during Campaign Prison Stories
- Fixed: Planned assassination on gang leader can trigger without any gangs having any territories in prior
- Fixed: Tooltip overlap with Remove Prisoner line in Prisoner Actions Menu
Gangs is now available on PC and Console* to bring another layer of chaos to your prison. Question is, are you ready? Alongside Gangs we are also releasing a FREE update we call KITE. It includes, besides a lot of bug fixes, two new wardens, four new guard dogs, a new mutator to remove all room size reqs, and much more! GET GANGS HERE: https://store.steampowered.com/app/1948120/Prison_Architect__Gangs *Nintendo Switch later in June Watch the release trailer here: [previewyoutube=wCix9oXeMrM;full][/previewyoutube]
Tutorials:
Gangs, Territory, Behaviors, and Recruitment [previewyoutube=Q4u8UJElnmM;full][/previewyoutube] Programs, New Rooms, and Management [previewyoutube=_visV9ygny0;full][/previewyoutube] KITE Free Update [previewyoutube=GzpPvWg7SO0;full][/previewyoutube]
Patch Notes for Gangs and KITE: https://pdxint.at/3xMtYhZ Join our Community Discord: https://pdxint.at/PAdiscord Follow us on social media: Facebook: https://pdxint.at/PAfacebook Twitter: https://pdxint.at/PAtwitter
Hello Wardens!
Its that time again! Here are the full patch notes and key features for Gangs & KITE. Both the DLC and Free Patch release on June 14th, 2022.
GANGS KEY FEATURES
Meet the gang Gangs form and grow by gang members arriving either by in-take or by recruitment. Each gang has its own personality and traits, and will naturally be drawn to recruiting prisoners with the same specific attributes. Boiling Point Now you can measure your inmates and your prisons temperature. As gangs grow and begin to flex their strength, the 'danger temperature' of your prison will rise. Thanks to the 'Boiling point' UI, you get a detailed overview of what's affecting the life of your inmates, allowing you to act swiftly, keeping them happy, and preventing irrepressible riots. Reform and release Gang members are now allowed to leave their crew, help them come clean by removing their tattoos and enrolling them in the Gang Rehabilitation Program. New rooms Use the Tattoo Removal Room to remove gangs' tattoos, or have gang members train in the Fight Club Room, turning their destructive energy into fighting in a controlled environment. Crooked guards Gangs may coerce guards into smuggling contraband or accepting bribes. You can vet guards during the hiring process (Bureaucracy) as well as recruit C.I.s to identify guards that have turned.
Details:
GANGS DLC
- New Grants - 3 new grants not only to aid the player financially but to also serve as an onboarding tool to some of the new features present within the DLC
- Positive Energy, Advanced Protection & Gang Welfare
- New Gangs! - All new gangs complete with their own visual identify, personality and strategy - including a 'gang' of reformed ex gang members
- Jackals, Bone Breakers and Vipers
- New Staff and Prisoner Programs - New Programs for Prisoners and a new Advanced Hand to Hand combat training for Staff Members
- Fight Club, Gang Rehabilitation, Tattoo Removal, Faith, Breathe and Art Class Programs.
- New Rooms and Quick Rooms - Several new rooms for the player to experiment with
- Tattoo removal room, the Cage and the Fight Club
- A 'Boiling Point' system - Detecting the 'temperature' of the gangs within the prison from the Intelligence menu
- Improvements to the Intelligence menu with more security details and options such as restricting access to certain rooms for specific prisoners, transfer prisoners, Guard assignment, Removing prisoners to other facilities (for a large fee) and marking prisoners.
- A host of new Gang Behaviors - Making Gangs a deeper gameplay experience - how gangs target prisoners, extracting a toll from non gang members and the recruitment of prisoners into the respective gangs
- Gang Members can actively recruit prisoners, make demands and threats to the player, promote new leadership, assassinate targets and can bribe guards
- Gang 'Events' - From planned Assassinations of a Gangs leader to food fights in the Canteen - there are a lot of new methods that gangs will use to mark and defend their territory
- Once Gangs reach a number of 20 members, they will be able to start making demands. The prisoners who are part of the Gang making the demand will Kick off and start causing problems around the prison. Jackals will start Escaping. Bone Breakers will start Destroying. Vipers will start Fighting.
- New method of contraband smuggling into the prison - Crooked Guards!
- Crooked Guards will smuggle in contraband
- Gang grouping - Gangs will sit (such as Canteen) and move with each other as much as possible to re emphasized their strength and unity
- Territory Marking - Gangs will mark their territory with graffiti
FREE UPDATE (KITE)
- Wardens - 2 new Wardens
- Guard Dogs - 4 New Guard dogs
- Fill Capacity - Fills in specific missing Prisoner Security Levels
- Manual Cell Swapping - The ability for the player to move an inmate to another cell within the same Security Level
- Prisoner Replacement - Maintain the same number of prisoners within their prison based on their specific security levels
- Room Size Mutator - Mutator that removes any room size requirement
- Prison Creation (New Game Menu Cleanup) - Cleaning up the number of options in the drop down menus
- Prisoner Mail - Prisoners can send and receive mail
- CCTV Improvement - New Vision Cones, Toggle, Triggering Waypoints of Prisoner Misbehavior - improvements are locked behind a new branch in the Bureaucracy Tree
- New Intake Logic - Once prisoners get off the bus, the bus will leave. Prisoners will no longer wait by the Delivery Room. The Prisoners will make their way to the reception without the need of guards. Once in the Reception, they will behave as normal and be searched by Guards.
FULL KITE PATCH NOTES
PC
- Fixed when "Empty the Rat Trap" hint appears without the "Pest Control Training" program learned
- Fixed so pest control units are able to completely remove rats from prison
- Fixed so food trays dont disappear after they have been used
- Fixed so pastry isn't placed on the Cake Stand / Display Counter
- Fixed so Weather Antenna doesn't become very dry (No one likes dry humor)
- Fixed so Rat Trap and Sonic Rat Deterrent can be placed on Stations and Backup Generator
- Fixed Black outline appears on Utility items while the map is zoomed out
- Fixed so Game doesn't crash after every attempt to create 1x1 Quick Island on map with turned on "Generate Buildings" option
- Fixed Significant FPS drop when using the "Sell Flooring" tool on the whole prison map
- Fixed so emergency services dont pass by if delivery zone is full
- Fixed so Half-finished Quick Room construction isn't canceled after reloading the map or changing language
- Fixed "Other Daily Income" and "Other Daily Expenses" in localizations
- Fixed so Broken by rats fence doesn't have the "None" tooltip anymore
- Fixed Ordering and directing an emergency squad actions does not have strange sound effect
- Fixed so Pest Control Workers don't get stuck in solitary cells (They do not deserve it!)
- Fixed possibility to reveal more tunnels
- Fixed Double action when prioritizing/deprioritising the door placement
- Fixed [Escape Mode] Prisoner set to released after soaking in Escape mode
- Fixed Incorrect Quick Rooms construction on the Building with automatic light placement
- Fixed Incorrect placement of the Table in a horizontal position behind the wall
- Fixed so Danger level indicator appear after hiring a Chief
- Fixed so in [Escape mode] - crew cant no longer be recruited through the walls with the cursor
- Fixed so Repairmen do not rebuild floors/walls that have not yet collapsed in some Premade Prisons
- Fixed so Subsidence warning triangle display
- Fixed 'Prioritize Area' selection doesn't skip from 3 - 1 when reducing assigned staff numbers
- Fixed Emergency service helicopters take off instead of remain on the helipad after their recall if it's not connected to delivery
- Fixed so [Epic] Game launch after pressing play/resume on PDX launcher
- Fixed text on Farm Search Frequency section of Japanese translation
- Fixed '-$*A' showing up in all the non English translation of Dock (Wooden)'s description
- Fixed so the fence is built with functional doors in it (We like to be able to actually use doors)
- Fixed incomplete description on power usage in The Treadmill
- Fixed the light placed over a Treadmill so it doesn't hide the "Requires Electricity" icon
- Fixed Incorrect number of items required for unlocking the next item in the 'Green Machine' Grant
- Fixed Incorrect Execution Report window description with Failure Conditions off
- Fixed expand Prison Architect menu's pictures are shown over the Escape Mode Trial
- Fixed so Fire sprinklers have time to extinguish fire as pipes burn faster
- Fixed Missing Foreman notification after Falling Tree event
- Fixed so when moved, Buoy's light works
- Fixed Game crashes after using the "Dismantle Object" tool on trees
- Fixed so damaged crops cant be watered
- Fixed Bureaucracy - The research queue freezes in saves
- Fixed so all hired doctors arent located in one infirmary ignoring all other infirmaries with injured prisoners
- Fixed so "Scanner Machine" is displayed with the "Object Type: Security" filter
- Fixed so The Staff menu doesn't open after the member of the Pest Control is selected
- Fixed so Player cant place trees and Grove from Quick Build until Grounds Keeping is unlocked
- Fixed so Event tasks in the Todo and fines disappear after disabling Events
- Fixed so Pantry can be linked to Exports in Logistics
- Fixed so CCTVs display the right tooltip if there is no one behind the monitor
- Fixed so CCTV operators continue working when the 'Stay Indoors' command is activated
- Fixed so repairs to Legacy Subsidence are not being destroyed after a few days
- Fixed so Legacy Subsidence doesn't display the "rat damaged" prompt while DLC is locked
- Fixed so the Repairmen doesn't make water areas harder to restore after a nearby Subsidence
- Fixed Crashes hosting a DLC game when player lacks dlc
- Fixed so you cant clone collapsed walls and fences
- Legacy events wont happen as frequently
- Fixed so your Warden wont change back to the default warden during a reload or a land expansion
- If there is a land expansion the cable protectors will not be deleted with the expansion any more
- Dismissing Air Pest Control in the air will not cause empty helicopter to arrive
- Air Repairmen will now work on disconnected islands
- Fixed so Rebar reinforcement can be used on several Premade Prisons
- Fixed so Sonic Rat Deterrent placed in the Kitchen actually prevent Food Poisoning
- Sonic Rat Deterrent will not blocks aisles any more
- The game will no longer get stuck if calls are received during the Failure screen
- Fixed so Gritting Frozen Ground doesn't take priority over any other task including manually-assigned high priority ones
- Fixed so the food isnt cut off in the top or bottom fridge position
- Incorrect events will no longer trigger Janitor's calls
- Fixed so its possible to call Repairmen with disabled Weather
- Fixed so that a phone call wont disappear after loading a save with an active call
- Fixed Inconsistent cloning behavior of objects from the Utilities menu
- Fixed Prison Coverage Plans daily expenses are improperly calculated into Cashflow Out
- Fixed so Plumbers actually do stuff on Escape Mode (Hey, we pay you to do the job!)
- Fixed so Missing assets are found for emergency services in victims section of the summary
- [Escape Mode] Fixed so Unconscious state due to damaged cable cant be skipped with 'Skip Punishments' button
- [Escape Mode] Fixed so Stamina bar isnt displayed on Shift button and decreases even if player does not move
- Fixed so Pest Control Workers can't be controlled anymore
- 24hr Clock setting works more properly now
- Fixed so Salt from Road Maintenance truck doesn't lingers for Client in Multiplayer session (Dont be salty)
- Dialogue window cant unpause the game anymore
- Fixed Incorrect description of Utility Retrofit Grant
- Found the missing hints in the "Direct Squad" tooltip for Plumbers and Air Plumbers when Emergencies menu is open
- Fixed so Object dismantle area looks the same for other Players in MP
- The nearest vertically oriented Guard's Locker is placed better now. We hope.
- Blinking objects on the map are no more
- Guards deliver more visible food to prisoners on Lockdown/Solitary (We want real food!)
- Fixed the second set of fists appearing in the inventory in Escape Mode. One set is fine, thank you.
- Fixed so Cable Protectors can be placed on inbuilt Transformer cables
- Fixed so the Polish name for walls is the same and not two different styles.
- Fixed so Pest Control workers are responsive whenever Stay Indoors is activated
- Fixed the translation of a "Air Pest Control" for Russian
- Fixed the volume confusion (Hello?)
- Fixed so Dutch language pack Legal text in Options menu is written in better letters
- Fixed so Snipers on the Guard Towers actually go inside when "Stay Indoors" emergency action is enabled
- Fixed when "Empty the Rat Trap" hint appears without the "Pest Control Training" program learned
- Fixed so pest control units are able to completely remove rats from prison
- Fixed Incorrect work of "Dismiss Squad" function for Road Maintenance
- Fixed so Coverage text is not written in capital letters on all updated language packages
- Fixed so The Colored Room Overlay is applied immediately
- Fixed so all Emergency Commands - Tunnel Search, Shakedown, and Narcotic Search can be deactivated during the pause
- Fixed FPS issues when there is a land expansion in any given direction
- Fixed so Subsidence warning is not visible on maps without DLC
- Fixed so Mysterious Crates are not present on maps without DLC
- Chapter 1 death row cutscene is no longer disrupted by utilities tutorial
- "Cannot enter: Riot" pop-up cant be observed anymore on the main menu
- Fixed so the Road Gate texture appears while opening Deployment tab
- Fixed Available mods list is truncated if at least one mod is active
- Med Sec prisoner will not longer have Legendary reputation without being Legendary prisoner
- DLC content is no longer available on saved maps with disabled DLC
- Fixed the Fighting between a laundry basket and a table on Paradise City (It was a fun ride though)
- Fixed [Escape Mode] - Two pairs of hand sprites are no longer displayed when the prisoner attacks the guard (One pair is Enough!)
- [Escape Mode] It is now possible to control time modes using keyboard
- Texts are no longer overlapping in the 'Grading' section in the 'Prisoners' info
- Electrician Training will have the right equipment now
- Rat traps will no longer be moved from the training room when a rat is trapped there
- Fixed so Wooden Window (small/large) and Stained Glass Window are hidden behind the workman's sprite during transfer
- [Premade Maps] Some of the premade maps had trouble with the shakedown function when newly created. They wont have anymore. We fixed it.
- You are now able to dismiss Drainage specialists when they are triggered by the Prison Restoration Plan events
- Tables will not overlap with other objects inconsistently anymore.
- Fixed so Psychiatrists will hire SFX typical for the Administrators group
- Fixed the Unfinished Display counter sprite during placement
- Several UI overflowing issues in Restaurant room's Labour Management has now been fixed
- Fixed the Security levels' work time text overflows in the "Labour Management" window.
- Player is no longer able to build wall on wall panel by building a foundation
- Fixed so the heads of prisoners in the "Map settings" window does not change when adjusting its size. (Sorry for the nightmares!)
- Fixed that some reminder message's content were duplicated.
- Some object filter options were not translated for Japanese. They are now!
- Translation used for the 'Environmentally Friendly' title in the Going Green Information Tab II is now correct again!
- The value of the adjustment criteria is now reset to the default value if it has been changed to N/A
- The default difficulty of pre-made map "the Farm" is no longer "ustom"
- Number of some available staff displayed in the staff summary is now correct for Players
- Icons for laundry-related tasks in Jobs are now fixed.
- Text no longer overlaps with a character icon
- 's' was added behind the title of some staff displayed when player click on the 'Assign *Staff*' in the Deployment Menu in all languages. This has now been resolved.
- Fixed so Chapter 5 campaign doesn't crashes midway after first requirement is met
- Fixed when Crew members become stuck in tunnels when set to 'Attempt Escape'
- Fixed The Backup Generator connected to the unpowered cables outputs power units
- Fixed when stationed guards do not search objects within reach
- Fixed Imbalanced visiting of the Bakery
Paradox Interactive and Double Eleven are proud to present Gangs, the seventh expansion for Prison Architect. By introducing gang warfare, Gangs adds another level of chaos to your prison. Bring order to your correctional facility and manage its Boiling Point, reforming gang members and protecting inmates and staff. Prison Architect: Gangs will be released soon on PC, Xbox One, PlayStation 4, and Nintendo Switch.
Get the squad together and watch a trailer for Gangs here:
[previewyoutube=54LgqxKijmo;full][/previewyoutube]
Show gangs whos boss by enforcing a strict code of conduct among your inmates, and turn gang members into valuable members of society. Gangs will form and grow throughout your facility, with each group having their own personality and reputation. As a result, inmates with certain traits will naturally be attracted to specific gangs. Take inventory on your population by measuring your prisons temperature, which will get hotter (read: more dangerous) as gangs grow and flex their muscle.
Wardens can enact methods of inmate reform and release, with programs like Gang Rehabilitation, to slow the spread of gang activity. State of the art rooms are available for architects, with options to install a tattoo removal center or a regulated fight club (Shhh!) for prisoners to get out their aggression. Watch out for Crooked guards, as they may try to smuggle in contraband or accept bribes from gang leaders. Wardens can weed these bad seeds out during the hiring process and recruit investigators to identify guards who have become corrupt.
Prison Architect: Gangs Key Features:
Meet the Gang: Gangs form and grow by gang members arriving by in-take or by recruitment. Each gang has its own personality and traits, and will naturally be drawn to recruiting prisoners with the same specific attributes. Boiling Point: Now you can measure your inmates and your prisons temperature. As gangs grow and begin to flex their strength, the 'danger temperature' of your prison will rise. Thanks to the 'Boiling point' UI, you get a detailed overview of what's affecting the life of your inmates, allowing you to act swiftly, keeping them happy, and preventing irrepressible riots. Reform and Release: Gang members are now allowed to leave their crew, help them come clean by enrolling them in the Gang Rehabilitation Program and removing their tattoos. New rooms: Use the Tattoo Removal Room to remove gangs' tattoos, or have gang members train in the Fight Club Room, turning their destructive energy into fighting in a controlled environment. Crooked Guards: Gangs may coerce guards into smuggling contraband or accepting bribes. You can vet guards during the hiring process (Bureaucracy) as well as recruit C.I.s to identify guards that have turned. Launching alongside the Gangs expansion is Kite, a FREE update available to all players. This update brings a variety of improvements to Prison Architect including, more wardens, more guard dogs, a room size mutator and much more. Kite also introduces prison capacity options, allowing players to fill in specific levels of your facility. The update also provides several improvements to the games menus and mechanics. Be sure to follow us on our social channels to stay updated on the latest news! Facebook: https://pdxint.at/PAfacebook Twitter: https://pdxint.at/PAtwitter Discord: https://pdxint.at/PAdiscord Wishlist Prison Architects Gangs on Steam: https://store.steampowered.com/app/1948120/Prison_Architect__Gangs/ For more information on Gangs and Prison Architect, visit paradoxinteractive.com Price will be 5.99 USD/ 4.79 GBP/ 5.99EUR.
[previewyoutube=OoWZEWqe6w4;full][/previewyoutube]
Greeting Wardens,
Welcome to the Management Weekend with full of activities and sales on several different Paradox brands!
Check out the Management Weekend Sale: https://pdxint.at/3LcIOlT
Join the Prison Architect Build-off contest where all wardens can showcase their creativity by creating the most impressive prison they can by only using the SMALL world size map. Do you have the skill to compete against other wardens? Head over to the official Prison Architect Discord and share your prison in the contest-entry-and-discussion channel.
Complete list of Rules: https://pdxint.at/36oiXss
Join our amazing and creative community of wardens and participate in all the activities on the official Prison Architect Discord. Here you can ask for help and share your prison builds with the rest of the community.
The Roundhouse Update
Earlier today, we released The Roundhouse Update introducing two new pre-made prisons to try out! Jungle Retreat Deep inside the dense tropical jungle, you can find a hidden retreat where the most adventurous prisoners would not even dare to stay. Are the tropical weathers too much to handle, or do you have what it takes to become its new warden?
For the full list of changes check out the patch notes
If you are new to the game and dont know where to start your new career as a warden, this guide can help you learn everything you need to know to start building your prison! This guide will also show you some neat tips and tricks that will make everything a lot easier. Storage If you have crates and boxes lying around in your prison and they are not getting carried away, that means that you are missing a storage area to store all materials.
By creating a storage area, you will have the space to store materials and crates, and you will see workers getting all the boxes around your prison. Tip: If you have the Going Green DLC, you will have access to Storage Shelves, and by using them, you will get more room, and the storage area will look cleaner.
For even more guides and tips check out the Guide of Guides! Have a wonderful weekend! The Prison Architect Team
Greeting wardens,
We have just released an update giving you two new pre-made prisons to explore.
The Lost Prison
This prison was long forgotten and lost in time, but it was again discovered one day. It didn't take long before they decided to renovate and use the prison again. Now they are looking for a warden that can continue its's legacy!
Jungle Retreat
Deep inside the dense tropical jungle, you can find a hidden retreat where the most adventurous prisoners would not even dare to stay. Are the tropical weathers too much to handle, or do you have what it takes to become its new warden?
Fixes:
- [PC] Fixed so cable protectors can now be attached to transformers
Greetings Wardens,
We have just released an update with several fixes and improvements reported by the community. We appreciate all your feedback!
Changelog:
- Fixed an issue with the Pest Control workers becoming unresponsive when the Stay Indoors order is active
- Fixed an issue with the Pest Control trucks are being dismissed as soon as they are called
- Fixed an issue that prevented the players from placing the windows in Cell Blocks
- Clipping issues with Guard Locker when placed in corners is now fixed
- Fixed an issue with the "Requires Water" sign showing when moving an object
- Fixed an issue where Rebar Reinforcement is not available after requirements are met
- Fixed an issue with the Legacy events happening incredibly frequently
- Fixed an issue with cable protectors getting deleted/removed after purchasing a land expansion
- Repair Men can now be called as long as at least one of either Rats or Weather condition is enabled
- Fixed an issue with the Perfect Storm content being available on saved maps even if the DLC is disabled
- Fixed an issue with the prisoners not digging tunnels
- Fixed an issue causing the plumbers to become passive in Escape Mode
- Fixed an issue with overlapping strings on the Weather Forecast screen
- Fixed an issue where dog handlers are not moving when the game is fast-forwarded on the premade map "The Work Fields"
- Added improved Finance backend system for better network performance
- Fixed an issue with "Food Tray Pack" shown as placeholders in the Polish and Italian languages packs
- Multiplayer translations now in correct language on clients game
- Advanced staff training appears when the weather is turned on. and disabled when turned off
- Fixed an issue with event calls happening after the game has failed
- Fixed an issue where players were able to clone collapsed walls and fences
- Fixed an issue where rat damaged prompt would be displayed if Perfect Storm is not owned
- Removed the relationship between legacy subsidence and Perfect Storm subsidence, should resolve issues where walls were being destroyed after repairs.
- Removed damage prompt for subsided / reinforced walls if Perfect Storm is not owned
- Warden will no longer change back to the default warden during a reload or a land expansion
- The game no longer freezes several times in the main menu on startup
- The game no longer crashes on launch with no error message
- Fixed an issue with the game not launching after pressing play/resume in PDX launcher
Theres a storm coming, Warden!
Prison Architect: Perfect Storm makes it rain with grants, emergency services, staff training, and Calamities. Perfect Storm DLC comes with a wide array of new challenges and complex decisions! The Tower Free Update is packed with a ton of new free stuff and numerous fixes reported by the community. For all the changes, check out the full changelog down below!
Prison Architect: Perfect Storm Key Features:
- Riot Before the Storm - Calamities, like Deep Freezes, Heatwaves, Rat Infestations, and Lightning Storms can cause structural damage, lower prison ratings, and wreak havoc in the compound.
- Come Cell or High Water - Pest Control, Plumbers, Repairmen, and Road Maintenance Emergency Services are available for immediate relief from calamities. Electrician, Cold Control, Fire Safety, First Aid Training, and Pest Removal Training allow staff to mitigate damage and keep things running smoothly.
- Granted Refuge - Grants for Disaster Relief, Heatwaves, Emergency Protocol, Subsidence, Advanced Staff Training and Utility Retrofit Grant fund much-needed preparations to help ride out Calamities.
- Raining Rats and Dogs - Check current and forecasted weather conditions, and use weather prediction objects, to stay apprised of any impending disasters
Perfect Storm
- New Grants - Six new grants to aid the player financially and serve as a guidance tool to prepare for the Perfect Storm's calamities
- Disaster Relief - A relief grant to spend on reinforcing your prison
- Emergency Protocol - Awarded for players who assign Safe Zones for Staff and Prisoners in the event of an emergency
- Subsidence Grant - Rebuilding any damaged walls and fences including calling in Repairmen
- Advanced Staff Training - New staff programs are given to Prisoners and Staff
- Utility Retrofit Grant - A grant to fit the prison with Rat prevention materials and objects (Rat proof cabling etc.)
- Heatwave Grant - A grant to ensure the safety of staff and prisoners by investing in Fire Safety
- 4 New Emergency Services
- Pest Control - Spray the prison with a scent that keeps rats away
- Plumbers - Pump out flood water blocking the use of drains and showers
- Repairmen - Repair walls and fences that have collapsed due to subsidence brought on by storms
- Road Maintenance - Grits the service road to keep the ice and snow-free during a deep freeze
- New Staff Training
- Electrician Training - Allows staff to fix electrical issues within the prison
- Cold Control (Winter gritting) - Staff will use grit bins to keep paths clear in deep-freeze conditions
- Pest Removal - Staff can lay humane rat traps to control the level of pests within the prison
- Fire Safety Training - Staff will be able to mitigate the spreading of fire in an emergency situation
- First Aid Training - Staff will administer first aid to heal minor injuries and stabilise those in critical condition
- Three Extreme Weather Event 'Calamities'
- Deep Freeze - Sub Zero temperatures hit the prison, freezing utilities and causing havoc
- Lightning Storm - Thunder, lightning and torrential rain create danger and lasting damage
- Heatwave - It gets hot, very hot - Prisoners will need to cool off and drink to rehydrate themselves
- Rat Infestation 'Calamity' - Rats will lower the hygiene rating of the prison, cause issues with digging (tunnels) and gnawing (Electric cables, wire fencing) as well as eventually spreading disease
- A brand new Prison Coverage Plan System - Allowing for players to prepare for Calamities, gaining access to staff training, free Emergency Service callouts and more
- Weather Forecast and UI - Players will be able to check current weather conditions as well as gain predictions of incoming weather and severity using a variety of tools.
- Weather Prediction Objects - Players will be able to purchase several different types of weather prediction tools, each varying in accuracy and functionality
- Two new Rooms
- Weather Center - This is the ultimate weather prediction tool. This automated room will send the most accurate and long-range weather forecast to the Weather Forecast page
- Training room - Area for the new staff training programs to take place. The room will only be used for programs
- Three new Advisor Sprites Types (Janitor, Foreman and Gardener) - Offering dialogue from more staff within the prison and an improved onboarding
The Tower (Free Update)
- Extended Visitation - Visitation sessions will last much longer
- New Foliage - Five new pieces of foliage to add to the grounds of your prison
- New Floor Types - Three new floor types to add to your grounds
- New Door Types - Coloured staff doors
- New Windows - Wooden and stained glass windows
- Additional Furniture - Sofa, Luxury Desk, Wooden and Swivel Chairs
- New Search Dogs - Two new search dogs rated as 'very good dogs'
- New Mutator - Doggie Doo! - Search dogs will contribute to the poor hygiene of the prison
- Misc Improvements & Community Requests
- Radiators added to Utilities
- Non-Lethal Sniper Policy - Snipers fire rubber bullets that can knock inmates unconscious, but don't kill
Other fixes & improvements
Misc improvements:
- Tweaks to the fire spreading systems - fires spread at a more regulated rate and in more consistent paths
- Improvements to the pathfinding system and worker AI around construction to help the issues where workers stop building and Materials will have the status "Path between Material and Job is blocked" or No route
- Added search bar and filter to quick rooms
- Fixed an issue where staff would not use dinner booths or dining chairs
- Fixed an issue where plates on the dining table turn invisible when the customer faces the camera
- Fixed an issue where food waste which is a product of expired harvest, is not collected in the Recycling Bin or the Compost Bin
- Fixed an issue where civilian customers are overlapping with Dining Chairs
- The bakery room will no longer get overloaded with unstacked Flour bags
- Civilian Customers will no longer have mismatched head assets
- Fixed an issue where the same teacher arrives for parallel sessions of Conflict Resolution & Reformed Prisoner Consultation
- Fixed an issue where the CEO calls with the instructions about the Second Chances DLC, even if the DLC is not active
- Oven lights will no longer overlap prisoners.
- Fixed an issue where prisoners did not prepare meals in the Restaurant in advance
- Fixed the issue where the reform program is shown as unscheduled when it first starts
- Fixed an issue where there are no sounds while the prisoner interacts with a dog during Animal Therapy
- Fixed an issue where there is no oven baking and cake/bread mixers sounds in the bakery
- Fixed: Grant "Prisoner Reoffending Rate" can be completed at the very beginning of the game
- The dough mixer is showing an error sign when placed against the wall at most bottom of the bakery
- Fixed an issue where external teachers sometimes get stuck on the edge of the map
- Fixed an issue with a reform program showing an error of no teacher even if it's already assigned a teacher
- Fridges rotation in Bakery Quick Build is now correct
- Dog handlers will no longer return to the Kennel with "Stationed" status
- Fixed an issue where it was possible to get stuck ON Screenshot mode
- Fixed an issue where dead bodies in the Export zone were not removed
- Fixed an issue where dead bodies were not removed from the island
- Rubble can now be recycled, and Recycling Bags are created when bulldozing
- Fixed an issue with the intake number does not match with the limitations set
- Its now possible to place a wind turbine and solar/wind hybrid on water tiles
- Characters no longer walk under the Grass Road Bridge
- Deliveries should no longer get stuck or delayed because of seeds being delivered one bag per truck
- Fixed an issue where Medics dont leave after being dismissed
- Fixed an issue where water pipes could not be sold
- Fixed an issue with some staff struggles to fulfil their needs
- Objects no longer fall off the back of a boat before reaching the dock
- Fixed an issue where players were unable to place a cloned room over a wall or fence if there are some objects on the wall
- Fixed an issue where the character is not able to open the Staff Fence Gate with Staff Keys
- Fixed an issue where the "Total" value in Finance tab moves up as the scrollbar goes down
- Swapped Dogs' skins on Green Power Plant and The Work Fields maps
- Fixed an issue with lockdown/solitary meals being delivered to the top-left corner due to secure doors
- Prisoner Uniform will no longer be placed the wrong way on the vertically positioned beds
- Fixed an issue where every plant was called a Crop until it was planted. Crops and Fruit trees now have their specific crop names in the job queue pop up
- Orderlies Staff Summary is now showing after clicking on 'Assign Orderlies'
- Fixed an issue with missing weapon sprites for the guards, riot police, elite ops, sniper, and armed guard
- Fixed an issue with Mismatched icons in the Jobs tab
- Fixed an issue where a Criminally Insane Prisoner would not be sent to a padded solitary cell under certain circumstances
- Fixed an issue where planning made by clients no longer disappears when reloading the game.*
- Fixed an issue where there is a game pauses when clients join on a big map*
- Fixed an issue where changes in prisoners wages are not displayed correctly in multiplayer.
- Fixed an issue with crop sprinklers not working during an online session from the client's side*
- Fixed an issue with Fog of War not working correctly from the client's side*
- Fixed an issue with Multiplayer when prison sizes expand
- In order to prevent the clients from disconnecting, we recommend the player with the most stable internet connection to be the host
- It is no longer possible to recruit unconscious prisoners
- Fixed issue with the camera being stuck in the wrong location on starting Escape Mode
- Fixed issue with fog of war is triggered when the player exits tunnel in Escape Mode
- Pest Control workers become unresponsive when the stay indoors order is active
- Carpentry grant requires 66 beds instead of 10 in description
- Part of the guards with stationed status causes them not to move at all on occasion
- FPS issues when there is a land expansion in any given direction
- Pest Control trucks are being dismissed as soon as they are called
- Guards deliver invisible food to prisoners on Lockdown/Solitary
- Second set of fists appear in Inventory in Escape Mode
- Blinking objects on the map
- Some objects partially overlap bunkbeds when placed behind them
- Available Mods list is truncated if at least one mod is active
- The yard icon is cut off in Escape Mode
- Impossible to control time modes via keyboard in Escape Mode
- Accept your first Grant' task is not shown in the to-do list on the Client's side
- Broken Jail Doors change colour when closing
- Text overlapping in 'Grading' section of 'Prisoner Info'
Halloween is just around the corner, which means it's time for trick-or-treating! Tune in for eerie and ghoulish vibes with four new spooktacular decorative items to celebrate a Spooky Halloween!
Jack-o'-lantern
Spider Web
Coffin Bed
Decorated Tree (Spooky)
The Steam Halloween Sale kicks off with a bang! Your scary good deals are here!
Prison Architect: Base Game 75% OFF
Prison Architect: Island Bound 40% OFF
Prison Architect: Going Green 30% OFF
Psych Ward: Warden's Edition 35% OFF
Happy Spooky Halloween, Wardens!
Hello Wardens,
Our next Prison Architect beta test is on, and we need more experienced Wardens just like yourself to test and have your say on the new content!
To sign-up for the beta test please fill out the form below:
Join the Beta
Participation requirements:
- 18 years of age
- English speaking
- Owns the base game on Steam (PC)
- Have played Prison Architect (at least 35 hours of playtime recommended)
- Available during the Beta period (Sept 30th - Oct 3rd)
- Active Discord account (Join the Prison Architect Discord)
Welcome to Show and Cell, our little corner to showcase the creativity of the Prison Architect community! Here you can find some inspiration and read about the people that create fan art, gameplay videos, or building some awesome prisons!
If you want your prison to be showcased next, tag us on Twitter (@prisonarchitect) and use the hashtag #showandcell! Feel free to send us a DM if you have any questions!
If you want to get the latest news and updates, you can also follow us on Twitter, Discord and Facebook.
Show and Cell is back with a new outstanding prison, and this time we will dive into Snowpine Penitentiary, created by MutedKiwi.
How long did it take to create your Snowpine Penitentiary?
Overall it probably took me about 100-120 hours, with the majority of this time being taken up by planning and research.
What was your goal when you started this prison?
My initial goal was to build an efficient 1,000 capacity prison consisting of MinSec, MedSec and MaxSec prisoners with high-profit margins and a low reoffending rate. Compared to my initial plan, the layout changed substantially over time. For example, I decided to incorporate SuperMax, WitSec, Death Row and the insane asylum and download mods halfway through, such as basketball and computer labs.
How did you come up with the name?
I actually only came up with a name after someone requested I upload it to Steam, which requires you to name the prison. I chose Snowpine because of the map environment and abundance of Snowpine trees and thought it was a fitting name.
Did you plan the layout of the prison before you built it?
Yes, planning is one of my favourite elements of games like this. I tried to plan as much as possible, including optimal pathing and room sizes, individual object and door placements, water/electricity lines and more. I wanted to include a lot of different elements, so I knew planning would be the best way to make sure I didn't forget to include anything. I also like symmetry, so I tried to make it as symmetrical as possible, which required a lot of planning.
Anything else you want to mention about Snowpine Penitentiary?
This prison was my first serious attempt at an efficient high capacity prison, and I'm proud of how it turned out! I may have considered expanding it even more. However, I was limited by my computer's power since the framerate was already starting to drop significantly enough to impact playing when the prison was unpaused. Maybe I'll give it a proper one once I get a better PC.
How long have you been playing Prison Architect?
I first played the game during my summer holiday in 2016. Since then, until I built this prison, I only played a handful of times. However, every time I play, I play A LOT in relatively short timeframes. I built this prison in February 2020, just around the time of online classes and lockdown.
What made you start playing Prison Architect?
When I started, I didn't have access to a proper PC that I could play my usual games on, so I was looking for a game that was pretty easy to run. I found out about Prison Architect, and it seemed very intriguing, and as soon as I tried it, I was hooked!
Any tips for someone new to the game on how to get better at planning and building their prison?
To someone brand new, I'd recommend just playing the game and learning as you go. I was constantly googling while playing, which was extremely helpful. Don't get too hung up on planning as you are still learning because you can always sell your prison and start fresh with your newfound knowledge and experience. There's also a ton of great content on YouTube regarding the matter, which really helped me out. From my personal experience, I would recommend starting with a big idea and defined aim and refining it until you have every last detail down about what you want to include before you even begin planning in the game. Then figure out efficient placements, room sizes, and connecting everything, plan the entire layout (this took me the longest by far), and finally build and adjust as needed. Since planning almost never goes 100% as you expect, it's also a great idea to leave room for adjustments. For example, initially, my main prison was only min/med sec. However, I had enough room to adjust the layout of the section that was then transformed into the MaxSec wing. The way I designed it also left tons of room for vertical expansion of the main prison if I chose to do so. Symmetry, as I mentioned before also makes this a lot easier.
Do you want to try this prison? Then you can get it here!
Snowpine Penitentiary
Thank you for this time, and see you for the next Show and Cell!
The Prison Architect Team
Hello wardens,
We have just released a new bugfix update with fixes and improvements reported by the community. We appreciate all the feedback we are getting, and we are still investigating more issues.
Changelog
Second Chances fixes:
- The Shop Counter in the Quick Build Bakery is in the wrong position.
- Display Counter's sprites are appearing incorrectly during placement.
- Prisoners drop ingredients when their shift at the Restaurant ends.
- Completing the "Three Strikes Program" does not grant prisoners with "Work Experience".
- Prisoners are petting dogs before "Animal Therapy" starts.
- A "Required:" text for the Bakery Room is missing.
- Restaurant and Bakery play customer sounds even if the rooms are empty.
- "Conflict Resolution" teacher's head is placed incorrectly.
- Some objects required for Canteen and Kitchen can't be placed outdoor.
- Display counter is incorrectly rotated.
- Delinquents are not showing on the "Three Strikes Program" if the Program begins right after the previous one.
- Prisoners leave the Three Strikes Program after saving and loading the game.
- Customers are not served and are placed incorrectly after the Diner Booth they are sitting at is moved
- Shared objects between Kitchen and Restaurant will fulfil room requirements but cause odd behaviour.
- "Reform" window can be opened an infinite number of times.
- Intake Arrival time can be set over 24 hours.
- Therapy Animal Container will get teleported to the Animal Therapist.
- The prisoner picks up a new dog after Prisoner Search during Animal Therapy.
- Bureaucracies are no longer being researched simultaneously by different staff members.
- Player can access Prisoner Wages page without having an Accountant.
- Bureaucracy isn't researched in the order it's queued.
- Reset Criteria button does not reset Adjustment Criteria in Reports menu.
- Satisfying Recreation need while working in the Flower Garden is not indicated in the Reports > Needs tab.
- Guard Tower stair overlapped sniper head sprite.
- Amount of money that Prisoners earn for their work is halved in the "Total Prisoner Wages" description.
- Riot Police and Paramedics can be commanded to move out from their respective vehicle before the vehicle stopped moving.
- Psych Ward contraband is available without the DLC enabled.
- Game freezes after multiple field creation requests.
- Prisoners facing north direction when using the weight bench will be under the weight bench.
- Game crashes if execution is scheduled and a Prisoner is in the Reception Room.
- Reform Program History overlap with prison served timeline if there's more than 6 Reform Program.
- Prisoners earn money while working in the Flower Garden, even if the Prison Labour option is locked.
- In the Reform tab, the "Reformed Prisoner Consultation" program is described as an advanced program.
- Prisoners go to work in farming fields despite being assigned to work in the forestry.
- Prisoners' heads are separated from their bodies when they sit facing North.
- Map Settings Uniform Colours not being applied once set.
- Staff Wage pay raise is not constant for 10%.
- Lower parts of visitors' heads are cut off.
- Danger text is coloured in green.
- "Total" value in Finance tab moves up as scrollbar goes down.
- Guards operating sorting desks are facing the wrong way.
- Quick clone allows wall lights to be placed internally.
- Vegetables are not stored on Pantry Shelves and in the Fridges.
- Civilian Customers spawn just to beeline for the exit.
- The head of the sleeping prisoner is shifted on the bed.
- Camera does not follow selected room in Crop Distribution.
- Clicking on the polaroid causes a crash, if a "Shakedown" option is active.
- "Random" in the "Choose Guard Dogs" tab does not work if DLC "Psych Ward" is disabled.
- In the Reform tab, the "Solar Panel Development" program is described as it was an advanced program.
- Enlarging the "Valuation" menu causes its text to overflow out of the menu window.
- Prisoners with active Punishments go to the Flower Garden during a FreeTime schedule.
- Cook Operating a Sink is overlapped by a Food Tray.
- Prisoners that are checking their stashed "Booze Bags" cannot move.
- Books laying on the bed are z-fighting when zooming in and out.
- Missing information about requirements for unlocking Crop Distribution.
- A "Crop Sprinkler" can not be placed on the field, if a wall stands in its work area.
- Practice Solar Panel progression speed remains the same on different game speed ups.
- Players can instantly complete a Tool Cleanup Grant by saving and loading the game.
- The laundry baskets are delivered before the Laundry room from the "Quick Build" tab is finished.
- Canceling building two connected Quick Build Rooms cause the connected wall to be made of Bricks instead of a chosen material.
- Classrooms and Common Room at "The Work Fields" pre-made map has got Staff Doors as entrances.
- Stepping Stones always use default sprites instead of what players choose.
- Prisoners get stuck between Topiary Bushes while they are released or trying to escape.
- Prisoners heads and clothes overlap on bunk beds.
- Wind Turbine blades don't move with the rest of the wind turbine when using the Move action.
- Connecting Transformer to Power Station resets Current Power Output.
- Options disappearing after resizing UI.
- The workman icon is displayed in the "Jobs" window for farmers' fertiliser-based jobs.
- Task of moving crops to a field have incorrect staff icons in the Jobs tab.
- During Strike/Riot on the Todo list is a note about cancelled Intake.
- The Phone Taps are not connected with the Phone Booths on the Premade Prison "Green Power Plant: Going Green".
- A status "Locked" is not showing after highlighting a "Narcotic Search" option.
- Incorrect disconnection warning for the Scanning Machine if the Scanner Monitor is connected.
- [Multiplayer] Client de-syncs after using cheat spawn.
- [Multiplayer] Tall fridges and cookers lose their electrical cables on the Client's side when the Host moves them.
- [Multiplayer] The client information about Qualified Prisoners is not updated immediately in multiplayer.
- [Multiplayer] The Director's prompt call is only displayed to the host in multiplayer.
- [Multiplayer] When the Client is building objects on a map amount of delivered objects will be not the same as the number of ordered objects.
- [Multiplayer] Incorrect age in the character's menu in multiplayer.
- [Multiplayer] Holding cell doesn't count in Basic Detention Centre Grant at the Client's side.
- [Multiplayer] Clearing a room causes the Client to still see the name of the Room on the map.
- [Multiplayer] Changing prisoner arrival time on the Client's side makes the timer go backwards.
- [Multiplayer] Clients are unable to connect to sessions that are hosted.
- [Multiplayer] Expanding prison map in multiplayer not working as intended.
- [Multiplayer] % don't appear (or change) on a Client's screen in multiplayer.
- [Escape Mode] Dogs from DLC GM do not have their graphic in Escape Mode Victims.
- [Escape Mode] Destroying door servo causes remote doors unable to open and guards cannot enter the cells at all. It also causes constant triggers to guards.
- [Escape Mode] Guards will not drop keys at all.
- [Escape Mode] Recruited Prisoners push players if too many of them were recruited.
- "Staff" text overflows when adjusting its window size.
- Text Overlappings in staff needs menu.
- Text too long where it exceeds the prisoner profile menu size.
- Text in prisoner profile experience overlaps with bars.
- "Allow transfer" text overlapping on prisoner UI image in Transfers tab.
- Parole Cutoff Policy "Adjust Cutoff" text being overlapped by adjuster arrows.
- Parole Cutoff Policy "%" and bracket texts are overlapping on each other.
- Prisoner Intake's Countdown timer is overlapping with other text in the Todo List in certain languages.
- All Prisoner Wages text overlapping on the "Decrease" button.
- X displaying in the line "Criteria above to be met" in certain languages.
- X displaying hours in Total time played.
- Other localization fixes, including translations and text overlapping in various menus.
- The water landscape does not complete its function when replacing the floor.
- Gardeners not performing the 'Garden Outdoor Area' action in Yard, Deliveries, Garbage and Flower Garden Room.
- Drinks count as contraband instead of luxuries.
- The CEO calls with the instructions about the Shelby DLC, even if it is not active when using a premade map.
- The number of guards hired stops at 99 in the Staff menu.
- Plates on the Dining Table turn invisible.
- Food waste which is a product of expired harvest is not collected in the Recycling Bin or the Compost Bin.
- New Contraband is available even if the Shelby DLC is disabled.
Wardens,
The delivery truck just arrived with a bugfix update resolving some of the previously reported issues! We are grateful for all the feedback we are seeing as we continue working on delivering even more fixes in the future!
Changelog:
- Not possible to change Prisoner's security level is impossible (hotfix pushed in advance on June 16th)
- Conflict Resolution ends when loading a save during the program
- Possible to change prisoners with different security level to wear same the same colour using map settings in Extras
- Prisoners keep working during freetime.
- Performance Issues.
- Prison with only Criminally Insane prisoners doesn't get Prisoner grant and Prisoner Grant bonus.
- Wall Panel Corner Type A (Stone) and Type B (Stone) use the same sprites.
- Missing contraband in Bakery and Restaurant rooms.
- Reform Program Research requires 10 prisoners to pass Reformed Prisoner Consultation instead of 1.
- Cooking meals in the Restaurant causes the character to walk in circles.
- [Multiplayer] Incorrect sprite of the character in the multiplayer.
- [Multiplayer] Changing the language in multiplayer kicks everyone out with the ability to play the same prison offline.
We just released a hotfix update, fixing the issue with security sectors. We are also fixing more issues that you all have been reporting, and you will be getting another update with more fixes and improvements next week!
Second Chances DLC is AVAILABLE NOW!
Animal therapy Sentence reductions & extensions Prisoner work experience & credentials Conflict resolution Reformed prisoner consultation Adjustable wages New uniform colors Check out the Patch Notes Did someone say discount!? To celebrate the release of the Second Chances DLC, we offer a 10% discount for one week after the launch! Sale ends June 22nd! Steam Store
Wardens,
In just a few days, we will be releasing the new DLC Second Chances with the free Update "The Pen"! You can now check out the patch notes and see all the cool things that will be coming!
Open the gates!
Second Chances - New DLC:
- 3 new Rooms
- Bakery - A room for inmates to produce food for civilian purchases.
- Restaurant - A room for inmates to produce food for civilian purchases.
- Therapy Room - A place for the new animal therapy sessions and Juvenile Correction program to take place.
- 3 new Quick Rooms
- Bakery
- Restaurant
- Therapy Room
- 5 new Grants
- Bakery Production Skills - A grant that rewards building a Bakery and selling Goods to Civilians visitors.
- Restaurant Service Scheme - Rewards building a Restaurant and serving Civilians.
- Reformed Prisoner Initiative - Awarded for reforming a required number of prisoners.
- Prisoner Reoffending Rate - Reducing the Reoffending rate to a specific percentage.
- Reform Program Research - Creating the new Therapy Programs and their successful completion by prisoner enrollee's.
- 5 new Programs
- Includes 1 new external staff member, 1 item sprite (animal crate/box), and multiple animal sprites.
- Juvenile Correction (meeting) - A program for inmates and troubled youth to interact, with hopes of a positive effect on both prisoners and the youth visitors
- Juvenile Correction (training) - A training program that allows inmates to take part in the main Juvenile Correction program.
- Former Prisoner Consultations - Former inmates who have been released and reformed will come back to prison to talk with those still incarcerated.
- Conflict Resolution - Groups of inmates with issues on resolving conflict peacefully, will receive guidance on how to do so in the future by a former, reformed inmate.
- Animal Therapy - A behavioural therapy session alternative with animal interaction.
- 1 new Reform & Rehab Menu - provides information on the reoffending rates of all inmates, their work experience levels, and the number of reoffending prisoners.
- 1 new DLC info tab - A new page will be added to the Todo list to explain each of the key features of the new DLC.
- 2 new Prisoner Mechanics
- An inmate's sentence can be lowered or raised depending on their actions in-game.
- Inmates who have been released from the player's prison can be sent back after they re-offend, each time the player will be fined.
- Prisoner Work Credentials - Ex. Cook, Craftsman that influences what jobs prisoners can take.
- Prisoner Uniform Colour Options - Customize uniform colours for any sec type.
- Adjustable Wages - Set wages for prisoners so they will prefer certain jobs.
The Pen Free Update
- New objects
- (Grass road bridge, dining table (large), dining table (small), dining chair, diner booth, saloon doors (double), Additional signs (no entry, gym, phone, visitation) ornate wall light, Chandelier, Wall Panel, Wall Panel (Wood), Wall Panel (stone), Shop Counter).
- New Security Orders - Narcotic Search! - Similar to shakedown but searching specifically for drugs with Dog Handlers.
- New Policy: Staff Keys - Allow additional staff to carry keys, improving efficiency but adding a security risk
- New Quick Room - Reception.
- Custom Intake - Allowing players to choose the intake's arrival time.
- Relax Outdoor room restrictions - Restrictions removed from certain rooms (a limited number), allowing players to build for example an outdoor classroom or canteen.
- Misc Improvements & Community Requests - Prisoners always use Recreational. Facilities during free time.
Other fixes and improvements
- Going Green
- Imported Ingredients cost stays at 0 in the Green Power Plant regardless of actual import values.
- Crops moved to the Exports Room on Storage Shelf will not be taken off of it and it will block the Road.
- Reputations 'Foodie' and 'Green Thumb' from DLC Going Green appear in the game without DLC enabled.
- Criminally Insane Prisoners can do "ActionHerb".
- "Grants" and "Green Energy Goals" tooltips inconsistency.
- Names for Carrots and Tomatoes are swapped in the tooltips.
- There is no sound for recent transactions until 8:15 am, in Premade Prison "Green Power Plant: Going Green".
- Other fixes
- Player able to exploit Deliveries by Dismissing Vehicle.
- Staff Alerts overlap with UI elements when Todo list is minimized.
- Cost of building some Walls via Planning tool is higher than the price of building them manually.
- Players are charged twice for the construction of curtain Wall types while building them via the Planning tool.
- Multiple copies of an object can be bought by holding LMB if the player buys it in a building that's in progress of Quick Build.
- Building foundations with concrete/brick walls does not charge players with the cost of building walls.
- Misaligned ingredients sprite on the fridge.
- Horizontal Drip Pipes have got flickering water icons if those pipes are connected with vertical ones
- Ingredients with Bacon texture are not put into a Fridge, unless Meal Variety is set to 'High'
- Alert "The prison is not running at the maximum capacity" is showing even if there is only a Holding Cell in prison
- Alert about missing Laundry Room shows incorrect number of prisoners and has wrong description tab.
- Guard dog that was assigned to the area does not return to Kennels after reaching "Exhausted" status.
- Some actions are cancelled during Sleep time.
- Texture of Light(Solar) displays on The Ecologist/The Botanist Warden instead of Vest.
- Staff's exhaustion in task list, Staff Well-Being Initiative and Staff list are inconsistent with each other.
- Tab informing the Player that the map uses content from disabled DLC is not appearing properly.
- Localisation improvements for Traditional and Simplified Chinese.
- Noticeable stutter when opening overlays.
- Prisoners are affected with virus/sickness when events are not enabled.
- Building objects into quick rooms not working properly.
- Transaction with $0 income/expenses showing in the Bank Balance summary.
- Players can only allocate work slots if there are prisoners with required qualifications.
- Insecure area blinking bug when multiple helipads are surrounded with walls.
- Grant "Government Bailout" that has been accepted is re-locked after one of the requirements is not met.
- Finance Report "Total" tab overlapping with other UI when it is too long.
- Guard Pavilion objects are raising false room requirements.
- Choice of dogs not having the same behavior as choice of warden.
- Alert about adding Death Row appears, even if Death Row is already researched.
- Accepting some grants will complete certain tasks immediately on grants.
- Grant "Overproduction" timer resets every time the game is loaded.
- A street lamp asset overlaps with a bench (park) asset.
- Recruit informant button overlaps with the recent misconduct list.
- Warden icon in the slider background in the "Choose your warden" section.
- Missing sound when hiring/deploying staff.
- Vertically connected drip pipes can disconnect due to adjacent horizontal ones.
- There is no confirmation sound after deploying dog handlers and armed guards to the area.
- A "Todo" list is shown in the Inventory tab after using the "+" or "-" button.
- Legendary Prisoner callout icon does not disappear automatically.
- The warning sign does not show up for inactive CCTV for the client player.
- After choosing the category in "Objects", items are not sorted.
- Options disappear from the window when dragged/moved.
- NPC's are using the Office Desk from behind causing them to walk into a wall.
- Game displays "The prison is running out of money" when playing with unlimited funds.
- Using the +/- to resize the UI crashes the game.
- Prisoners who died from starvation remain in prison and are counted as living prisoners.
- The dog handler, armed guard's and orderly's status icons in 'deployment' tab remain grey for the client player despite units being deployed.
- UI elements shifted when creating a new prison.
- The CEO call when a large number of prisoners die reads "help_warning_prisonerreleased" instead of correct text.
- Idle workers are making work noises.
- [Escape Mode] Stationed Dog Handlers do not take any actions towards the Player.
- [Escape Mode] Game crashes when clicking "Sleep".
- [Escape Mode] The Guard Response button works in Escape Mode.
Wardens, it's time for prison reform!
Prison Architect: Second Chances, the 5th expansion from Paradox and Double Eleven, will bring an evolution to the game's reform and rehabilitation system on June 16th! Don't forget about The Pan free update releasing on the same day!
More information: https://www.prisonarchitect.com/dlc/second-chances
[previewyoutube=OwrHv8eNlr4;full][/previewyoutube]
It's time for the Prison Architect " " Creative Contest!
Weve been developing new Prison Architect merchandise that is finally ready for the big reveal! To be in with a chance of winning a set of branded goods, wed like you to create something in return. Your entry has to be primarily visual, in one of four categories K-9 Pet, Video, Fan Art and Cosplay on a Budget which means it can be a photo of your canine or feline friend, a drawing, a meme, or perhaps an attire of
your own.
Well pick several winners from each category and the chosen few will receive a memorable gift and a chance to be reviewed by the Prison Architect Committee at PDXCON! We should note that the winners will be chosen by the subjective tastes and whims of the Community Team.
Submission period: April 20th, 2021, 7PM CEST to May 10th, 2021, 6PM CEST
You can post your entries in the dedicated forum threads:
Steam Submission thread
Discord: Under the dedicated PDXCON Contest section
Paradox Forum Submission thread
Don't forget to include your Discord server name when posting your entries.
Good luck Wardens and let your creative juices flow!
Rules: https://pdxint.at/32xSdA5
Wardens, A new patch with even more improvements and fixes has arrived! PC
- The game no longer crashes after clicking outside the map during the process of selecting prioritize area (Gardener) and prioritize (Janitor).
- The campaign mission "Death Row" can be progressed normally if the Power Station is dismantled and replaced: the objective "Turn the Power Station back on" is no longer blocking the level from being completed.
- Fixed the issue with Polaroid remaining when it's meant to fade once Death Row mission is triggered.
- The bug that prohibited books and goodies to use the Library and Shop top shelf but not the middle and bottom shelves is fixed.
- Paper Lanterns give off light now.
- Dismantling Transformer no longer results in leaving one Electrical Cable.
- Fixed the tile of a Concrete Wall being visible in Staff Alerts.
- Quick Build's UI is no longer overlapping with room name text.
- Fixed: Objects that can be built on water can be built on the opposite of Ferry Dock.
- Players are no longer able to use the Prison Labour tab if it is locked.
- Fixed the issue with the murdered Guard not being counted as one kill in Legendary Prisoner's Grading tab.
- Fixed the issue with the Wall Light (Solar) staying indoor despite being an outdoor object.
- Fixed: Library Staff Alert mentioning about the lack of the Library does not disappear.
- Fixed the issue with the Lunar New Year Dragon related objects (Head, Body and Tail) can be built on the same spot as objects that can be built on walls.
- Fixed the issue with storage Shelves having a tray dispenser when rotated vertically.
- Fixed: Campaign cutscene playing twice in a row.
- Fixed: Empty Ingredients page can be visible after opening the Reports menu for the first time.
- Fixed: Boxes aren't shown in the middle of the shelf when the shelf is set in the vertical position.
- Disabling game events after receiving an event task no longer causes the task to not be completed and to remain on the To Do list.
- Number of prisoners awaiting release from solitary punishment is now displayed correctly.
- The Worker will no longer put Materials and Crates into and around the Guard Tower that is placed in the outdoor Storage room.
- Staff Alerts now disappear from the To Do list after turning them off.
- Fixed the issue with workmen not removing the objects under buildings which were built by Quick Build menu if Build Menu is open.
- Fixed the issue with the game crashing when adding Water (Large) at the corner of a Quick Island and increasing speed.
- Fixed the issue with The Sniper not entering the Guard Tower again after the Guard Tower is occupied by materials or crates before moving to other places.
- DLC Grants can no longer be exploited by turning DLC on and off.
- Fixed: minor localization issues.
- Quick clone will no longer delete the original wall with attached items Issue with the description tab of a Transformer flickering at night time fixed.
- When clicking on the arrows to change increments in the report tabs they now change accurately (0.5 instead of 1)
- Programs from DLC Going Green are no longer visible in Scheduler if DLC is not enabled.
- Fixed incorrect Continuous Fertilizer Pricing and Quantity: a new pack of fertilizer being ordered for every crop is no longer requesting continuous fertilizer.
- Fixed: Placing helipad in outdoor storage room causes helicopter export & import issues.
- Issues with trucks delivered ingredients by small batches fixed.
- The bug that allowed to bypass the "Only outdoor" requirement for the Going Green DLC plants and grow and harvest crops indoors is fixed.
- The bug that allowed the player to sell seed from farmer's hands during "Plant Crop" Action is now fixed.
- Staff alert about being able to house 0 more prisoners despite having many available spots no longer pops up on the Green Power Plant premade map.
- The bug that covers various objects & NPCs by Light (Solar) when they move through it is fixed.
- The bug that showed the incorrect prices for Seeds of Flowers, Crops and Fertilizers bought via the Cloning tool is now fixed.
- The bug that allowed to put plants on all types of outdoor floors is now fixed.
- "Crop cost" and "Crops per day" in the Ingredients menu are now counted properly.
- Fixed "Check the Ingredients menu" text being displayed in the Policy menu without Going Green DLC enabled.
- Saving and loading game no longer causes the reset of crops status "Crop need to be watered to continue growth".
- Fixed the issue with the "Over Production" grant that is available from the start of a new game, even if the player has not yet completed the "Basic Farming" grant.
- Fixed the bug that allowed Criminally Insane prisoners to plant plants.
- Fixed the issue with Auto scythe activating out of schedule whenever the savefile is loaded.
- Fixed the issue with Practice Solar Panels overlapping with each other.
- Auto scythes are no longer able to harvest fruits when trees are within harvesting range.
- Fixed: Dismantling a second Green Power Source from a row of Green Power Sources, does not disconnect the rest of the row from the Transformer.
- Fixed: Compost Fertilizer purchased automatically via Continuous Fertilizer doesn't count for "Self Sustaining" objective.
- Fixed: the Reception room in the premade map Green Power Plant is not connected to the roads under Deliveries in the Logistics tab.
- Contraband confiscated within the last 24 hours is now updating properly in Premade Prison 'The Work Fields: Going Green'.
- he Compost Fertilizers task now completes 100% when producing 10.
- Organic waste is now showing after harvesting Crops.
- Herb plant no longer appear in the game.
- Plants that reach 15% of damage are no longer dumped by Workmen.
- Green power sources were able to connect to the power station without creating a blackout.
- Hiring an Accountant in Warden Mode and pressing the inventory button (bottom right) no longer causes expanding land crash.
- Fixed the bug that made the Warden disappear at the end of the map when expanding the land while standing on the road.
- Fixed the issue with Warden not returning to his office after dying.
- Fixed the fruit trees being replanted in incorrect spots.
- The bug that resumed the game without prisoners after changing the game language at the Game Over scene in Escape Mode is not fixed.
- The data about the prisoners participation in programs is now shown the same for host & client
- The Notebook Page now disappears after being read once.
- Issues with the cloning tool (available for Hosts) is fixed
- [GOING GREEN] The Working range of the Auto Harvester is now visible for the Client
- Client can now reconnect the Power Export Meter after disconnecting it.
Welcome to Show and Cell, our little corner to showcase the creativity of the Prison Architect community! Here you can find some inspiration and read about the people that create fan art, gameplay videos, or building some awesome prisons!
If you want your prison to be showcased next, tag us on twitter (@PrisonArchitect) and use the hashtag #showandcell! Feel free to send us a DM with any questions!
If you want to get the latest news and updates, you can also follow us on Twitter and Facebook.
Show and Cell are finally back, and this time will dive into 6 Points Correctional Facility, created by mkit3. This amazing prison was inspired by aerial photographs of real-life maximum-security prisons. We had the pleasure to ask mkit3 about the creating process.
How long did it take to create 6 Points Correctional Facility?
It took me about 96 hours of in-game time for the save game that was uploaded to the workshop. I didnt reload from an earlier save while building this prison at all, so thats accurate. However, I also did some planning of the cell block layout for about 10-12 hours on an empty map; and I tried several designs until I was happy with the three-pod design for a housing unit that I ended up using for this prison. Thus 116-118 hours would be a better estimate if you also take into account pre-planning. Finally, I did indicate in the description that this prison is the result of more than 600 hours of experience in the game, and that is absolutely correct in the sense that I learned a great deal from my previous two ~100h prisons.
What was your goal when you started this prison?
My goals were to build the ultimate, best maximum security prison after such extensive experience in this game, as well as lots of research that I had done on real-life prisons. Best in terms of profitability, control of prisoners 0 staff fatalities were a must, reoffending rate and inescapability in escape mode. I also wanted to both surpass my then-best prison NoESC SuperMax in terms of these achievements. Finally, I wanted to give my new prison a layout that resembles the aerial perspective of real-life prisons. As in you see the shape of the buildings and walls, and its immediately clear that this is a penal institution!
How did you come up with the name?
The prison is named after Five Points Correctional Facility, which is a maximum-security prison in upstate New York. Incidentally, it is the prison that David Sweat was initially transferred to after his spectacular escape from Clinton Correctional Facility with Richard Matt. The real-life Five Points prison has five housing units, and that is simply where the name comes from. My prison has six housing units, so I simply called it 6 Points. I used the number 6 instead of the written six just because that made my welcome message at the top of the screen fit.
Anything else you want to mention about the prison?
I believe the grading stats speak for themselves: achieving a stable 1-2% reform rate with maximum security prisoners is quite extraordinary in this game. At least I havent seen it achieved before in a workshop prison. On top of that this prison is also practically inescapable in escape mode without the help of bugs or cheats. Perhaps something else that is worth mentioning is what I learned, or better what building and running this prison has taught me, about dealing with problem prisoners. When I started out with this prison, I thought that you would have to put legendary, volatile or deadly prisoners in a separate supermax wing in indefinite lockdown in order to keep the peace. However, because my prison was functioning so extraordinarily well at satisfying needs - and inciting fear where needed - I was able to allow most legendary prisoners to join the general population. They didnt actually get involved in a single incident! There was a rather regrettable story in the prisons early days where I had a legendary inmate and I put him in permanent solitary before my supermax wing was complete. He escaped from his solitary cell several times and was stopped by a sniper each time. As a result, his reoffending prediction went up from 32% to 97%. Eventually, he was killed by my armed guards. I felt like I failed this prisoner because I made him worse than what he arrived at, and he eventually became a problem prisoner because of the way that I had mistreated him.
Did you plan the layout of the prison before you built it?
This is an interesting one. I did actually do some extensive preplanning for my new housing units on a separate, empty map. Like in my previous prison, NoEsc SuperMax, I used what is called a direct supervision layout. So instead of arranging cells in corridors like in a hospital, they are arranged around a central guard station so that prisoners are always in view of the guards. This helps eliminate violent incidents quickly before they can turn into riots. Prisoners also misbehave much less often when they are being watched. What I think is really cool is that I have adapted this layout from real prison design principles, so I think it speaks for the game that a layout that works for real prisons also works really well in Prison Architect! However, I didnt initially plan to build the final version of the prison on the map that I started building on. I just wanted to test whether my new housing unit layout works! So what actually happened is that I started building one of those housing units just pretty randomly placed on the map just to see how well it would run, and then sort of went from there. I even forgot to turn off the automatic intake, so I was delivered with a truckload of prisoners on day 2, and I had no facilities ready to house them. I hurried to create cells for them, but of course I had no reform programs running yet. What I think is even more remarkable is that these early prisoners were the only ones among the 333 released inmates that went through my prison who actually reoffended. You can see this by looking at the history of the reoffending rate.
How long have you been playing Prison Architect?
I first started playing the game in the summer of 2017 and I have been coming back to it on a regular basis ever since. Probably the most amount of time that I spent on the game was during the Covid-19 lockdown and around the time that Cleared for Transfer was released.
What made you start playing Prison Architect?
Somehow I have a longstanding interest in prisons and punitive criminal justice, especially given the large cultural differences that exist between the USA and European countries, When I first read about sentences of 20+ years for robbery, mass incarceration and prison gangs in the US, I could hardly believe the stark differences to the relatively tame prisons in Europe. I think on an emotional level, I was most affected by the article about Kalief Browder in the New Yorker that I read in 2014. What I think is really interesting about prison architect is that the game can really help you understand how such comparatively inhumane treatment of prisoners can become normalised: If you play the game, theres a natural impulse to harshly punish prisoners who misbehave, but they are more likely to misbehave the worse you are at meeting their basic needs. Then you start punishing your prisoners harsher, and they misbehave more. It is a vicious cycle, and in the end, you end up putting some of them in indefinite solitary confinement, which is exactly what has been happening in the US.
Any tips for someone new to the game on how to get better at planning and building their prison?
First of all, I think the most important part of any game is to have fun and not overthink things too much. I personally do enjoy theorising and pre-planning to a considerable extent but have only started doing so after I got a good handle on the mechanics and general feel of the game.
- I am quite opinionated about this, but I believe that there is no point in ever taking in minimum-security prisoners because their sentences are too short in order to achieve meaningful reductions in reoffending rates.
- Medium security prisoners dont pay enough to justify single cells, as floor space is very expensive to build in this game and manning a larger prison also requires more staff.
- The only way to truly achieve high income is through a workshop; number plates are good, but carpentry with forestry is a gold mine. Training takes time, and thats where maximum security prisoners truly shine: they have long sentences! I make sure that there are enough jobs for 60-70% of prisoners, plus programs.
- Another really good way to both earn money and boost reoffending rates is to offer enough parole sessions for everybody; it means that well-behaving prisoners are cycled through quicker and poorly behaving ones stay longer, so they also get to do more programs (hopefully) that eventually reform them.
- Insane prisoners pay quite handsomely now, but they wont work and you cant get them paroled early, so I tend to not include them in my prisons at the moment.
- I dont see any point in ever building singles cells larger than 2x3 or even luxury single cells for higher cell grading. For dormitories, this matter is very different and upgrading a medium-security dorm to a higher grading than a maximum-security single cell can be an important part of encouraging better behaviour.
Do you want to try this prison? Then you can get it here!
6 Points Correctional Facility Thank you for this time, and see you for the next Show and Cell! The Prison Architect Team
Busting out of the prison has never been so fun!
Together with Team 17, we present you "The Prison Bundle"! Double the fun with Prison Architect x The Escapists 2 Daily Deal and get up to 75% OFF on Base Games + 10% OFF on the bundle.
Offer ends March 10 at 19:00 CET
Don't miss your chance to get other Prison Architect editions at a great price:
Prison Architect: Psych Ward 40% OFF
Prison Architect: Island Bound 50% OFF
Wardens,
We just received a letter from the CEO telling us that it would be good to start using green energy to save both money and the environment!
How do we build a prison running on green power? Luckily the CEO also sent us a beginners guide on how to set up solar panels!
Step 1:
First, we need to place the solar panels in a good location. To unlock the next green power sources (Turbines), you will need to place three solar panels. Additionally, to unlock hybrid energy, you will need to place three turbines.
Step 2:
After the solar panels are placed, we need a transformer to convert the solar power to energy!
You can also rotate the transformer by pressing R, you will see arrow indicators change and indicate which way the power will flow.
Step 3:
We connect each row of the solar panel to their separate transformer. Now we have power to different sections of the prisons and further on we can start exporting energy. If you are looking to get out even more power, you can connect all the rows of solar panels to a single transformer to boost the output.
Step 4:
When we finally get some green power, we can connect the transformer's power lines to the area that needs electricity! You can find how much units of power that is produced and required on the tooltip by hovering over the transformer.
Step 5:
To store the energy, we need to get some batteries, so we still have power when the night comes! Each battery is charging slowly, but sooner than you know you will have a lot of energy stored!
Step 6:
It's time to add a Power Export Meter to one of the transformers to start exporting some electricity and making some money! Power will only be exported at the end of the day, and as such the power export value will only appear within the finance menu on the day after the export.
That's all! Great work, wardens! It's time to continue building and waiting for the next letter from the CEO with new instructions!
Wardens, The Going Green bug fix update is now live! If you want to take a closer look at all the changes and improvements that came with the patch, you can find the complete changelog in our previous post!
Wardens, Later today, we will be releasing a new patch with many new fixes and improvements. We really appreciate all your reports and help in locating them. You can find the full changelog below.
Bug fixes and improvements
- Fixed: Orderlies turn Large Prison Doors as they go through them.
- Fixed: Damaged items will reset their rotation.
- Fixed: The staff can endlessly transport Laundry Baskets between the Laundry and Reception rooms.
- Fixed: Prisoners standing on the spot during a "Free Time" regime slot.
- Fixed: Reform rating for individual prisoners is always displayed at 200%.
- Fixed: Clone Tool charges the player twice on the cost of objects in the cloned room.
- Fixed an issue that prevented players from placing additional capacitors in the "Death Row" mission.
- Fixed an issue that made it possible to place objects like the Sink & Mirror without a wall.
- Repairing damaged Transformers is faster now.
- Improved the behavior for using "All Switch On" and "All Switch Off" options for green energy objects.
- Fixed false "No Route" errors being displayed while any building UI is open
- Fixed an issue that allowed players to install prison staff via the "Connect" menu.
- Fixed: Moving storage shelves with ingredients to the edges of a room causes the ingredients position to end up in between walls.
- The staff alert "The prison is running out of money" has the correct staff sprite now
- Fixed: Game crashes after assigning any type of Guard to a deep water area in the middle of the lake.
- Fixed: Some objects are not in crates when stored on the Storage Shelf.
- Fixed: Every time the Intelligence menu is opened, the Produced Narcotics Demand bar is raised from 0 to accurate level.
- Fixed: Moving a water valve that's turned off retains function on original tile
- Fixed: Recent misconduct text string overlapping with other text strings in prisoner experience tab
- Fixed: Trees can be planted next to a wall or on the wall when using the Grove Quick Build room.
- Fixed an issue that allowed players to sell crops seeds from Farmer's hands during the "Plant Crop" action.
- Fixed: Prisoners will not plant flowers if seeds are located in different Sheds
- Improved the interaction of moving Sheds.
- Fixed some issues with the sprites of Windows
- Fixed a crash that occurred when cloning any room from DLCs without them being enabled.
- Fixed: Pipes cannot be placed under the Practice Solar Panel.
- Fixed: Some types of walls do not have padding on the inside walls of Padded Cells.
- Fixed: Family cells are defined as insecure after a cell room is drawn.
- Fixed: Family cells can be linked to the Canteen.
- Fixed: Constructing Quick Rooms on top of already built structures results in texture flickering
- Fixed: Auto Harvester & Auto Scythe can be used to harvest trees is Fruit Orchard.
- Fixed: Wall lights can be placed inside a wall.
- Fixed: Tooltip flickers on "Reports" window if the fps of the game is higher than the screen refresh rate.
- Fixed: Crop won't be planted again if there was a garbage bag in the same square.
- Fixed: Extra cost charged when cancelled a clone room.
- Fixed: Some cloned room price not showing correctly.
- Fixed: Can't construct objects in Quick Rooms while they are still under construction
- Fixed: Cloning Farming Field and placing it on walls causes the crops to be planted on the walls.
- Fixed: Time of Prisoner Intake can go to negative value if prison has Riot Underway.
- The button to close the window is now displayed in the Ingredients menu.
- Fixed an issue that prevented blackouts from occurring after players connected two power sources
- Fixed a false staff alert about the prison's capacity on the Green Power Plant map
- Moving electrical appliances will no longer delete existing cables of other appliances next to them.
- Fixed: Some objects are not in crates when stored on Storage Shelf
- Fixed an issue that caused any form of zoning or dragged construction (e.g. water pipes or patrol routes) to get canceled when the construction of a Quick Build room was completed at the same time.
- Fixed false "No Route" errors being displayed while any building UI is open.
- Fixed: Recent misconduct text string overlapping with other text strings in prisoner experience tab.
- Fixed an issue where farming rooms would not be flagged as insecure when they should have been.
Island Bound
- Fixed: Tired staff gets stuck on Ferry piers
- Fixed visual artifacts that occured when the Inmate Ferry was moving downwards
- Fixed issues with civilians not arriving at the prison via helicopters
Multiplayer
- Made improvements to the task progress on the client's "To do" list.
- Improved the synchronicity of host and client.
- Fixed: Sound after connecting Power Export Meter to Transformer is heard all the time in Client's game.
Wardens, We have just released an update with fixes and improvements that we mentioned last week! We appreciate all the feedback we are receiving, and we are still looking into solving more of the issues, and we plan to have another update coming with more fixes and improvements soon! Thank you for your support!
Wardens! We're planning to release an update with fixes to most of the issues found after the Going Green DLC release, incorporating the feedback from many of you. Thank you all for your patience with the bugs reported. This update is expected to be released by Tuesday next week. List of what to expect in the upcoming bug fix update:
Staff Alerts
- Fixed Staff alerts: pop-up are closed/not spawned when research, graphs or grading screens are up.
- Fixed Staff alerts: now displaying Psychologist instead of the Psychiatrist.
- Staff alert pop-ups no longer show in the main menu.
- Pop-ups now show for all Staff alerts, not just the new going green ones.
- Holding cell staff alert that factors in the overflow of prisoners, now takes into account prisoners in dormitories.
Going Green
- Serving Table inconsistency: small serving table can now be placed outside.
- Fixed Green Power generator: it doesn't connect to the transformer if being moved one tile.
- Fixed an issue that caused Green Energy Goals to show a progress counter despite players having completed the task.
- Fix Green Power Sources generating power when not connected to Transformer.
- Trees can no longer be planted next to a wall or on the wall when using Grove from Quick Build.
- Continuous fertilizer will no longer do repeat orders when it's already fertilized a plant.
- Indoor Tree Planter cannot be moved when a tree is planted.
- Prisoners will no longer only plant flowers when it is a High Priority task.
- No more industrial sounds when packing fruits to boxes.
- Sounds from working on crop fields can no longer be heard from any part of the map.
- Contraband that is specific for Going Green Produced narcotics and booze will only be shown if the player owns the DLC.
- Fixed wrong Staff icons used in Jobs tab.
- Prisoner icon now used when tending flowers by prisoners;
- Farmer icon used when moving harvested ingredients inside farm room.
Escape Mode
- Escape mode punishment timers now show a countdown.
- Fixed issue where escaping or being released via helicopter was not registering.
- Fixed helicopter export.
- After escaping from prison, killed Farmers no longer appear as Electrical Cable on score board.
- Player can now be assigned to dormitories in Escape mode.
Other fixes
- Minor localization fixes.
- Fixed issue with borderless windows displaying incorrectly on the monitor.
- Fixed crash when loading a savegame from the Bootstraps mission.
- Selling flooring cannot be cancelled anymore, and will happen instantly to be more aligned with other forms of selling.
- Building plans with the Planning tool now deducts money instead of adding it.
- The Valuation tab is now visible from the Reports UI without any DLC turned on.
- Added counting of Recycle Bin to Staff Alert about lack of Bins.
- Crisis toolbar no longer flickers in the top left corner for a frame before moving to its appropriate and correct position.
- Players are no longer able to build Outdoor Objects in Quick Build Indoor rooms
- Added storage shelf and scanner as suggested items to storage room.
- Fixed an issue that prevented players from placing objects like Paintings or Sinks on t-shaped wall intersections.
- Fridges and tall fridges in storage rooms can now only store food.
- Prioritize Area (Farmer) button is no longer visible in the base game without any DLC turned on.
- Fixed an issue that prevented players from expanding the land when starting a game with the Land expansion option enabled.
- Cooks will now prepare all required meals before an Eat regime slot instead of only half.
Known Issues
- Damaged items will reset their rotation. This can lead to them no longer working as intended, e.g. if the affected item is a door that separates security sectors
- As a workaround, players can select the move option to correct the item placement after the repair.
- Large Prison Doors will change their rotation if Orderlies are walking through them
- We recommend using small Jail Doors only if players are playing with the Psych Ward expansion and when having Orderlies in the prison.
- The staff can endlessly transport Laundry Baskets between the Laundry and Reception rooms. If players are using Quick Rooms that require parts of the prison to be demolished, the game will prevent them from building utilities in that area until the construction of the Quick Room has been completed.
- There are issues with starting Escape Mode on the Green Power Plant map that can cause players to spawn in the top left corner of the map.
- Staff Alert "The prison is not efficiently disposing of waste" does not disappear when placing Recycling Bins.
- Sink and Mirror objects can be placed anywhere even without a wall.
- Repairing a damaged Transformer takes a lot of time and it's texture is not changing immediately after being fixed.
- There are some issues with syncing task progress in multiplayer that we are planning to fix for the next patch.
- Dragged construction (e.g. water pipes) can get canceled when the construction of a quick room is completed.
- The game can falsely displays No Route errors while any construction menu is opened
- The Contraband staff alert does not disappear automatically.
- The Death Row story mission cannot be completed if players move the Power Station of the prison.
- Game crashes after assigning any type of Guard to a deep water area in the middle of the lake.
- Electrical appliances are deleting existing electrical cables when moved & placed beside them
- Timer of Prisoner Intake can go to a negative value if the prison has a Riot underway
Happy Lunar New Year!
New festive decorations have appeared in the game launch Prison Architect and check them out!
Get ready for the Lunar New Year celebration! Set off fireworks with four new decorative items to celebrate the Spring Festival!
Ox Statue
Traditional New Year couplet
Red Dragon Banner
Paper Lanterns
The Steam Lunar New Year Sale kicks off with a bang!
Prison Architect: Base Game 75% OFF
Prison Architect: Island Bound 40% OFF
Psych Ward: Warden's Edition 35% OFF
http://pdxint.at/LunarNewYear
Nous esprons que la prsentation du nouveau contenu faite par Dan Field vous a plu, si vous tes intress, c'est par ici [previewyoutube=hUx-ZyA2QTc;full][/previewyoutube]
Want to know how to reduce your Prison's carbon footprint? CharliePryor is here to help! Learn more about farming and renewable energy from his Going Green DLC review! [previewyoutube=URyC6J1-nnc;full][/previewyoutube]
Hey, Wardens!
The Glasshouse free update and Going Green DLC are now available!
Check out the patch notes and learn all the details!
[previewyoutube=KAd1M2g8skY;full][/previewyoutube]
Join us today at 4 pm CET / 10 am EST on Twitch to watch Madde and an advocate for prison reform, motivational speaker, ex-convict, and YouTuber, Larry Lawton take on the new DLC!
Farming
- Growable produce including: potatoes, wheat, apples
- New export and usable as ingredients for inmate meals
- New outdoor rooms: Fruit Orchard, Farming Field, Vegetable Allotment
- Plant growth life cycle, irrigation, and composting
- New Shed Object - which will store farming related items such as seeds
- Also required for basic irrigation
- New Prison Labour type
- New staff member: Farm Worker
- New room: Pantry
- Allows you to use your own produce in your prison kitchen
- Automatic Farming Items:
- Auto Scythe
- Auto Harvester
- Auto Gatherer (basic and advanced)
- New reputations:
- Green Thumb
- Foodie
- 4 new grants
- 4 new policies
Contraband
- Narcotic Production
- Fields can be utilised by prisoners to secretly grow contraband herbs
- Fields becoming potential Gang Turf
- Herbs can be gathered and become Drug contraband
- Booze Production
- Kitchen ingredients and prison grown fruit etc. can be gathered by inmates and fermented/brewed
- After several stages, Alcohol contraband is produced
- New reputations:
- Dealer
- Supplier
Green Energy
- New Green Power Sources
- Solar, Wind, and the Solar/Wind Hybrid
- New electrical items: Transformer and Batteries
- Selling electricity
- New Power Export Meter object - which allows returning power to the grid, in exchange for profits
- New Educational Program
- New Green Power Grants
- Energy targets
Recreational Gardening
- Includes a new room, a recreational/training program for inmates, and 5 new plant items: Rose Bush, SunFlower, Mixed Begonias, Heather bushes, and Hydrangea plants.
- Inmates will be able to tend plants within the new Flower Garden room
- Flowers improve the prison's aesthetics and help calm prisoners tending to them.
New walls
- Bottle Wall
- White Picket Fence
- Reclaimed Wood Wall
- Hay Bale Wall
- Wooden Fence
- Garden Walls
- Barn Door
- White Picket Gate
- Double Door/Staff Door/Visitor Door
New objects
- Garden gnome
- Light (Solar)
- Topiary Bush
- Pink Flamingo
- Hay Bale
- Serving Table (small)
- Tray Dispenser
- Food Tray Pack(s)
- Wall Light (Solar)
- Topiary Bush (Ball)
- Topiary Bush (Warden)
- Topiary Bush (Swan)
- Topiary Bush (Deer)
- Topiary Bush (Dog)
- Topiary Bush (Cat)
- Topiary Bush (Rex)
- Wall Planter
- Flower Planter (watering can)
- Flower Planter (wellies)
- Flower Planter (wheelbarrow)
New flooring types
- Reclaimed Brick
- Field Grass
- Reclaimed Rubber
New Quick Room
- Flower Garden
New premade maps
- The Work Fields
- Green Power Plant
New wardens
- The Botanist
- The Ecologist
- New Recycling System
- Includes new Recycling Bin object
- New Quick Rooms
- Yard, Grove, and hedge maze
- 2 New dog types
- Shepherd
- Bowtie Bandit
- Community improvement: dump/demolish
- Community improvement: Objects Menu Sorting Methods
- Staff alerts
- Job Menu optimization
- Ingredients should no longer be stacking up in the fridges and preventing the cooks from working.
- Clothes no longer get stuck inside of the washing machine causing an issue with dirty laundry.
- Workers no longer get stuck trying to build new structures.
- Delivery trucks and boats efficiency.
Greetings wardens, We are happy to announce the price on the new DLC Going Green! 9.99 USD 7.19 GBP 9.99 EUR With the release of Going Green, there will also be a free update; The Glasshouse brings new exciting things!
Prepare to get your hands dirty, Wardens! Prison Architect: Going Green brings agriculture to your compound, introducing farming, produce exports, and a whole bunch of contraband. [previewyoutube=iK8FAaH3sZk;full][/previewyoutube] Going Green is coming to PC and Console on January 28! Become a farming enthusiast: http://pdxint.at/GoingGreen
Greetings, wardens! Following our Anniversary celebration post, you sent us many prisons - but how do they live up to a real prison? We are finally happy to announce our special guest for the celebratory stream: Larry Lawton, a Prison Expert and Law Enforcement Consultant, will join us on October 29 on the Paradox Interactive Twitch Channel. During this stream, we will be reviewing the best prisons we received - and he will share his insights and tips on them! We look forward to seeing you all there! The Prison Architect Team
Greetings, Wardens! Today, we are celebrating Prison Architects fifth Anniversary! When we noticed that this impressive milestone was coming, we started talking about what we could do to honor the legacy of the games roots. We have been talking for a while now about allowing the fans of this games history to continue enjoying the great work done by Introversion, and so we decided that no time would be better than this special occasion. So, starting from today, we are celebrating this incredible milestone for the Prison Architect Community - going strong for more than 5 years is quite an achievement - by re-releasing 2 special versions of Prison Architect to the public:
- This edition is the original release edition.
- The latest edition released by Introversion.
[/olist] Prison Architect Anniversary - 2018 version [olist]
[/olist]
Greetings, Wardens! Today marks five years since the release of Prison Architect! [previewyoutube=H14YMlUGQFE;full][Embed video][/previewyoutube] To celebrate such a milestone for our community, we asked a special guest to join us for this occasion - we will reveal their identity soon! For more than five years, the Prison Architect Community has shown incredible creativity and our prisons have become better in organization and efficiency But how do they hold under the scrutiny of an expert eye? We will host a special stream on October 27, judging and evaluating the prisons sent by YOU! Are you particularly proud of one prison? Do you want to see if your work holds when scrutinized by an expert eye? This is your chance! You can send us your Prisons via Google form. You can send us your prisons until October 17th. We will then make a selection and ask our guest to judge them on a special stream on the Paradox Interactive channel.
Hello wardens, We have just deployed a new patch addressing some of the issues that were reported by the community. Thank you for all your feedback. We are grateful for our extremely passionate community! The Prison Architect Team Changelog:
- Added a tooltip to explain why some construction work is blocked.
- The Island Generator will no longer charge the player when only water is generated.
- We have improved janitors and the cleaning systems.
- We have improved the laundry system.
- Fixed an issue were the prisoner swapped places with a visitor when using the visitor booths.
- Fixed an issue with laundry machine not working correctly when dirty clothes are added.
- Fixed an issue where punching bag could cause the game to crash.
- Fixed the clipping issues in Escape mode.
- Fixed various issues causing the game to crash.
- [Escape Mode] Players getting stuck in a corner of the map when starting a new game on a map that does not meet the minimum requirements (one empty cell + canteen).
Welcome to Show and Cell, our little corner to showcase the creativity of the Prison Architect community! Here you can find some inspiration and read about the people that create fan art, gameplay videos, or building some awesome prisons!
If you want to take part in the next Show and Cell, tag us on twitter (@prisonarchitect) and use the hashtag #showandcell! You can send us a DM as well if you prefer to do so!
If you want to get the latest news and updates, you can also follow us on Twitter and Facebook.
In this episode of Show and Cell, we take a peek into Minisville Penitentiary, created by Sensational TKO. Have you ever heard about tiny living? At Minisville, he took that philosophy and built a prison with just the most essentials and as small as possible!
"There's no room for solitary inside the main building. So naughty cons have to stay outside in the cold." - The Warden.
We had the opportunity to ask Sensational TKO a few questions.
How long did it take to create Minisville Penitentiary?
It didn't take very long to build Minisville Penitentiary. But as always, things had to be adjusted a bit due to realising that there were some things I hadn't planned on adding when I planned it out.
What was your goal when you started creating Minisville Penitentiary?
The goal was to create the smallest working prison I could, while still making it look and work ok.
How did you come up with the name?
Most of my prison names kinda end up with a '-ville' at the end. And it's a mini prison. So Minisville.
Anything you want to mention about the prison?
It is not very secure - it would be very easy to escape from it in escape mode as it only has five guards. Any more than that would be overkill for the small number of prisoners. Although it might be possible to research smaller cells to cram in two prisoners into each cell?
Did you plan the layout of the prison before you built it?
Yes. I always plan everything out first. This does kinda make things less enjoyable. Now I got into the habit of it, and it's hard to stop.
How long have you been playing Prison Architect?
I've been playing Prison Architect for many years. It's one of my top three games.
What made you start playing Prison Architect?
I like sim games. And Prison Architect not only has a simple concept behind it but unlike a lot of building games, there is more to it than just building things. This means that even when you have finished building, there is an actual point to keep playing. Escape mode also adds to this (although I feel it should be harder).
Any tips for someone new to the game how to get better on planning and building their prison?
I would say always build around open spaces. Use windows. Try to limit the area where prisoners are allowed to go as much as possible. And think about the placement of rooms like the canteen (it is always better to have it near the yard so you can have prisoners move from yard time to eat time quickly, so no one starves because they didn't have time to get to the canteen), and visitation (don't have visitors mingling with prisoners in corridors).
Also, use guard deployment to station guards in areas at different times of the day. You can then get away with having fewer guards. Try not to play the game at a fast speed as you miss a lot of what is going on. And check each prisoner that comes into your prison. You need to know who is who, how dangerous they are, and where they are likely to be in your prison during the day. Finally, try to make your max block more secure, don't just have them mixing with lower sec inmates or working in areas where they can get knives and power tools.
Do you want to try this prison? Then you can get it here!
Minisville Penitentiary
Thank you for this time, and see you for the next Show and Cell!
The Prison Architect Team
Hello, Wardens! We just deployed a new update addressing several reports we saw reported from players and modders. Thank you for all your feedback. We are grateful for our extremely passionate community! The Prison Architect Team Changelog:
- Reduced the Prisoners clothing and Hygiene needs.
- Fixed an issue that caused supply items to come by batches of one.
- Planned Objects and Flooring now work outside of Planned Foundation.
- Cloning a room will no longer double object cost.
- Fixed an issue that caused the Prison Story Gabos to start with missing prisoners.
- Solved a Mod functionality positioning issue.
- Fixed an issue that caused occasional crashes when loading a modded save file.
Hello Wardens,
We just published a new update for the PC, Mac, and Linux version of Prison Architect containing more fixes to issues and bugs you reported, overall improvements based on both players and internal feedback and some cool new features for Island Bound!
First of all, we are happy to announce that the new Island Generation tool is now available! This tool will allow you to draw a box on open water, and it will randomly generate a new Island in the selected area.
Weve also spent some time implementing several community suggestions to other core areas of the Prison Architect game experience.
We hope you enjoy the new features and fixes to Island Bound and other legacy issues, and well continue as always to monitor your feedback and suggestions.
The Prison Architect Team
Changelog:
- NEW FEATURE - Island Generator: Players can use this tool to create a random island in the selected area.
- You can find this new tool in the Landscape & Islands menu.
- NEW FEATURE - Expanded Map start option: On new games, you can choose to start with an already expanded map, with all the adjacent land or sea purchased.
- Added newer, improved versions of the Premade The Rock and Alcatraz Island maps.
- Elite Ops Team is not included in Danger Level factors.
- Guard dogs are invisible whilst in kennels.
- During lockdowns, doors cannot be opened manually.
- Each checkpoint search counts as an unnecessary search, which can increase a prison temperature.
- Checkpoints can now be placed outdoors as well.
- Criminally Insane inmates will no longer arrive in your prison while Intake is set to closed.
- Improved efficiency of deliveries for the Forestry
- The player prisoner in Escape Mode can now board ferries with a new contextual right-click action that appears when standing near or on the ferry boat.
- Implemented quality of life changes to services and deliveries connections
- The Food supply system and food delivery have been improved.
- Fixed an issue that occasionally prevented Laundries from working correctly.
- Checkpoints will no longer cause issues with prisoner pathing.
- Fixed an issue where Fill to Capacity Intake was closed despite players having spare cells.
- Enclosed Yards will no longer cause warnings about the need to be enclosed.
- The game will no longer pause while building foundations on Mac.
- Snipers will now be correctly assigned when moving Guard Towers.
- Guard deployments to Pavilions are now saved.
- Players will be now able to complete the Canteen sprinkler task in the Palermo Chapter of the Campaign.
- Purchasing additional land no longer causes a performance drop.
- Solved an issue that caused prisoner corpses to accumulate in one corner of the map after an Intake round.
- The Fast Delivery Mutator is now working properly.
- Food is now delivered to prisoners in Solitary or Lockdown.
- Fixed an issue that caused the game to display pathing fail notifications during big constructions.
- Implemented a change to visitation booths to address the reports of prisoners and visitors swapping.
- If you are experiencing this bug, you can remove and replace the booths in your prison - this will fix the issue.
- Implemented improvements to the overall intake system and events, and a couple of fixes to related issues.
- Generated Islands look more varied and interesting on Island Bound.
Hello wardens! As mentioned last week, we are currently working on a new patch for Prison Architect to address several issues we saw reported, implement the new Island Creation tool, and do some bug fixing. We were initially planning to release the patch this week - but we assessed we need a bit more time to work on it to make sure it lives up to your expectations. We are currently looking at releasing it on Tuesday or Wednesday next week. Thank you all for your feedback and all the reports, rest assured that we are listening! The Prison Architect Team TL;DR: New patch coming next week!
Hello Wardens,
Were back with another update this week with more investigation into reported issues, fixes and improvements. Theyll be more next week too but we wanted to get the latest out to you. In addition to fixes, last week we rolled out a new Island Expansion feature, which has been improved further. When playing with an island and expanding the land, the islands generated in the water are more varied, and players now have the option to generate these islands, or just water, if they wish.
Were also working on a tool for you to quickly generate random islands in the location of your choice.
Thank you for all your feedback.
The Prison Architect Team
Changelog:
- New feature: When expanding a Island map, a pop-up will give the choice to have only water or generated Islands.
- Staff will again respond to player directions now.
- Solved issue with Forestry Prisoner Labour assignments not being saved.
- Fixed so you can assign a cell to a prisoner by selecting the prisoner and right-clicking on an empty cell.
- Fixed the Spiritual guidance and Parole programs not occurring after the first day of implementation.
- Fixed the issue with the eating animations.
- Fixed that the Health Bureaucracy text mentions guards instead of Doctors.
- Fixed the issue with janitors using the ironing boards from a distance.
- The Chefs now cooks more meals in the kitchen. (We are still investigating the supply issue).
- Solved the issue with Firefighters truck riding on the water after dismissing a helicopter on Island Plot map.
- Fixed the issue with Capacitor and Power Switch not conducting electricity after changing their rotation without moving them.
- Fixed the issue with missing french localization strings.
- Solved the issue where warden can go beyond the map in Warden mode.
- Improving the generated islands when expanding the map to look more natural and varied. (We will improve this even further in the coming week)
- Solved the issue with Sedation sometimes didn't work.
- The Laundry and Janitor cleaning jobs have been changed to make them more effective.
- New Feature [In Progress] - Island Quick Builds to stamp down various island shapes in open water.
- New Feature [In Progress] - Island generator, similar to a building construction that will generate an island where you want it to.
- Improvements - Some jobs are being reworked to improve their efficiency and general stability of the game.
- Performance - A round of optimisation and performance testing.
Hello Wardens! We just published a new hotfix for the Mac and Linux, as mentioned last week, to address several issues that you reported. We are still looking into solving more, and you can find the changelog here. Thank you all for your feedback! The Prison Architect Team
Hello Wardens! We just published a new hotfix for the Windows edition to address several issues that you reported. We are still looking into solving more, and we plan to have another update coming next week. You can find the changelog and a list of some of the issues we are currently investigating at the end of this post. This hotfix will be published on Monday for Mac and Linux. We also saw several reports about the game generating areas with only water when purchasing new land on island prisons. With today's hotfix, the game will automatically generate new islands when you expand your prison. This is the first iteration of this tool, and we plan to improve in further iterations - in the meanwhile, please try it out and let us know what you think! Additionally, we are currently working on a couple of new features including a Quick Island Generation that allows players to draw a box and generate a new random island. This tool should help you to add more islands when expanding your land. We will have more information ready to share with you during the next week. Thank you all for your feedback! The Prison Architect Team Changelog:
- New Feature: When expanding an Island Map, new islands will be generated, rather than empty sea.
- The game will leave an empty area for existing shipping lanes.
- All the Island Bound assets are now showing in the Cheat/Debug mode.
- Solved pathfinding issues caused by Security Checkpoints.
- Fixed an issue that caused the game to crash when deploying a modded room.
- The game will no longer crash if you intake a corrupted Name In the Game Prisoner.
- Tyre Apparatus can now be rotated properly.
- Air Paramedics will now be able to leave the map if their Helicopter is dismissed.
- Criminally Insane prisoners will now properly attack trees when they acquire a weapon if they really have strong feelings against that tree.
- Fixed several localization issues for Traditional and Simplified Chinese.
- Cooks not being as productive on Island Maps.
- Janitors having unexpected behaviors.
- Issues with logistics settings of Docks and Helipads
Wardens, We just deployed a hotfix for Prison Architect to address an issue that was preventing Mac players from launching the game when using a fresh install. We are planning more updates in the upcoming days. Thank you for your support during this release! The Prison Architect Team
Wardens, The new expansion Island Bound is now available! [previewyoutube=gISatkN0Meo;full][/previewyoutube] This expansion will allow you to create Island Compounds with no access road. You will have to bring your logistics game to a whole new level with these prisons, as you need to use a variety of new tools to make sure they run as intended. From ferries to helicopters, you will be able to maximize efficiency by linking them to specific deliveries but be careful, as this also means more access points to sneak in contraband into your prison! Luckily, you will also have new security objects that will allow you to inspect deliveries and prisoners as they enter the prison, or at key security checkpoints. If you are looking for a complete changelog, you can find it here. You can also stay in touch with us on social: Facebook: https://www.facebook.com/PlayPrisonArchitect Twitter: https://twitter.com/PrisonArchitect Thanks for your support, we look forward to hearing your thoughts on Island Bound!
New Delivery and Transport systems
- Docks: use 4 new boat vehicles to replace the standard road services.
- Civilian Ferry, Inmate Ferry and Supply Boat.
- Helipads: use 3 new helicopters to replace the standard road services.
- Supply Helicopter and Prisoner Intake Helicopter.
- Contraband is available for prisoners at both Docks & Helipads.
- Air Fire Fighters: the Air Firefighter Helicopter transports a squad of firefighters and is able to fight fires itself from the sky, Firefighters connect their hoses to the Helipad they land at instead of the road-based hydrants.
- Elite Ops: the Elite Ops Helicopter transports a squad of the new Elite Ops units. They are a level higher than the usual Riot Guards. The helicopter is able to deploy these units wherever the player chooses.
- Air Paramedics: the Air Paramedics Helicopter transports a squad of paramedics.
- Deliveries: manage the linking of Helipads, Docks, or the road to their designated locations (Delivery, Garbage, Export, Storage, or Reception rooms).
- Transport: Allows users to toggle the specific services available to Docks, Helipads, or the Road (Deliveries, Intake, Civilians, and Exports), each service is then split further to allow users to toggle either the entire services or parts of it.
- Deliveries - Building Materials, Food, Mail, and Workshop Materials.
- Intake - Minimum Security, Medium Security, Maximum Security, SuperMax, Death Row, and the Criminally Insane.
- Civilians - Visitors, and Teachers.
- Exports - Garbage, and Exports (logs and workshop items)
- The crate scanner allows for crates to be scanned (for contraband) before being brought within the prisons walls.
- A monitor must be placed and manned by a guard for the scanner to operate.
- The monitor must be wired to the scanner in the same way as CCTV monitors.
- Multiple scanners can be wired to the same monitor object.
- This object works similarly to the metal detector object, prisoners will move through the checkpoint and be searched by guards.
- This object will also be manned by guards. Otherwise, prisoners will ignore it.
- This object can be used to enforce inmate searches at certain key points within the prison.
- The Island Plot: An island plot surrounded with water, with no road at all, but an auto- generated boat dock.
- The Connected Island: An island plot surrounded with water, but connected to the road still via an auto-generated bridge.
- Shallow Water (Flooring item)
- Placing certain objects on water (Stepping Stones, Buoy, Fountain)
- Visual Water Blend
- Shallow Water
- Deep Water
- Standard Water
Flooring
- Water (Shallow)
- Dock (Wooden)
- Water
- Water (Large)
- Wind Sock
- Deck Chair
- Stepping Stones (Ice)
- Fountain
- Helipad
- Checkpoint
- Scanner Machine
- Scanner Monitor
- Stepping Stones (Lily Pad)
- Boat Dock
- Ferry Dock
- Buoy
- Life Ring
- Light (Green)
- Light (Red)
- Metal Barrel
- Mooring Bollard
- Stepping Stones
- Stepping Stones (Pallet)
- Stone Water Spout
- Wooden Barre
Landscaping options
- Placing Water over land tiles
- Placing land tiles over water tiles
- Placing utilities over water
- Visual Water Blend
- Cliff Edge
- Deadly
- Fearless
- Quick
- Skilled Fighter
- Stoical
- Strong
- Tough
- Volatile
- Expert Fighter
- Extremely Deadly
- Extremely Quick
- Extremely Strong
- Extremely Tough
- Extremely Volatile
- Legendary
- Escape Artist
- Workaholic
- Addiction
- Fixed an issue that caused Snipers to go to occupied Guard towers.
- Fixed an issue that caused Cooks to operate CCTV Monitors, Phone Taps and Door Controls.
- Fixed an issue that could prevent teachers from arriving at the prison.
- Setting custom security sectors will no longer block some programs.
- Fixed an issue that prevented the use of Free Fire in Unlocked or Staff Only security sectors.
- The Appeal Tooltip for Death Row has been improved.
- Fixed a visual issue with new wall types in Utility view.
- New walls are no longer transparent for Gunfire/Taser line of sight.
- Fixed an issue with inmates stuttering their way to the Yard.
- The Force Riot function is now working properly.
- Custom security sectors do not block Escape Mode cell assignments anymore.
- Fixed an issue that prevented armed guards from shooting on GABOS.
- Fixed an issue that prevented external staff from walking through Visitor Doors.
- Fixed some crashing issues.
- Implemented some quality of life improvements for clients in a multiplayer game.
- The Warden can go beyond the map boundaries in Warden mode.
- Dismissing the helicopters of the new Air Emergency Services can lead to some visual and gameplay
- issues.
- The unit will remain on the map (Air Paramedics).
- When dismissing the Air Firefighter unit, a fire truck will drive past the map (potentially on water).
- MAC: Setting build priority does not work as indicated to the player (Alt+Click).
- Air Paramedics can't leave the map after dismissing their helicopter on Island Plot map.
Wardens, Were excited to announce that the Island Bound expansion will launch next Tuesday, June 23! Starting next week you can create your own Island Compounds - but be sure to level-up your logistics game with these prisons! Launching alongside Island Bound is The Rock, a free update that will be available for all players. The Rock will introduce Dynamic Reputations for your prisoners, quality of life improvements, and implement multiple bug fixes. Finally, we showed a new trailer for the expansion during Paradox Insider, you can find it below! Sea you next week! [previewyoutube=gISatkN0Meo;full][/previewyoutube]
We decided to delay the launch of Prison Architect: Island Bound. The expansion is coming soon and well share more details in the coming days. Prison Architect is a game that tackles difficult topics by caricaturing prison fiction represented in popular culture. We understand and respect that there are sensitivities surrounding Prison Architects content and we do our best to take those into consideration when promoting the game. Right now, we are adjusting our communication out of respect for the important voices that need to be heard. Youll hear more about our games, including Prison Architect, soon.
Wardens, We just deployed an update for Prison Architect to address several critical issues we saw reported from the community.
- Staff strikes are now playing out correctly. The prison will no longer go into permanent lockdown.
- Freefire SFX now plays correctly.
- New bed types (Old Bed, Mattress Bed, Comfy Bed) now work in padded cells.
- Clean laundry is now brought to inmates that have a new type of Bed in their Cell (Old Bed, Mattress Bed, Comfy Bed).
- Comfy beds are no longer behaving as low-quality beds. They are now properly tagged as high-quality beds.
- Comfy beds will now fulfill the Sleep need.
- Cooks now produce meals according to the quality setting correctly.
- Food Quantity and Variety for in-game Events are now met.
- Inmates are now fed correctly. They no longer end up without food when they arrive on time.
- Numerous UI fixes for 4k+ resolution.
- The logistic menu no longer closes when selecting a grading option.
- Janitors and Gardeners work can be prioritized.
- The game will no longer crash when placing a soft pillow without a bed.
- Prison Sharing on Steam now displays the subscribed map correctly.
Wardens, We just deployed a hotfix on mac that addresses an issue that was causing the game to use only 25% of the screen. Thank you for your reports!
Wardens,
We just announced Island Bound, the new Prison Architect expansion that will be released on June 11, 2020. Check out the announcement trailer:
[previewyoutube=Vl_sFItLFsA;full][/previewyoutube]
This expansion will allow you to create Island Compounds with no access road. You will have to bring your logistics game to a whole new level with these prisons, as you need to use a variety of new tools to make sure they run as intended. From ferries to helicopters, you will be able to deliver supplies directly to docking areas, and to maximize efficiency by linking them to specific deliveries but be careful, as this also means more access points to sneak in contraband into your prison!
Luckily, you will also have new security objects that will allow you to inspect deliveries and prisoners as they enter the prison, or at key security checkpoints. You will also have access to additional emergency services when things get out of hand. Air Firefighters, Elite Ops Teams, Air Paramedic we made sure you have all the support you need when things take an unexpected turn.
Finally, you will have access to new tiles and objects to customize your island!
We know it has been a long wait since we teased this expansion at PDXCON 2019 we are really excited to finally show you what we have been working on over the last few months!
If you want to find out more about the expansion over the next few weeks, remember to follow us on social media (Facebook | Twitter) and check our weekly streams on Tuesday at 15:00 CEST (6:00AM PDT) we may show the new content over the next few weeks!
Island Bounds Key Features:
Sea and Air:Upgrade your prisons logistics with a variety of ferry and helicopter transport options that deliver supplies and inmates directly to docking areas around your compound. But be aware, there are now more access points to sneak contraband into the prison.
Chain Link Up: Maximize your prisons efficiency by linking docks, helipads, and roads to specific deliveries. You can even toggle what services are available to each delivery point within your compound.
Supermax Security: New security objects make it easier to search deliveries and prisoners as they enter the prison, or at key security checkpoints. Additional emergency services can be called when things get out of hand, including Air Firefighters, Elite Ops Teams, and Air Paramedics.
Island Life: Customize your Island or Connected Island Plot with over fifteen nautical tiles and objects. Shape the land around your compound with moats, rivers, and lakes for security, or for style -- no access roads needed!
The Rock: Manage the worlds most famous prison with two premade maps: Alcatraz Prison and Alcatraz Island.
Wardens,
Cleared for Transfer and the free update The Bucket are finally available, and you can now start executing on your plans to use the new transfer system to promote good behavior amongst your inmates with fine-tuning of your Sector Gradings.
If you are looking for a complete changelog, you can find it here.
If you want an overview of the new content, you can check out this video we made in collaboration with Charlie Pryor.
[previewyoutube=rAHFNPNjfD8;full][/previewyoutube]
You can also stay in touch with us on social:
Facebook: https://www.facebook.com/PlayPrisonArchitect
Twitter: https://twitter.com/PrisonArchitect
Thanks for your support, we look forward to hearing your thoughts on Cleared for Transfer!
To all wardens,
Today we celebrate the release of Cleared for Transfer and The Bucket update, introducing several new exciting mechanics, wall types, objects and much more to your game. Check out the patch notes below!
Cleared for Transfer:
With Cleared for Transfer, we introduce the idea that prisoners can now transfer between security sectors of your prison - you control the criteria or rules for prisoners to transfer. In order to create a motivation for prisoners to transfer, you can also link and/or restrict privileges to individual security sectors. You can increase (or decrease) a security sectors grade (e.g. Min Sec), by attaching privileges (such as Visitation), adding new objects, equipment, and facilities, and making regime changes (such as more Yard time). Ultimately your aim should be to entice prisoners to want to transfer into a more comfortable or privileged sector, and then encourage them to change their ways in order to meet the criteria for transfer.
Prisoner Transfers system:
- The Cleared for Transfer mechanics only refers to the following existing prisoner security sectors/levels; Min Sec, Med Sec, Max Sec, and SuperMax.
- This means that prisoners can only transfer between these levels.
- A Death Row inmate is always a Death Row inmate, a Protective Custody inmate is always a Protective Custody inmate and the same for Criminally Insane inmates.
- Inmates eager to move to a lower security sector with more privileges will only look at the sector that is one below their current one.
- New tab in the Reports UI: Transfers.
- Updated Policy tab to allow for tweaking of privileges, food quality and parole cutoff.
- Updated Prisoners tab to see transfer candidates and to approve transfers.
- Cells can now reach a max. Score of 15 (up from 10)
- Room Grading now includes the following rooms:
- Yard
- Common Room
- Classroom
- Canteen
- Gym
- Inmates eager to move to a lower security sector with more privileges will only look at the sector that is one below their current one.
- Security sectors now have a grading that can be viewed in the Logistics menu.
- This will inform you about the attractiveness of a security sector and will feed into the Prisoners Transfer system.
The Bucket Update:
New room: Gym:
- Introduced a new room: The Gymnasium.
- We added several new items for this room, such as the Boxing Ring, Punch Bag and Water Cooler.
- These objects can also be placed elsewhere in a prison.
- The Gymnasium will act similarly to a Yard (but indoors) catering to various prisoner Needs (Exercise and Recreation).
- Being inside the Gym will also negatively increase the prisoners Hygiene need by a small amount, encouraging a Shower.
- Prisoners will treat the Gym similarly to a Yard, meaning that theyll want to visit the Gym during the Yard and Freetime regime periods
- With the exception of gang members (mentioned below), all other inmates should still favor the Yard (seemingly as they get to spend some time outside).
New custom security sectors for Deployment:
- You can now create a custom security sector in the Deployment menu,
- e.g. You can set a sector that includes min and med security.
- Actions that you trigger via the bottom-right HUD element can now be activated for individual security sectors.
- In the Deployment menu, you now have 4 new options:
- Prioritize Area (Janitor)
- Prioritize Area (Gardener)
- Assign Cook.
- Assign Doctor
Other:
- New Walls, Signs, Floors, etc.
- Added new quick rooms:
- Mail Room
- Library
- Laundry
- Infirmary
- Armory
- Visitation
- The Planning mode now has an option to disable auto-foundations.
- Added Forestry Prison Labor.
- New research is necessary in the Bureaucracy menu.
- Barred walls will now allow for heat to pass through them.
- You can fire multiple staff now by holding the mouse button and dragging your selection.
Modding:
- The renderer now supports multiple spritesheets!
- Vehicle speed and support for removing shadow casting from objects is now exposed for modding
- The renderer now supports multiple spritesheets!
- Vehicle speed and support for removing shadow casting from objects is now exposed for modding
- Intake UI: Renamed Prisoner Transfer to Legendary Prisoners to avoid confusion with the Prisoner Transfer system.
- Lunar Plot Forestry will now only grow Sakura trees.
- Assigned Cooks will now cook in their kitchen.
- Fixed an Exploit that would reset the Security Rating when reloading a prison.
- Fixed an issue that showed all Sectors as available in the Emergency Actions, if you've set a custom sector up in the prison.
- Transfers in Reports no longer open as a new window.
- Fixed a number of missing translations.
- Fixed a crash that would occur if you change the language several times in-game
- Fixed a slow down that a player would see if on multiplayer if the client turns on Prisoner Transfers. Also fixed Client not being able to see the correct Grading score for Security Sectors.
- Fixed a bug that would cause a crash on starting Prison Stories.
- Fixed a bug that would stop you from moving the Firemen in the "Palermo" scenario in Prison Stories.
- Policy menu will no longer show Criminally Insane if you do not have the DLC.
- Players will no longer be able to approve transfers if they load a map that had transfers on unless they have the DLC.
- New Assign and Prioritize options have the New Star picture on them to highlight they're new.
- Fixed a bug that meant Death Row inmates did not pass parole despite meeting the criteria for it.
- Clone tool no longer shows incorrect sprites when used.
- Fixed the Allow Transfer option so that when you disable it, no prisoners are shown as ready for transfer.
- Inmates whose reoffending rate match the number you set the 'estimated reoffending rate' for transfer now qualify for transfer.
- Fixed a bug that would stop you entering tunnels in Escape Mode.
- Fixed a bug that stops MAC/Linux players from playing the game in Windowed Borderless mode In Multiplayer when a Client changes criteria on the Transfers tab, other players can now see that change.
- Fixed an issue that had prisoners constantly being swapped about if they were in a Mixed Custom Sector wing.
- Criminally Insane prisoners can now live in a Custom Sector for 'Criminally Insane'.
- Fixed a bug that stopped a player from playing a modified map in Escape Mode In Multiplayer if the host has the Cleared For Transfer DLC, anyone who connects to that game will have access to the Transfers mechanics and content, regardless of if they own the DLC.
- Fixed an issue that caused UI elements to be off-screen or overlap if High DPI option is on in the graphics settings.
- Criminally Insane Prisoners with the Claustrophobic reputation no longer grows extra hands when in lockdown and aggressive.
- If using 4k resolution the Policy menu will no longer scroll off the page.
- Canteen trays no longer float in the air if they are at the bottom of an Oak Table.
Greetings, wardens!
As mentioned a few weeks ago, we compiled a quick guide on how to implement your translation in Prison Architect via modding
What do I need to make a mod?
A Prison Architect mod is composed of a subfolder to the mods folder in the game files. This folder is located at the following address:
%UserProfile%\AppData\Local\Introversion\Prison Architect\mods
Within the subfolder of your mod, you need to make sure there are the following items:
- A text document called manifest.txt
- A thumbnail in .png format
- A subfolder named data
Manifest.txt The manifest.txt file is the description of your mod for the game. Basically, you are telling the game what your mod is about. It needs to have the following format:
Name "Name of the mod"
Author "Your name/nickname"
Description "Description"
Version v1.0
Date DD/MM/YYYY
URL LINK
The Data folder:
The data folder contains your mod this is where the actual content is.
For a localization mod, you need to retrieve the localization files from the folder where you installed the game. If you use Steam, it is in the /Steamapps/Prison Architect folder by default.
Once you get there, you need to extract the main.dat using a data compressing program we used Winrar while preparing this guide. Once you open main.dat, you will see the Data folder. If you open it, you will finally get access to the language files.
You need to copy the .txt files from there to your mod folder. Once you have done this, you can open the text files and start translating! Ok, my translation is done, how do I check it and share with others? To check your mod, you need to activate it within the game. To do so, you need to open the main menu and select Extra. This will open the Extra menu, where you will be able to select Mods. On the left-hand side of the screen, you will see a list of all the mods installed on your pc. To test your mod, you need to tick the box next to it, and then select Apply at the bottom of the screen. The game will reload with your mod applied. To share your mod, you can select your mod in the Mod menu and then press the Publish Mod folder on the bottom right of the screen. You will also see that there is a Is this a translation to another language? box, make sure to select it! Once your mod is uploaded, its name will become green.
Good luck with your modding, and dont forget that our community created plenty of guides and material to help you in case you are still struggling with modding, like the in-depth articles on the official wiki!
We finally got the bottle open! What can this message mean?
Join us on Today at 15:00 CEST for the Cleared for Transfer release stream - we may find out more about this mysterious message! twitch.tv/paradoxinteractive
We went for a stroll today during our yard time, and we found this. What could it be?
Join us on Thursday at 15:00 CEST for the Cleared for Transfer release stream - we may find out more about this mysterious bottle there!
https://www.twitch.tv/paradoxinteractive
Welcome to Show and Cell, our little corner to showcase the creativity of the Prison Architect community! Here you can find some inspiration and read about the people that create fan art/gameplay videos, or build awesome prisons!
If you want to join this creativity showcase, you can use #showandcell!
If you want to get the latest news and updates, you can also follow us on Twitter and Facebook.
"I got lost on my way to the canteen on my first day. When I finally found it, my serving time was over... - Ray Powell
This prison was created by Brute, and this seems like a cool place to visit! There are so many details in every area, and this prison can handle everything from medium security to supermax. It even has a death row if prisoners are not behaving as they should! With safety in mind with all the utilities were planned perfectly. As a prisoner, you can join one of many clubs and even visit IronBar's cinema!
We had the opportunity to ask Brute a few questions.
How long did it take to create this prison?
I have been building this prison called "IronBar" for almost two months, and I feel there is still so much to improve on. I think, as a perfectionist in this game, you are never really finished.
I had to rebuild it two times to fix the issues that I encountered and remade it to perform better. I had some trouble getting the right pathing for visitors since I had a different main entrance for visitors and prisoners. The staff walking in and out of the prison using the reception and since that didnt seem logical so I made a special "staff" road crossover to get to the place they wanted to be.
I also had to figure out how I wanted to implement the new mentally insane prisoners from the psych ward edition in my prison so they can get the care they needed without the chance to harm other prisoners and ended up with an extra wing specially designed for those.
Over the years I build a couple of prisons and enjoyed the part where I had to make it perfect in all aspects of the game until the prison could run itself. This time I tried something different, Instead of making everything with an eye for the functionality I tried to create something that also looked great.
Anything you want to mention about IronBar?
Everything in this prison has been build with an eye for detail. From the small common rooms up to the yard areas, the supermax facility, and even the prison entrances/hallways and offices.
Did you plan the layout of the prison before you built it?
I planned out and designed different area's inside the prison before I did build it. I used different saves to create something until I liked it enough to implement it in my prison. In every design, there's thought about micromanagement, pathfinding, realism. Small details like the way how pipelines face towards the middle of the prison instead of towards the outsides of the cellblocks.
How long have you been playing Prison Architect?
I have been playing prison architect since the release on and off, ones in a while I come back to the game to spend my time on building something new.
What made you start playing Prison Architect?
I always enjoy simulation/building/crafting games and I play many titles although prison architect is one of the most unique of its genre and when I found out about the game and having something else than building a city or theme park with all of its new challenges made me fall in love with the game instantly.
Any tips for someone new to the game how to get better on planning and building their prison?
There is so much depth in the game that it can keep you busy for days. I love struggling with logic circuits to make things like marques, airlocks, and even lights that turn on and off when people enter or leave a room. It gives an extra challenge to designing your prison and although it doesnt add much to the overall gameplay its very enjoyable to see those custom made things work in your prison.
As a tip for those people new to the game, I would like to say, Trial and Error. Build something but dont be scared to break it down again if its not working as intended. The only way to learn this game is to see things go wrong and try to understand why they went wrong. If you can find the source you can next time prevent it and design around it. In the end, everyone enjoys the game in its own way and where one likes to roleplay with a handful of prisoners, others like to start riots with 100's of supermax inmates. Where 1 tries to build a resort others build 1 single room with 1000 prisoners and have a laugh when things go as aspected "not very well" and after 100s of hours, prison architect is still one of the games I greatly enjoy playing.
Do you want to try this prison? Then you can get it here!
IronBar
Mods:
Bulldozer payday 2,
Paint upgrade downgrade sign,
clean white canteen table,
Stock sprite fix (obsolete),
All Contraband Detectible,
More Floors Doors and Walls,
Additional Guard Sprites,
Additional Staff Sprites,
Shield Payday 2,
Enhanced Colored Jail Doors,
Canteen Tables in Colour,
Wood Bed for Cell
Prison Sorter
Thank you for this time and see you for the next Show and Cell!
The Prison Architect Team
Wardens,
We are happy to announce Cleared for Transfer: the next free DLC for Prison Architect, available from May 14! Join us live on twitch.tv/paradoxinteractive today at 17:00 CEST (8 AM PDT) to find out all about it.
Cleared for Transfer will bring new mechanics to your prisons, such as the possibility for Inmates to move to another Security Sector if their behavior meets your expectations.
Yes, you read it right - YOUR expectations! It is up to you to decide what are the requirements for prisoners to apply for a transfer to a lower security level, and use benefits as an Incentive to make the transfer appealing to your inmates.
You will also get more options to control the cell quality in your sectors - and we will be including other room types to this system.
Along with Cleared for Transfer, we will also be releasing a free update called the Bucket. This update will bring you more items, more cosmetic options, quality of life changes and Gyms!
If you want to be up to speed with the latest Prison Architect news, don't forget to follow us on Facebook and Twitter!
New Features Breakdown:
Prisoner Transfers: Prisoners can now transfer between sectors (or wings) of your prison. Requirements for transfer to a lower-security sector are entirely up to you.
Special Privileges: Privileges can be assigned based on the security sector, giving your prisoners a motivation to transfer. Prisoners in high security areas are able to see the privileges given to lower security sectors.
Room Grading: You can now grade other rooms, such as yards, classrooms, common rooms, and a new gymnasium.
Custom Security Sectors: Create areas with custom security sectors that can include prisoners from different security levels.
New Actions and Enhancements: You can initiate actions like shakedowns, tunnel searches, and lockdowns by security sector.
To all Wardens, We just announced Cleared for Transfer, the next free DLC that is coming to Prison Architect on May 14. The development team is working on fine-tuning the changes, and we cant wait to get the new content in your hands! Before you start exploring the new transfer mechanics, we wanted to share an important decision we had to make to keep the development of new content sustainable: reducing the number of supported languages. As of now, Prison Architect supports 26 languages, a number that is impossible for us to maintain to an acceptable level of quality without impacting the development of upcoming content and highly anticipated features. We, therefore, decided that moving forward, we will focus our efforts on supporting the following languages: English, French, German, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese, Spanish, Italian, Swedish, Dutch Turkish, Polish, and Brazilian Portuguese. This decision will only impact future updates starting from Cleared for Transfer. All the content you played and enjoyed so far will still be available for you to play in all of the previously supported languages - we dont intend to remove it. Additionally, to support our global communities, we already have the localization files available to facilitate community translations. On top of this, we will also release a guide on how to make your community translation before the release of Cleared for Transfer. We understand that this decision might disappoint some of you, but we took it with the games best interest at heart. We have exciting plans for Prison Architect, and great things are ahead of us!
Welcome to Show and Cell, our little corner to showcase the creativity of the Prison Architect community! Here you can find some inspiration and read about the people that create fan art/gameplay videos, or build awesome prisons!
If you want to join this creativity showcase, you can use #showandcell!
If you want to get the latest news and updates, you can also follow us on Twitter and Facebook.
"I have been here for 20 years now, and I still cant figure out where Nopton is. Fake news, I tell you! - Paul Burgess
This time we will take a look at Nopton Penitentiary, which was created by Rattman. This prison looks impressive: the different cellblocks marking make it easy to distinguish where all the prisoners should go. Nopton Penitentiary seems hard to escape from, and even if you manage to escape, you will have to survive the unforgiving terrain that surrounds the prison.
We had the opportunity to ask Rattman a few questions.
How long did it take to create Nopton Penitentiary?
It was built on about a week of on and off playing, and I would say it took maybe two full days of real-time.
What was your goal when you started creating Nopton Penitentiary?
My goal when I started was to make a secure prison that had 4x4 cells and large enough cell block hallways to put in lettering.
How did you come up with the name?
I came up with the name (and description) off the top of my head.
Nopton Penitentiary isn't actually built near Nopton, as Nopton doesn't exist! It was a lie cooked up by the mayor of the nearest real town who wanted people to think the town he ran was bigger than it actually was. As it is, the Penitentiary is surrounded by miles of unforgiving terrain.
Anything you want to mention about Nopton Penitentiary?
This prison was based on another prison that I played in escape mode, called "Grade 9 Prison". I liked the design and central courtyard in that prison, so I decided to imitate it.
Did you plan the layout of the prison before you built it?
Yes, I planned what a cell block would look like and where each room would go (or if it would be external).
How long have you been playing Prison Architect?
I started playing on my brother's computer in 2014, and I got the game on my account in 2017, I believe.
What made you start playing Prison Architect?
When I started playing on my brother's computer, I was just bored and wanted to see if the game was good. It was!
Any tips for someone new to the game how to get better on planning and building their prison?
Never use the shower room. Always put showers in cells, on top of the toilet, on top of a drain. It cuts down on riots and shower deaths so much, and they can shower during free time as well.
Do you want to try this prison? Then you can get it here!
Nopton Penitentiary
Thank you for this time and see you for the next Show and Cell!
The Prison Architect Team
Welcome to Show and Cell, where we showcase the Community's creativity! As we are always impressed with the prisons that you guys share over the internet, we decided to create a small corner to highlight some of our favourite creation. Here in Show and Cell, you can find some inspiration and read about the people that create fan art/gameplay videos, and prison builds!
Would you like to have your prison to be featured next? You can use the hashtag #showandcell!
If you are looking for more inspiration, and to get all the latest news and updates on Prison Architect, you can also follow us on Twitter and Facebook.
"This is the neatest prison Ive ever served time in, and I served time in Norway! 10/10 would evade again - Inmate # 10482178"
KeiwaM is the creator of this prison, and its design and layout are stunning! The prisoners have access to an outdoor space and can enjoy the snow. For safety, the prisoners are separated into different cellblocks to avoid fights between gangs. The daily income for this prison is over 31.000$ per day, and even if this is a giant prison, KeiwaM is already working on a bigger one.
Here are some questions we asked KeiwaM.
How long did it take to create this prison?
This prison took around 15 hours of gameplay to build.
Anything you want to say about this prison?
It is a bit on the smaller side of what I usually do, but I really enjoyed the smaller cellblocks. Usually, I'm the type that would stuff all prisoners in one canteen, but splitting them up really helps with both management and troublemakers.
Did you plan the layout of the prison before you build it?
Yes, I always plan first. The Planning tool is one of the most valuable tools in the game if you ask me. It is extremely useful to plan the layout before spending thousands on building and removing it.
How long have you been playing Prison Architect?
I have been playing Prison Architect since Alpha 2.
What made you start playing Prison Architect?
I have always been a fan of management games, and I liked the art style, then I just saw it in my recommended, so I gave it a shot.
Any tips for someone new to the game how to get better on planning and building their prison?
Patience is key. Planning can be an annoying task, but in the end, it will really help. I also recommend messing about with unlimited funds and maybe even Cheats & Developer Tools just to get a feel for your building style. Everyone builds in their own style and having unlimited money to discover it is a great way to start off. Other than that, I would simply say, don't copy others. As said, everyone has their own style, find which style you find enjoyable and try, rather than copy prisons you've seen off youtube.
Do you want to try this prison? Then you can download it here!
Bedford State Prison
Thank you for this time and look forward to the next Show and Cell!
The Prison Architect Team.
The Steam Lunar New Year Sale has started! Take the chance to grab the new expansion Psych Ward: Wardens Edition! And start creating your own Psych Ward now!
[url=https://store.steampowered.com/app/1143650/Prison_Architect__Psych_Ward_Wardens_Edition/]
Hello Wardens! The delivery truck just arrived with a new patch addressing some of the issues that were discovered! We appreciate your continued support and feedback. Changelog:
- Criminally Insane inmates or associated prisoner traits will no longer spawn if the Psych Ward: Wardens Edition Expansion is not installed.
- Female prisoners with babies should no longer become criminally insane. This is also fixed in existing savegames.
- Players can cancel cloned rooms and get a refund for the item(s) canceled depending on the progress.
- Fixed prisoners hands and some carried items being displayed incorrectly when crossing bridges.
- Fixed some crashing issues.
- Fixed localization errors.
- Fixed benches incorrectly attaching to walls and breaking alignment with tables.
- Fixed an issue with some rotations of Guard Pavilion (Corner).
- Fixed the prisoner count being displayed incorrectly in Reports.
- Fixed room quality stating some prisoners deserve higher Cell quality than 10.
- Fixed prisoners not always being assigned a cell in sectors other than shared ones.
- Fixed issues with the game being forced into a windowed state after loading a savegame on Mac OSX.
- Fixed the Prison Danger statistic calculation including dead prisoners.
- Fixed an issue where Criminally Insane Inmates were being unintentionally blocked from Chapel and Canteen rooms, even when said areas were flagged as "Insane Only" zones in Deployment.
- Fixed an issue where the planning aspects of the "Conviction" campaign story were not compatible with the new Planning Mode features.
- Added ability for Modders: You can now turn off shadows using SpecialRestriction NoShadow.
- MAC/Linux: Changing the language during gameplay can lead to all objects turning into black squares. Restarting your game will fix this issue.
- MAC: There is a chance that the plot options Snowbound Plot, Jungle Plot, Desert Plot and Lunar Plot will not get applied when starting a new game.
Wardens, Thank you for the feedback you sent us following the release of Psych Ward: Wardens Edition and the biggest free update so far, The Sneezer. We are delighted in seeing how many of you are enjoying the new content, and we are addressing many of the issues you reported since the release with this hotfix. We really appreciate all your reports, and we constantly monitor the ongoing conversations to understand how to address your concerns. In order to facilitate this process, we are creating a sub-forum on the Steam discussion board dedicated to technical issues reporting. While we might not answer to every thread, we are reading what you write! Finally, weve been observing some players reporting crashes of which we believe many are related to the use of outdated mods. As we introduce new content and additional art/sprites, it is feasible that mods with scripts that are not up to date with the current games architecture may cause issues. We are working closely with our active modders before releasing an update to avoid these issues as much as possible. In case you are experiencing these issues, you will find a short guide on how to disable mods at the bottom of the post. A more extensive guide written by Murgh, a member of the Prison Architect community, can be found here. Changelog
- The Main Menu update notes are now localized in all languages.
- Various Localization and Typo fixes
- The Fog of War darkness was reverted to its original state.
- Orderlies will now take breaks when Staff Needs is active.
- Fixed an issue where Inmates could turn insane for players that do not own the Psych Ward: Wardens Edition expansion.
- Issue fixed where setting the intake to Num Per Day or Total Prisoners was not offering the player Criminally Insane prisoners.
- Issue fixed where Criminally Insane gauges were appearing under the prisoners when crossing a bridge.
- Issue fixed where excess text and functionality were displaying in the Room Grading feature.
- Issue fixed where changing the screen resolution via the Paradox Launcher wasnt being reflected accurately in-game
- Issue fixed related to resolution when using multiple monitors.
- Issues fixed where the Psychiatrist Quick Room walls were not built correctly.
- Issue fixed in Planning mode, where pathways and outdoor objects were not being saved.
- Issue fixed where deleting a wall would leave a foundation in Planning Mode.
- Issue fixed where Programs could not be run during Work/Lockup Regime periods.
- Issue fixed where New Star icon was not being removed from menus.
- Issue fixed where the number of Gravestone objects was being limited to five.
- Issue fixed where Small ironing boards were not being used to iron clothes.
- Multiplayer: Issue fixed where the Client and Host could not see each others planning.
- Issue fixed where Staff were not using Oak benches and Oak Tables.
- Issue fixed where the Remote Door didnt have dump or dismantle option.
- Issue fixed where the Visitor doors were opening the wrong way
- Issues fixed where a crash could occur when outdated mods were active, using older referenced sprites.
- Issue fixed when copying a room over itself, where workers will get stuck in a loop
- Improved the display of overlapping contraband icons in the Intelligence context, when rooms are close together
- The mail system is now improved. This should prevent Mail from building up endlessly on older savegames.
- Watching a cutscene from the menu will no longer cause a freeze..
- Crash fix that could occur when loading Escape Mode.
- The walk speed tile for Grass Corner matches the speed of Grass flooring.
- Improved various new art assets that were presenting a thin white halo around them.
- Turn off all mods in the games Main Menu > Extras > Mods menu.
- Unsubscribe and Deactivate Mods via the Steam client
- Check your mods folder and remove them manually: C:\Users\%username%\AppData\Local\Introversion\Prison Architect\mods
Today's Deal: Save 75% on Prison Architect!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Tuesday at 10AM Pacific Time
To all wardens, Today, we released Psych Ward: Wardens Edition - the new expansion for Prison Architect that introduces the first type of original and unpredictable inmates, new prisoner behavior, and enhanced management features. This expansion comes along with a free content update that adds extra objects, walls, floors, bridges and more! You can find the detailed patch notes of the free update here. [previewyoutube=F4ABHeDUS_U;full][previewyoutube=F4ABHeDUS_U;leftthumb][/previewyoutube][/previewyoutube] In Psych Ward: Wardens Edition, the Criminally Insane have arrived with their own unique traits. To house these unpredictable inmates, players can build a dedicated wing with padded cells, hire Psychiatrists with trained Orderlies, develop treatment sessions, and outfit their prisons with the right tools to ensure their needs are met. Inmates must be treated with care or they can turn violent, vandalize, or even attempt to escape. Regularly subjecting your regular inmates to harsh conditions can cause them to turn criminally insane. Psych Ward: Wardens Edition Key Features
- Plead Insanity: Criminally insane inmates are unpredictable, require special care, and have their own Reputation traits for you to consider when building your prison. Let them co-exist with the general population or lock them away in a padded cell, how you manage their needs is up to you!
- Shrinks: Any prison holding the criminally insane needs a team of Psychiatrists and trained Orderlies to keep everything under control. These valuable prison staff can sedate rowdy prisoners or pull out the straitjackets when things get too rough.
- Doctors Note: Provide counseling to the criminally insane with the new Psychiatrists Office and new consultation Programs. Improve their sessions by upgrading the office with leather sofas, medicine cabinets, Rorschach tests, and more.
- Good Behavior: Your inmates now have a wide range of new behaviors players will need to manage. They start out harmless, but if left untreated, they can turn violent or attempt to escape.
- Its Gone Viral: Treat your regular inmates with care. Subjecting your inmates to excessive suppression or punishment can cause them to turn criminally insane.
- Extra Padding: Psych Ward: Wardens Edition adds padded cells and padded floors along with a bundle of other new objects, floors, and wall types to customize your prison. Now you can easily build a dedicated wing for the criminally insane.
- Tools of the Trade: Additional contraband, including Adrenaline Shots, Fountain Pens (Shanks), and Gold Pocket Watches, can be stolen by your prisoners, or by you in Escape Mode.
A new free update for Prison Architect is here - with new features and content! We have implemented a lot of changes from community suggestions, so don't be surprised if you see your own added to the game! A summary of the most notable items is provided below, including; new Bridges, Cloning and Planning improvements. Now you can turn your plans into actual construction jobs! New items
- Windows can now be added to both sides of a vertical wall.
- New Walls: Art Deco and Oriental.
- New Floors: Limestone, Grass n Stones, Sandstone, Lunar.
- New Objects: Sink, Handdryer, Wall signs, Spooky and Sakura trees, Cactus, Park Bench, Moose Head, and more...
- New Doors: Guards Gates and Secret Bookcase Door.
- New Signs: Signposts rooms such as Canteens and Showers.
- New Grass Corner, to create angled pathways.
- Multiple new dog types to choose from, before and during a game!
- Option to choose the wall type for quick rooms.
- Room (colored) overlays can now be turned off in Game Options.
- Extra Most Used item menu filter added.
- Finally, BRIDGES are here! Lay them over roads, water and other land, for staff and prisoners to cross.
- Rebalanced daily payments for higher-risk inmates. Max Sec, Protective Custody, Death Row, and Criminally Insane pay more.
- Empty and occupied cells can be viewed in Logistics, via a new Cell Status button.
- Extra prisoner action added to Bios: Escort to Infirmary
- Search bar added to the Flooring menu.
- Transferred prisoners are offered in Intake.
- Unique Visitors Direction option added to Deployment.
- Foundations can now be built with more wall types.
- Fog of War can now be turned off mid-game, via the Map Settings menu.
- Clone tool overhauled!! You can now rotate and flip, walls and objects now shown, the clonable area can cover entire prisons! AND you can even clone between saves (BETA)! The construction speed has also been optimized.
- Overhauled Planning!! Build your plans, add doors and choose wall type. The construction speed has also been optimized.
- More new items, walls and floors.
- Improved Quick Rooms presentation, now showing where the walls will be built.
- New Desert and Lunar Plot options when creating a new game.
- Gravestones are supplied for every death in your prison.
- Taser legacy crash fixed (due to the taser line drawing code - taser trails would sometimes crash the game on certain players graphics drivers, if it didn't crash it seemed to shift some of the font drawing code to render in the wrong position/off screen for a frame. Both problems should now be fixed.
- Modders! Spritesheet files and UI.png are now unencrypted. Please avoid adding to these sheets with your own mods, as we WILL be adding more future content to them. Theres plenty of space reserved on the original tilesheet.
- Electric Cables and Water Pipes now point the right way when being constructed.
- Any inmates moved to new cells by you, will be reassigned.
- The outskirts of the map now allow flooring to be placed.
- Street Lamps no longer need direct power cables.
- Events can be toggle on/off in Map Settings.
- New inmates have a Fresh Fish tag.
- Deployment - "Staff Only" and "Shared" zones are more distinctly coloured.
- Separate icons for Drugs and Medicine contraband types.
- Snipers can now open Remote Doors.
- Guards open doors for separated dogs.
- Underground utilities can now be placed in the same space as pending above-ground objects.
- Cloning will include foundations.
- Office chair now fulfils the Reception room requirement.
- Now CCTV, Doors and Phone Taps can be connected in both ways.
- Addressed various issues when playing with multiple monitor setups.
- Bench artwork updated to show sitting direction.
- The presentation of areas in Logistics which show where jobs can be assigned is improved.
- Phone Tap, CCTV and Door Control stations show the no. of wired connections.
- Hedges no longer merge with adjacent walls, and blend better with grass floor.
- Execution Room requirements can be fulfilled with all new chair types.
- Bios no longer open immediately when double-clicking to follow an inmate.
- Improved Sprite visuals due to an alpha anomaly that was producing artefacts around some of the sprites.
- Fixed a legacy issue where Mail Satchels where not being delivered, causing large build ups of mail.
- Guard Response option assigned to the [G] hot key.
- Guard Taser Certification program tooltip fixed.
- The Mud floor is slower to walk over.
- Corrected a legacy issue relating to the Need gain for large maps. Needs would previously rise too quickly on Large Maps due to lower timewarpfactor.
- New icons added for Needs speech bubbles that were missing.
- Ability to turn off the double-click to move objects function, in Game Options.
- Even more staff and dog names added.
- Fixed issues with items stretching when rotated.
- Fixed a legacy issue with rotating tree saplings.
- Placing doors in Planning no longer removes the flooring below.
- Your last used filter setting is saved.
- Extra characters such as , , , now accepted by the search bar.
- Fixed a legacy issue where Notebook pages that were appearing during Escape mode/Cutscenes were inaccessible.
- Tons of other bug fixes.
Wardens, With the release of Psych Ward: Wardens Edition, we are going to reorganize the bundling on our storefronts to provide a more intuitive experience for new players and streamline our offer on different stores. With the release of Psych Ward: Wardens Edition, the Aficionado Edition will become a separate DLC containing the game soundtrack and the Digital Art Book purchasable for a price of 1,99 $. We will also introduce a new dynamic bundle on Steam called Total Lockdown. This bundle will contain Prison Architect, Psych Ward: Wardens Edition, and the Aficionado DLC (the game Soundtrack, and the Art Book). Purchasing this bundle will allow you to get all the Prison Architect content available with a 10% discount, and the price will be further reduced if you already own the Standard or the Aficionado Edition of the game. Ultimately, this is how the new structure will look like:
- Prison Architect: 29.99 USD / 24.99 EUR / 23.79 GBP
- Base game.
- Aficionado DLC: 1.99 USD / 1.99 EUR / 1.69 GBP
- Game Soundtrack
- Art Book
- Psych Ward: Wardens Edition. 5.99 USD / 5.99 EUR / 4.79 GBP
- Total Lockdown Edition: 10% discount, dynamically adapting according to what edition of the game you have.
- Base game.
- Aficionado DLC.
- Psych Ward: Wardens Edition.
Greetings, Wardens! Today, we announced the new DLC for the PC version of Prison Architect - Psych Ward: Wardens Edition! While Psych Ward has been available for consoles since 2017, Psych Ward: Wardens Edition includes additional content not available in Psych Wards console release and will launch alongside a free content update to the base game. You can check the announcement trailer here: https://youtu.be/DVlRTCVtpoM The new DLC will enhance the games existing gameplay mechanics and will give you new interesting ways to experience Prison Architect. It will also introduce unpredictable inmates with new behaviors, add additional management features, and will give you more ways to customize your prison. It also expands on the features of the console edition and adds an additional warden, padded solitary cells, padded floors Psychiatrist office upgrades, Orderly staff and more. New features breakdown:
- Plead Insanity: Criminally insane inmates are unpredictable, require special care, and have their own Reputation traits for you to consider when building your prison. Let them co-exist with the general population or lock them away in a padded cell, how you manage their needs is up to you!
- Shrinks: Any prison holding the criminally insane needs a team of Psychiatrists and trained Orderlies to keep everything under control. These valuable prison staff can sedate rowdy prisoners or pull out the straitjackets when things get too rough.
- Doctors Note: Provide counseling to the criminally insane with the new Psychiatrists Office and new consultation Programs. Improve their sessions by upgrading the office with leather sofas, medicine cabinets, Rorschach tests, and more.
- Good Behavior: Your inmates now have a wide range of behaviors players will need to manage. They start out harmless, but if left untreated, they can turn violent or attempt to escape.
- Its Gone Viral: Treat your regular inmates with care. Subjecting your inmates to excessive suppression or punishment can cause them to turn criminally insane.
- Extra Padding: Psych Ward: Wardens Edition adds padded cells and padded floors along with a bundle of other new objects, floors, and wall types to customize your prison. Now you can easily build a dedicated wing for the criminally insane.
- Tools of the Trade: Additional contraband, including Adrenaline Shots, Fountain Pens (Shanks), and Gold Pocket Watches, can be stolen by your prisoners, or by you in Escape Mode.
The Slammer Hotfix 1.03 Changelog
- Fixed an issue that prevented Linux players from starting the launcher because of graphical settings.
- Installation failure messages should now provide more meaningful information than a single error code.
- Wall Lights and Street Lamps now auto-connect to power, like standard lights.
- New menu filters (e.g., A-Z) will now save the filter settings used, per menu.
- Need levels for Supermax prisoners will now show correctly in the Needs menu.
- Supermax prisoners will no longer steal a large number of keys.
- Snipers will no longer fire in fully automatic mode after firing warning shots in Escape Mode.
- Pavilions and Sniper towers now provide Warmth.
- Guards posted to Pavilions now go to staff room/staff canteen when on their break.
- When patrolling the Pavilions, Guard speed is now slightly faster than Patrolling Guards.
- Fixed an issue that caused guards getting stuck when unassigned from a Guard Pavilion.
- Armed Guards will no longer leave their pavillions when loading a save file.
- Pavillions are now displaying properly for both the Host and the Client in Multiplayer.
- Guards will not attempt to enter an already assigned Pavilion.
- Dead guards in a Pavilion will no longer patrol.
- Guards stationed on Pavilion can no longer be reached, damaged or killed by inmates on the ground. Additionally, if the guard goes after the attacking prisoner, they exit the Pavilion and return when the attacker is subdued
- Fixed an issue where inmates had stopped taking books from the Library, preventing them from fulfilling their Literacy need.
- Requiring unsupported libraries will no longer crash the game on Linux.
- Fixed an issue that caused parts of the player's plans to disappear when the foundations were being built.
- Windowed Borderless option is now corrected to same output as Monitor full-screen resolution.
- Fixed an issue that caused guards getting stuck when going on a break to a staff room or a staff canteen.
- Fixed an issue that caused some items to stretch when moved.
- Road Barriers can no longer be rotated vertically.
- ESC & C keys will now close Graphs & Grading window
- Made graphical changes to the Guard Pavilion, so NPCs can't clip through parts of it
- Guards now look in the direction they're walking while in the Guard Pavilion
- Fixed an issue that could cause EOL Errors, when using certain mods
- Fixed a Protective Custody issue affecting the Snitch Sorter mod
Changelog
- Deployment Overhaul:
- Deployment context presentation and visuals improved. Now you can see your prison!
- You can now assign Armed Guards and Dog Handlers to patrols and zones.
- You can now have 2 different intersecting patrol routes.
- Patrol routes and zones can now be prioritized, to ensure your most important areas are manned first.
- New Items, Floors, Walls
- New Walls & Doors: Yutani Wall (Sci Fi), Visitor's Door, Secure Door (with a flap to deliver food trays to prisoners inside a cell), coloured Fence Gates.
- New Floors: Mud, Grate, and Solaco (Sci Fi - goes great with the Yutani Wall).
- New Objects: Table (Small) Bench (Small), Bleachers, Bush, Trees (Snowy Conifer, Palm), Lights (Flood Light, Street Light, Wall Light), Shower Pillar, Ironing Board (Small), Office Chair, Door Mat.
- New furniture such as new chairs, short benches, short tables will fulfill room requirements.
- New Jungle plot and Snowbound plot options added, to start a new prison on.
- New Guard Pavillion towers are unlocked for players who sign up for a Paradox account.
- Keyboard hot-keys added for cycling through options in in-game item menus ([Z] and [X]), and for closing menus ([C]).
- Rotations for more of the existing objects and furniture that didn't have them (Workshop Saw, Press, Roadgate, Ironing Board, Altar, Bench).
- New Moving/Relocating Objects feature. Just double-click an object, re-position, and a Worker will do the rest.
- Staff and Dog names added.
- New Bureaucracy researched option. When starting a new game, you can begin with everything researched.
- Additional x10 game speed button.
- Filters and sort-by options added to the Objects menu.
- Metal detector searches now search both the inmate and the box theyre carrying.
- New context-sensitive quick Add Doors function, to any wall. Just double-click on a solid wall.
- Prison cleanliness mutator option "Reduce Dirt Build Up".
- Security Camera artwork now indicate the direction they're pointing.
- New quick menu links from the top HUD bar. Clicking on 'Danger', 'Days', 'Balance', Guards, etc. all launch various UIs.
- Clone tool region increased in size.
- Added code that will allow modders to specify menu sprites for any of their objects, enabling modders to attach any image to an object.
- The Mutators (menu) can now be accessed and adjusted mid-game. This is handy for players who wish to turn off/on Mutators in other player's prisons.
- Added Hedge rounded end pieces, and improved all hedges to look better with shadows and when doors are built on them.
- Ability to search for Objects via a specific room, in the Objects menu text box. E.g. type "Yard" to filter and show all Yard objects.
- "New!" yellow star icons now display for any newly added features.
- Prisoners & Staff can now be seen by CCTV cameras in Warden Mode.
- Logistics context presentation and visuals improved. Now you can see your prison.
- Fixed an issue where the Water Boiler was not connecting to water pipes (due it being damaged or moved).
- If you fire staff while the game is paused, only the first staff member that was clicked on will now be fired.
- Guards/Snipers in Guard Towers are now protected from the weather/rain (as if they were indoors).
- At shower time prisoners will now correctly prioritize communal shower rooms, before cuing to use another prisoners cell shower.
- The tooltip instruction for the Room Clearing functioning has been added to the Rooms Tooltip.
- When building Quick Rooms, Cell doors are now kept open until the room is completed, to allow workers to enter and finish the room.
- Doors are moved from the Objects menu and into the "Walls & Doors" menu.
- Fix: Moving electrical utility items will now spawn new wires.
- Fix: The correct Warden sprite shows in the staff reports screen.
- Fix: Certain advanced items are now counted in a Grant's requirements (e.g. Visitor booths instead of Tables).
- Snipers now carry Jail Keys, enabling them to get around the prison and into the Armory easier.
- The Bookshelf now caters to the prisoner's "Literacy" Need a bit. A green zone displays its area-of-effect.
- Guards operating certain stations will not participate (leave their station) in prison searches or Shakedowns.
- Guards will now open doors for separated dogs. If for example the dog's handler is killed.
- Added a Borderless Fullscreen Mode option, which is also changeable via the PDX Launcher.
- The Main Menu now included a page system for our dev updates. Allowing us to keep previous/older updates, and tell you all about the latest additions and improvements.
- Added a Screen Display option for players with multiple monitors, which is also hooked into the PDX Launcher.
- New screenshot mode available as a game option, in the Options Menu. Toggle On/Off by holding [H] and pressing [Enter].
- Fixed an issue where sprinklers were showing healing animation when triggered.
- Added support for PDX Launcher on startup
- Paradox Interactive's custom launcher is a simple tool that allows you to easily play any Paradox games or resume your latest save game. It's also allowing us to showcase new content, new updates, or other important messages about Prison Architect!
It's Live!
Our first update from Paradox Interactive and Double Eleven is available now.
Patch Notes
- 4 new floor tiles and 4 new wall types added
- Increased the number of foremen that can be hired for larger prisons where foremen also teach programs
- Added new sprites for missing orientations to many items. Aiming to provide full set of rotations to all objects in the future
- Added Guard Response buttonthat allows players to immediately send existing nearby guards to a location, instead of needing to hire additional guards to deal with incidents
- New Tunnel Search buttonthat allows the player to have guards search all toilets only, for hidden escape tunnels
- Additional Quick Rooms added to the Quick Build menu, for quicker and easier room construction
- Following prisoners and staff has been made easier, you can now double-click on them to enable
- New content is being added to a brand new tileset file
- The current tileset.png has been made larger, allowing for more custom content
As mentioned on our last stream, we made the hard decision to stop updating the "Name in the Game" feature on August 6th. The manual labor involved in the name process would have cut down on the time we had to make bug fixes and create new content for the game.
Rest assured, all names will stay in the game! So make all the last edits and submissions before August 6th and you'll forever be memorialized as a prisoner of Prison Architect
Instructions for Submitting a Name or Editing:
- Visit https://www.introversion.co.uk/prisonarchitect/register and log in to your Introversion Forum account. - If you havent created a forum account, you can register one here: https://forums.introversion.co.uk/introversion/profile.php?mode=register
- If you bought from Steam, you will have a CD Key that begins with PBIOSM that you can use to verify your "Name in the Game" purchase. Otherwise, if you bought from Introversion directly, the registration application should be able to check the purchase database that you have purchased "Name in the Game" tier or higher using your email address.
- Once the registration process is complete, this same register link will allow you to edit your prisoners biography.
- After submitting the biography, please allow a few days for the support staff to approve your update.
Hello Prison Architects!
I'm Jonathan, aka Azure, and if you missed our stream on Thursday then I'm pleased to recap the announcement here! We're proud to announce that DoubleEleven is developing Prison Architect, bringing more gameplay, bug fixes, updates to the game! They're well known for developing the console versions and have worked with Paradox Interactive and Introversion for multiple years!
Their first gift to players is a FREE update on June 27th that includes the following:
- 4 new floors
- 4 new walls
- increased foreman cap
- guard response button
- fixed scanners
- more quick rooms
- tunnel search button
- full rotations for items
And we're LIVE! Come join us over at: https://www.twitch.tv/paradoxinteractive
We're BACK! As promised, we've found a new dev team to continue this incredible game. We'll be revealing the new team tomorrow LIVE at:
https://www.twitch.tv/paradoxinteractive/
at 17:00 CEST / 8am PT
Who will be your new Wardens? And even more importantly... what are they working on?
Hello Prison Architects!
I'd like to take a moment to introduce myself real quick: I'm Jonathan, a Community Manager at Paradox Interactive over simulation titles like Cities: Skylines and Surviving Mars. I'm here to announce that after a long and amazing partnership with Introversion, Prison Architect and the associated IP have been acquired by Paradox Interactive. This is something we are all very excited about, me especially! Paradox and Introversion have been working together since 2017 on the Prison Architect: Mobile titles, and mutually eager to see how we can expand and grow this amazing community. Paradox Interactive Press Release VentureBeat Press Release Ever since our partnership with Introversion in 2017, the Paradox team has felt that Prison Architect is a natural fit for our catalogue, said Ebba Ljungerud, CEO of Paradox Interactive. Just as weve done for other management-strategy games like Cities: Skylines and Surviving Mars, I believe the considerable player base of Prison Architect will be excited to see where we can take the game next, and were eager to explore development of potential new games based off of the Architect IP. We promise to exercise good behavior with this cherished title going forward. -Ebba Ljungerud, CEO of Paradox Interactive
We realize you probably have some questions - like, "Prison Architect 2 confirmed?" or "Are you going to make a [Insert any noun here] Architect game now?" To this we reply: We have lots of ideas! Our team's are hard at work watching prison escape movies and are several seasons into the TV series Oz for inspiration, but at this time we have no concrete plans to share. We will be keeping you informed wherever we go though! Speaking of which, if you have more questions or want to continue following us and our ideas, here are some ways you can do so: 1) Facebook: https://www.facebook.com/ParadoxInteractive/ 2) Twitter: https://twitter.com/PdxInteractive 3) Instagram: https://www.instagram.com/paradox_interactive/?hl=en And to help even more, we'll be hosting a Q&A on Facebook and Twitter tomorrow, January 9th, at 5pm CEST. Hope to see you there! And feel free to ask questions here if you'd like =)
After several months of testing and improving, we have released multiplayer to everyone - no need to opt in to the beta. Everything you can do in a single player sandbox game can now be done in Multiplayer. We've worked hard to reduce the bandwidth requirements and to increase the reliability - please let us know if you keep having problems! Here's our video demonstrating the finished sandbox multiplayer: https://www.youtube.com/watch?v=nNaJYeB85S8 Worth mentioning that these game modes are not supported in multiplayer yet: Escape Mode, Warded Mode, and any prisons that require Mods. Thanks to everyone who supported us over the years - have a great xmas, and we will see you all in the new year!
Save 75% on Prison Architect during this week's Midweek Madness*!
*Offer ends Friday at 10AM Pacific Time
Prison Architect Update 16 / Multiplayer Alpha has been released. Non-steam users will be able to download the latest version from the builds page in a few days. STEAM USERS: This update is on the steam branch 'beta', meaning it will not automatically download. You must manually switch to that branch to see this new version. - Right click on Prison Architect in your games list - Click 'Properties' - Click 'Betas' - Select 'beta' from the list. (Restart steam if it doesn't show up) - The update will then download. https://youtu.be/-12zIWRTnpE WHAT'S NEW: = Multiplayer Alpha Added a multiplayer mode to Prison Architect, build a prison cooperatively with up to 8 people! While in a regular sandbox game of Prison Architect you can select to Go Online and host a multiplayer game that people can join. This game can be publicly listed or set to private and protected with a password. When players have joined you can see them as a marker in the world and can see what material or object they have currently selected and are about to build. This is our first alpha release of multiplayer mode, with a focus on getting the core functionality working. This means that some features are not currently available to connected clients and we plan on adding them over time as we continue working on multiplayer. = Currently disabled on clients but will be coming in the near future - Wire connections - Deployment - Logistics - Intelligence - Emergency callouts (can be controlled but can't be called in) - Reports - Prison Grading - Graphs - Mod Support Added Custom Report Window which can be used by scripted objects to display a mod defined report screen when you click on the object, similar to the Prisoner's rapsheet. Simply set HasCustomReport to true on the scripted object, and then call SetReportTabs to add tabs to the report. In the script's PopulateReport function, use the add and remove report component functions to display components for the given tab index. Components can be modified later using the SetComponentProperties function.
Prison Architect Update 15 has been released. WHAT'S NEW: More escape plan behaviours. Watch out where you allow trees to grow because prisoners can now climb them to hop over walls and fences. Keep your prisoners away from the road because the bold can now 'jack the supply trucks. Road barriers and barbed wire might help, but have the medics on standby just in case... Fixes in Update 15b - Fixed a bug where the game will crash when the prisoners arrive if you make a new prison with escape plans enabled. - Fixed a crash on start bug when certain mods (e.g. Advanced Roads) enabled. Detailed Change Log: = Vehicle Hijacking Certain types of prisoners are now able to hijack trucks on the road. If they are crossing the road and see a truck left idle, they will attempt to get in and drive it off (beating up the poor driver if he happens to be inside at the time). Regular old road gates won't stop a speeding truck. Stolen trucks can be stopped either using the new Road Barrier object (a sturdy metal gate that only closes during Lockdown), or by having armed guards nearby to stop any stolen vehicles. = Rope escapes (continued). You can now build barbed wire on the top of any external walls. Escaping prisoners will try and avoid barbed wire if they can, but will still climb over it if they really want to escape. It's sharp and painful though, and will harm prisoners who try and climb it. Find it in the objects build list. = Tree escapes Prisoners will now climb on fully grown trees to jump over an adjacent wall. They can use this to avoid barbed wire, but can be knocked down off of the tree by a nearby guard as with all other climbing. = Bug Fixes 0011627: [Gameplay] Insane temperatures after fire (Icepick) 0011586: [Gameplay] Dog Handler does not stop employees when they carry contraband (Icepick) 0011610: [Performance] Game crashes when receiving minimum and medium security prisoners (Icepick) 0011642: [AI & Behaviour] ZE ROLL CALL!!11!! and dormitories have issues (Icepick) 0011624: [Mod System] Crash in DataRegistry::LuaFindDataRegistry, DataRegistry::LuaSetter (John) Timelapse video recording refactored, crash on shutdown fixed. Script Debugger crash fix. Objects with BuiltOnWalls property (e.g. Windows, Barbed Wire) no longer cast shadows. Stay up to date: Follow us on Steam Like us on the FB Subscribe to our Blog Subscribe to our Youtube channel Follow us on Twitter Join our mailing list Follow our twitch.tv livestream - we sometimes code live on twitch
Prison Architect Update 14 has been released! This update is on the steam branch 'beta', meaning it will not automatically download. You must manually switch to that branch to see this new version. - Right click on Prison Architect in your games list - Click 'Properties' - Click 'Betas' - Select 'beta' from the list. (Restart steam if it doesn't show up) - The update will then download. https://youtu.be/1Yg7PEsd4J0 = Wall climbing escape attempts - Rope escapes A new contraband item has been added to the game, an improvised rope made from prisoner uniforms. Prisoners working in the laundry will sometimes steal 5 uniforms in an attempt to make a rope. As with all contraband items, it can be stashed or traded. Prisoners attempting to escape that have a rope will go grab it and then head to the nearest outside wall. When there, they will throw the rope onto the wall allowing them to pass over it. More importantly, other prisoners will also use the rope in their escapes attempts. You will have to tell a Workman to dump the rope to remove it from the wall. - Strong prisoners can now escape by climbing over fences. = Roll Call You can now request a 'Roll Call' at night. This wakes up all prisoners and forces them to stand in their cell doorway. Obviously prisoners just looove being forced to do this at 3am in the morning. Any prisoners who happen to be tunnelling at the time of the roll call will show up late, giving away their plans. Guards will notice this if nearby, but the vigilant player should keep his own eye out. - Graphs and stat tracking - You can now view graphs plotting various pieces of data over the life time of your prison - You can compare changes over time by displaying two stats on the same graph - Mod Support (continued) - Better Entity modding - Modded entities can now have DefaultBehaviour and/or StaffNeed properties. - DefaultBehaviour gives modded entities basic behaviour that all entities in the game have. They can accept jobs from the jobs.txt file, hang out in a certain type of room (if this is set with the HangOutRoom option), go get healed from a doctor if injured, and go to a staff room when tired. - StaffNeeds gives any modded Staff entity (Properties Staff) the same needs system as regular staff, on any map that guards and workmen get. - Modded Staff entities now appear in the Staff reports window under "Other", if any modded staff types exist. - Fixed: Adding an interface element would add it to the currently selected object's window, rather than just the scripted object's window. - Fixed: If a scripted object made more than one custom job (via CreateJob) then we would fail to stop duplicates of that job. - Fixed: Jobs are removed from an object when it is destroyed (Mantis #11595). - Added: Modded jobs will now additively load in worker types. The first loaded job (based on mod order) will still define all properties of the job (JobTime, Tool, Material, etc.), but subsequently loaded jobs with the same name will add in their worker types. - Added: CancelJob function for scripted objects. Used to cancel a custom job created on an object (Mantis #11596). = Bug Fixes 0011602: [Control & User Interface] missing tooltip for needs_help_StaffWarmth (John) 0011546: [Mod System] Funky stuff with entity.DeathType (elDiablo) 0007558: [Mod System] GetProperty() on needs doesn't work (elDiablo) 0011595: [Mod System] Created jobs on objects still exist when object gets deleted (elDiablo) 0011596: [Mod System] Please implement Object.CancelJob() to be able to cancel jobs created with Object.CreateJob() (elDiablo) 0011593: [Gameplay] Cannot schedule programs with requirements fulfilled (lim_ak) 0011555: [Mod System] CTD on save button with these mods combined (John) 0011446: [Save & Load] Crash on save with std::bad_alloc exception (lim_ak) 0011589: [Gameplay] When I have a gun in Warden Mode and try to shoot a prisoner who is attacking me, the gun only works at point-blank range. (lim_ak) 0011585: [Save & Load] Crash on save with 64bit Steam version (13j) (John) 0011584: [Save & Load] 64Bit Steam version will crash upon start when trying to load a prison for the Attract screen (John) 0011591: [Mod System] When a script adds custom buttons to an object, those buttons will appear on any object which is currently selected (elDiablo) 0011553: [Control & User Interface] Cannot buy land expansions in warden mode due to it being out of reach (lim_ak) 0011551: [AI & Behaviour] Spots that are "Too Dangerous" remain forever, blocking all jobs from completing in that area. (lim_ak) 0011563: [Control & User Interface] Hovering over death notification causes the camera to judder in Warden Mode (lim_ak) 0011570: [Control & User Interface] If sniper is interrupted during aiming, the laser is stuck on sniper/target (John) 0011556: [AI & Behaviour] When dog is tired, his guard is still saying "Patrolling" (lim_ak) 0011578: [Gameplay] Prisoners don't work in the Kitchen with specific Regime Settings (John) 0010971: [Control & User Interface] Zoom to mouse using keyboard (lim_ak) 0011569: [Control & User Interface] pickpocket rep does not have tooltip/description (lim_ak) 0010948: [AI & Behaviour] Death Row Inmates don't turn up on the intake bus when they are scheduled (lim_ak) 0011300: [Mod System] Default spritebank has incorrect marker coordinates that interfer with mods. (lim_ak) 0011583: [Gameplay] Unable to end punishments (lim_ak) 0011518: [Control & User Interface] Provide option in preferences.txt to prevent the new intro screen (John) 0011574: [AI & Behaviour] On high-dpi screens, execution report spills outside dialog (John) 0011564: [Mod System] Custom sound files in mods will cause CTD (John) 0011526: [Control & User Interface] Samuel Norton achievement from just watching the intro screen. (lim_ak) 0011534: [Save & Load] Game crashes when loading a save that moved from an upper save being deleted (lim_ak) 0011537: [Gameplay] Game crash - Assertion failed : 'shadow[index] != 0' -- ...steamapps/common/Prison Architect/PrisonArchitect: line 59 (John) Stay up to date: Follow us on Steam Like us on the FB Subscribe to our Blog Subscribe to our Youtube channel Follow us on Twitter Join our mailing list Follow our twitch.tv livestream - we sometimes code live on twitch
Save 75% on Prison Architect during this week's Midweek Madness*!'
Build and manage a maximum security prison. Includes Story Mode and Escape Mode!
*Offer ends Thursday at 4PM Pacific Time
Prison Architect Update 13 has been released. Non-steam users can download the latest version from the builds page here: http://www.prison-architect.com/builds.html https://www.youtube.com/watch?v=Y59MvTIuWFY STEAM USERS: This update is on the steam branch 'beta', meaning it will not automatically download. You must manually switch to that branch to see this new version. - Right click on Prison Architect in your games list - Click 'Properties' - Click 'Betas' - Select 'beta' from the list. (Restart steam if it doesn't show up) - The update will then download. = Warden Mode You can now play as the warden inside the prison you are building! Enable this from a new option in the New Prison screen. Most of the user interface is the same, but you can also walk around using the WASD keys (and shift to sprint) You can press TAB to toggle to Action mode. From here you can control the equipment you are carrying, and recruit body guards. Try not to get attacked by your unruly prisoners! But if you do, you will be taken care of by your medical staff. - Fog of war: You cannot see around corners, so be careful. The one exception is that you CAN see through any CCTV cameras you have installed. - Arm yourself - You can pick up objects commonly found in each room to protect yourself. Think a knife from the kitchen or a taser from the armoury. - You can collect body armour from the armoury for some extra protection. - You cannot simply attack prisoners without provocation. But if you are attacked you are free to defend yourself. - Protection Squad - Recruit guards to your personal protection squad by right clicking on them from the Action interface (tab) - These guards will follow you around and protect you from any unruly prisoners. - Bodyguards don't come cheap. They will add a significant cost to your daily upkeep. - Permadeath - Play in Permadeath mode and you will have to rely on the security and medical infrastructure of your prison even more. - If you die in Permadeath mode that's it, Game Over. = Floor Signage - New tools are available in the Deployment menu to provide floor signage for Prisoners and everyone else - Floor Signage provides a way for you to give hints to people as to which way they should travel around your prison. People tend to follow the directions unless a much easier/shorter route is available. - Misbehaving prisoners, doctors on the way to heal someone, and all type of Emergency callout units ignore the floor signage. Everyone will also ignore the directions if there is a riot occuring. - To paint lines, simply select one of the new tools, and left-click and drag in the direction you want people to go. Right-click and drag to remove paint. = New Attract screen The game now opens with a new attract screen, slowly panning around your recent saved prisons (or the bundled prisons if you have no saves). Press any key or click the mouse to bring up the Main Menu. This should be a better first screen than simply being dumped on a new empty plot of land. - Modding - Script Debugger Window - Added: When highlighting a scripted object in the script drop down menu, the camera will now move to that object to help see which script will be selected. - Fixed: Script names were hard to make sense of. Names in the drop down menu are now a lot shorter and easier to discern. - Fixed: The window wouldn't correctly open to the selected scripted object, or to a scripted object that threw an error. - Allowed more object variables to be used by scripts. = Balance changes - Removed the cap of 20 prisoners working in a single large room at a time. The new cap is 100. - Prisoners have received a boost to their academic skill rating based on their security category. This means it is slightly easier to have prisoners pass the education programs. - The Foundation Education and General Education reform programs have had the number of sessions halved from 10 and 20 to 5 and 10 respectively. - The Library now requires a certain academic skill rating rather than specifically requiring the Foundation Education program. This makes the Library usable sooner. - Added a new need, Luxuries, which is satisfied by goods sold in the shop. Prisoners who have satisfied this need are less likely to cause trouble. - You now gain a commision from goods sold in your shop. At the end of each day, you'll receive a bonus payment based on how many goods were sold in your shop. - Prisoners who go too long without being assigned to a cell will now have a marker pointing to them for easy identification. - You can now end all punishments on a prisoner from their rapsheet, not just permanent ones. = Bug Fixes - Fixed an issue causing Workmen to regularly move shop goods back and forth between the Shop and Storage. - Fixed: Dogs of fired handlers would occassionally maul some unsuspecting prisoner to death for no reason. Bad dog! - Fixed: Number of staff resting with staff needs enabled is now updated correctly - Fixed: Some objective markers for non-English languages appearing in English, they will now be translated correctly - Fixed: Sectorisation of mixed regular and family cell blocks will no longer split the regular cells into separate sectors. 0011500: [Other] No French label for "missing access to canteen" (John) 0011498: [Other] French translation error in the first campaign (John) 0007501: [AI & Behaviour] Addictions cannot be removed. (PROVED) (Icepick) 0011494: [AI & Behaviour] Work/Lockdup and Work/Free time FREEDOM problem (Icepick) 0011486: [AI & Behaviour] Staff Not Addressing "Rest" Need on Breaks (Icepick) 0011482: [AI & Behaviour] Staff Need Bug (Icepick) 0011324: [Gameplay] Staff Canteen Does Not Have Trays and Staff Cannot Eat (Icepick) 0011151: [Control & User Interface] The new script debugger is not quite useful (elDiablo) 0010989: [Gameplay] Guard Dogs Kill When Fired (Icepick) 0010469: [Mod System] Command Bar only allows one command before breaking. (elDiablo) 0011480: [Mod System] entity.DeathType, .MurderWeapon and .MurdererType not accessible (elDiablo) 0008737: [Control & User Interface] Unable to end temporary punishments (Icepick) 0011509: [Gameplay] Mothers tunneling out of their prison (Icepick) 0011508: [Gameplay] Prisoners sometimes route outside without misbehaving the prison letting them escape (Icepick) 0011505: [Control & User Interface] Number of resting staff members is not adequatly updated (lim_ak) 0011499: [Other] No French label for "Capacitor" (lim_ak) 0011474: [Graphics] Sprite misalignment in 64 bit version (lim_ak)
Prison Architect Update 12 has been released! This update is on the steam branch 'beta', meaning it will not automatically download. You must manually switch to that branch to see this new version. - Right click on Prison Architect in your games list - Click 'Properties' - Click 'Betas' - Select 'beta' from the list. (Restart steam if it doesn't show up) - The update will then download. https://www.youtube.com/watch?v=Q6FmOacal6Q = Staff Needs (continued) - New staff break behaviour - Staff will now take a break when they feel they need to, providing there are enough guards idling - No more than 10% of your staff will take a break at any time - Staff will stay on their break until their needs are taken care of, but will give up eventually if nothing is available - Fixes to staff needs provisions: - Staff Rooms and Staff Canteens are now assigned a nearby kitchen in the Food Logistics view, just like any normal Canteen. - Chefs from that chosen kitchen will handle stacking and cleaning food trays. - The assigned kitchen can be overridden manually as normal. - More food trays and staff meals will be ordered automatically when you have staff needs enabled - Stopped chefs from stacking dirty food trays with stacks that were miles away in a different canteen - Fixed tons of issues with staff not using providers when on their breaks - Fixed serious issues with food trays not been cleaned and replaced when in staff canteens - The staff tooltip widget in the top bar now shows ALL guard types, including dog handlers, snipers and armed guards - Staff Morale - Affected by happy staff versus unhappy staff, - Affected by long term staff deaths - Affected by currently injured - Affected by salary - Staff wages - Upkeep now specified in materials.txt - Pay rises possible from Policy screen - Staff will go on strike if morale falls to 0%, and demand a large pay rise to return to work - Chefs/Gardeners/Janitors now have needs - Tunnel searching You can now issue the command 'search for tunnels' from any cell toilet. This will search all toilets in the block for escape tunnels. = Steam Cloud saves - You can now use the cross-platform Steam Cloud to store your prison and campaign save games. - Simply toggle the checkbox on the save screen in order to enable/disable this feature. - The save window will show which save games are on the cloud with a handy icon. - Save games made when Steam Cloud is disabled will be saved on your local machine only. - 3d mode improved - The following will be suspended during riots, or during staff strikes: - Delivery of daily supplies - Garbage collection - Exports collection - Prisoner intake - Collection of dead bodies = Weather (continued) - New weather icon in top toolbar - 'Overcast' visual effect now only applies to outdoors (which will look greyed out) - 'Heatwave' visual effect only applies to outdoors (which will look very bright) - Rebalanced all weather probabilities, making 'clear skies' more common, rain/overcast/snow less common - Weather now has a chance to change every 12 hours (previously 24 hours) = BUG FIXES - Fixed : Riot Guards refused to fight when in prisoner controlled sectors - Fixed : Emergency staff sometimes "fell" out of their vehicle long before it arrived at the Deliveries zone - Fixed : All new prisoners are not assigned parole times properly. This remains the case until save/reload. - Fixed : Added pages to CI menu to prevent it running off the screen = MORE BUG FIXES 0011379: [Save & Load] Prisoner Needs Table in savegame are stored twice (lim_ak) 0011173: [Control & User Interface] Japanese Text not wrapping (lim_ak) 0011346: [AI & Behaviour] Staff Canteen starved of trays (Chris) 0011393: [AI & Behaviour] Riot police got stuck in riot zone (Chris) 0011402: [AI & Behaviour] Staff not eating meals, staff canteens not used (Chris) 0011369: [AI & Behaviour] Security won't eat (Chris) 0010925: [AI & Behaviour] Riot guards refuse to move (Chris) 0011371: [AI & Behaviour] Armed Guards don't move (Chris) 0011394: [AI & Behaviour] Staff Meals improperly distributed (Chris) 0011364: [AI & Behaviour] Riot guards instantly leave Riot van when they arrive (Chris) Stay up to date: Like us on the FB Subscribe to our Blog Subscribe to our Youtube channel Follow us on Twitter Join our mailing list Follow our twitch.tv livestream - we sometimes code live on twitch
We are very excited to announce that our sixth game ‘Scanner Sombre’ is finished, and is launching this Wednesday 26th April! Watch our launch trailer here:
https://www.youtube.com/watch?v=8NFlo9FEfaY
Scanner Sombre began life as a short experimental prototype, created in a little over a week during the long Prison Architect alpha. We wanted to create something completely different to Prison Architect, and very different from any game we’d made before. Scanner Sombre is intended to be a deeply atmospheric experience, inspired by similar games such as Gone Home, Dear Esther, and Proteus.
Armed only with a LIDAR gun, you must explore and ultimately escape the cave. As you explore your ‘point cloud’ becomes more and more detailed and expansive.
Scanner Sombre will be on sale on Wednesday 26th April. The price will be $11.99, reduced to $9.99 for launch.
We hope you enjoy playing our latest game!
http://www.scanner-sombre.com
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Today we release Update 11f to the default branch. New in this release: Staff Needs - Guards now experience a similar set of needs to prisoners, for example they get hungry and need to go to the toilet. You can enable this option when creating a new prison, or in the Extras | Map Settings menu for existing prisons. Click here for a full list of changes. Stay up to date: Like us on the FB Subscribe to our Blog Subscribe to our Youtube channel Follow us on Twitter Join our mailing list Follow our twitch.tv livestream - we sometimes code live on twitch
Happy New Year! We are releasing a hot fix today for our Christmas update. This update is on a Steam branch, meaning it will not automatically download. You must manually switch to that branch to see this new version. - Right click on Prison Architect in your games list - Click 'Properties' - Click 'Betas' - Select 'beta' from the list. (Restart steam if it doesn't show up) - The update will then download. FIXES: Guards whose needs are not being met were beating up the prisoners. This can still happen, but it should happen much more rarely now. Extras | Map Settings dialog will now allow Staff Needs to be enabled if you already have enabled everything else. Stay up to date: Like us on the FB Subscribe to our Blog Subscribe to our Youtube channel Follow us on Twitter Join our mailing list Follow our twitch.tv livestream - we sometimes code live on twitch
Prison Architect Update 11 has been released! Merry Christmas everyone. This update is on a steam branch, meaning it will not automatically download. You must manually switch to that branch to see this new version. - Right click on Prison Architect in your games list - Click 'Properties' - Click 'Betas' - Select 'beta' from the list. (Restart steam if it doesn't show up) - The update will then download. https://www.youtube.com/watch?v=mAmjOQJ0LTw Staff Needs Your security staff now have needs, in much the same way as prisoners. This is optional, and can be enabled when creating a new prison, or enabled from Extras -> Map Settings. You must take care of your staff needs, or else your staff will begin to perform their duties badly. The staff members affected in this update are: Guards Armed Guards Dog Handlers Snipers These staff will have a semi random mixture of the following needs. Each need is similar to its prisoner counterpart, but also slightly different: BLADDER BOWELS Staff will only make use of toilets in staff designated zones or staff rooms FOOD Staff will eat in the Staff Room if you add a Serving Table. Or you can designate a canteen as "Staff Only" and they will eat there instead. Staff meals are more expensive than prisoner meals and are automatically delivered. SAFETY Staff hate to feel they are in danger. You can help with this need by equipping your staff with Tazers, body armour etc, as well as ensuring strength in numbers. RECREATION Staff get bored too. They can now make use of any entertainment so long as it exists within a staff room. Eg Pool tables, radios, TVs, etc. COMFORT Put some sofas in the staff room for this. ENVIRONMENT Same as prisoners, this is entirely based on the cleanliness of the surroundings. REST This replaces the "tiredness" mechanic. Be sure to give your staff enough down time. If staff are happy, this contributes in a positive way towards the temperature of your prison. Likewise if they are unhappy, this will make the prison "hotter" and lead to more trouble later. If you do not take care of your staff they will become "pissed off", and begin to perform their jobs badly: Sauntering around slowly when doing jobs Less effective at searching for contraband Less likely to actively look for trouble, more likely to turn a blind eye Unwilling to put themselves in danger eg confronting gang members In extreme cases, staff will take bribes in order to look the other way when searching for contraband Staff break times You can now specify how much break time to grant your staff. Go to Reports -> Policy. You can choose how long each break is, and how many breaks per day are taken. Staff on break will immediately begin attending to their needs. Nb. Staff will always finish their current job before starting their break. Other changes Arcade Cabinets have had their sound turned down Larger clone size with Tools and Cheats enabled. Main menu: 'Terms and Conditions' moved to Options menu. Main menu: Added 'Other Introversion Games' link. Tooltip added to Analytics in Options menu. BUG Fixes Fixed: Dog Handlers would be completely paralised if injured, and there was no Medical Ward Crash when loading with mods which define a custom room. Family Rooms no longer erroneously display the cell quality too high warning. Stay up to date: Like us on the FB Subscribe to our Blog Subscribe to our Youtube channel Follow us on Twitter Join our mailing list Follow our twitch.tv livestream - we sometimes code live on twitch
Save 75% on Prison Architect during this week's Midweek Madness*!
*Offer ends Friday 10am Pacific Time.
Prison Architect Version 2.0 has been released! https://www.youtube.com/watch?v=UXrmp9F0uMY TWO MILLION players have now enjoyed Prison Architect. We are flabbergasted. We would like to thank every single one of you from the bottom of our hearts, for making this such a dream project. After six years of development including over 40 monthly updates, this is the final content update for Prison Architect and the final video. We will of course continue fixing bugs and providing support. We are going to take a break for a little while, but we will be back soon with our next game. CHANGES Developer Tools and Cheats Developer tools and cheats, seen in some of the alpha videos, are now available to everyone. A new option is shown when creating a new map, "Enable Cheats". This is prison specific and cannot be disabled later. When enabled: - All construction occurs immediately - A new 'Spawn' toolbar button permits instant creation of any game object for zero cost - Water can be placed like any other material - Research in the bureaucracy screen can be sped up by holding down the right mouse button on the item The Function keys now perform debug services: F1 Edit world properties (Very easy to crash/ruin the game) F2 Profiler F3 Script Debugger F4 Dialog Editor F5 Sound Editor F6 Sprite Bank Editor for Needs icons F7 Sprite Bank Editor for User Interface icons F8 Sprite Bank Editor for Game Sprites F9 Debug rendering options F11 Enlarge Map in All Directions Nb. - Cheat prisons do not allow achievement unlocks - Cheat prisons cannot be sold for profit. Policy Window (continued) You can now set which misbehaviours warrant an increase or decrease in prisoner security. For example, murder can be set to immediately make a prisoner Max-Sec. You can now disable the cell quality checks that determine which cells a prisoner can be assigned to. When enabled, prisoners who misbehave will not be assigned to a nice cell, even if that nice cell is the only one available. When disabled, prisoners will always be assigned to free cells if that is all that is available. Modding System (continued) - Added World.NumPrisoners and World.Capacity. These return tables containing the current number of prisoners and the total number of cells in each security rating respectively. - Added ability to use markers in object tooltip strings (via objectTable.Tooltip). See lua_function_list.txt - Localisations: All languages updated. BUG FIXES - Jobs to construct walls are now visible while designating rooms. - Fix for reliability of + button in Build Toolbar - Delivery Truck drivers no longer counted in Staff Reports - Utilities Room in Quick Build no longer uses the default sprite - Objects that can't be rotated are no longer rotated if part of a Quick Build - Staff inside gang controlled areas can now be sacked - 0010930: [AI & Behaviour] Death row prisoners show up as max security (Icepick) - resolved. - 0011077: [Other] Name in Game Tier issue (John) - resolved. - 0011091: [Control & User Interface] Clicking where the taskbar is located shows the taskbar in windows 10 anniversary update (lim_ak) - resolved. - 0011119: [Gameplay] The issue with taking Death row prisoners. (Icepick) - resolved. - 0010968: [Performance] Random crash.Especially during the riot or taser fighting (John) - resolved. - 0011017: [Control & User Interface] [v2preview] crash when viewing "stolen from" (John) - resolved. - 0010921: [AI & Behaviour] Freetime broken (Icepick) - resolved. - 0011032: [Control & User Interface] wrong Japanese translation (John) - resolved. - 0011052: [Gameplay] Quickbuild "luxury cell" and common room not updated for v2.0 tv behavior. (Icepick) - resolved. - 0010191: [AI & Behaviour] Dead armed guards will not stop moving when put in Hearse. (Icepick) - resolved. - 0011060: [Control & User Interface] Ability to disable the automatic prisoner security change. (Icepick) - resolved. - 0007196: [Control & User Interface] Inmate Nutrition Research Grammar (Icepick) - resolved. - 0011170: [AI & Behaviour] Several security-restricted reception rooms do not work (Icepick) - resolved. - 0011168: [AI & Behaviour] Visitation does not satisfy family need. (Icepick) - resolved. - 0010829: [Gameplay] Extension to automatic Security Risk re-assignment (Icepick) - resolved. - 0003491: [Control & User Interface] I need more intake in order to keep the Prison profitable (Icepick) - resolved. - 0011129: [Platform Specific Issues] Windows 10 Taskbar vs PA Toolbar (lim_ak) - resolved. - 0009331: [Gameplay] Execution Lockdown fails to complete (Icepick) - resolved. - 0011135: [Gameplay] Freedom need not satisfied by yard (Icepick) - resolved. - 0011150: [AI & Behaviour] Confidential Informants Get Stuck In Security Room (Icepick) - resolved. - 0011106: [Control & User Interface] Micromanagement bug - no teacher exists while he does. (Icepick) - resolved. - 0011145: [Control & User Interface] Screen focus shifts while in Informants view mode (Icepick) - resolved. - 0011158: [Control & User Interface] Cannot switch from Dump to Dismantle in Context Menu (Icepick) - resolved. - 0011160: [Gameplay] National guard should cancel lockdown before entering the prison (Icepick) - resolved. - 0011105: [AI & Behaviour] Cell doors are open during Work/Lockup regime (Icepick) - resolved. - 0011120: [Mod System] [Bug] Using "Interface.RemoveComponent()" extends the menu window height instead of shortening (elDiablo) - resolved. - 0011068: [Control & User Interface] Nasty new problems with Interface Buttons on objects (elDiablo) - resolved. - 0011097: [Mod System] Make the amount of prisoners per Security Level and the amount available/total cells per Security level accessible for mods (elDiablo) - resolved. - 0010996: [AI & Behaviour] (Version 2 preview) Prisoners in solitary aren't using toilets/showers even though their needs are high (Icepick) - resolved. - 0011104: [Gameplay] Prisoners sniffed by dog and searched once deposited in solitary never start serving their punishment (Icepick) - resolved. - 0011136: [AI & Behaviour] Food tray redistribution (Icepick) - resolved. - 0011124: [Gameplay] The new suprise minsec legendary gangleader event didn't actually make the prisoner a gang leader (Icepick) - resolved. - 0011133: [AI & Behaviour] Prisoners get stuck when sent to solitary (Icepick) - resolved. - 0011132: [Gameplay] Object duplication with high-priority jobs (Icepick) - resolved. - 0011014: [Save & Load] SectorSystem check keeps reverting changes (Icepick) - resolved. - 0011131: [Gameplay] Snipers bug. (Icepick) - resolved. - 0011046: [Control & User Interface] Confidential informants screen misplaced (Icepick) - resolved. - 0010521: [AI & Behaviour] Families wont visit causing lots of fights (Icepick) - resolved. - 0011126: [AI & Behaviour] Prisoners fail to satisfy "Literacy" need despite having library books (Icepick) - resolved. - 0011087: [AI & Behaviour] Prisoners taken to medical beds are not healed or returned to cells (Icepick) - resolved. - 0010998: [Control & User Interface] "Total Prisoners" intake always selects maximum number of inmates regardless of number set (lim_ak) - resolved. - 0011071: [AI & Behaviour] Stacking babies in a single stack (Icepick) - resolved. - 0011075: [Gameplay] Mother visited by her 0yr. old child (Icepick) - resolved. - 0011092: [Gameplay] Certain events should not occour before the player has unlocked what (Icepick) - resolved. - 0011030: [Control & User Interface] v2 Reg Doors cannot be locked open (Icepick) - resolved. - 0011081: [AI & Behaviour] Snipers target same prisoner (Icepick) - resolved. - 0011058: [Gameplay] Mayor does not require large TV removal (Icepick) - resolved. - 0011079: [Gameplay] Cell Grading for Dormitories bugged with more than 1 Occupants. (Icepick) - resolved. - 0011067: [Gameplay] Random items appearing on todo list. (Icepick) - resolved. - 0011003: [Gameplay] Agitating radio broadcasts wont stop (Icepick) - resolved. Stay up to date: Like us on the FB Subscribe to our Blog Subscribe to our Youtube channel Follow us on Twitter Join our mailing list Follow our twitch.tv livestream - we sometimes code live on twitch
Prison Architect Update 8 has been released! This update is on a steam branch, meaning it will not automatically download. You must manually switch to that branch to see this new version. - Right click on Prison Architect in your games list - Click 'Properties' - Click 'Betas' - Select 'v2preview' from the list. (Restart steam if it doesn't show up) - The update will then download. This is a preview build of the v2.0 features that we are properly launching next month. There may be a couple of bugs and glitches in this bad boy so only dl if you are proper brave..... https://www.youtube.com/watch?v=e2e1zciptdI New improved User Interface Many user interfaces have been redesigned to be clearer, more consistent, and better looking. - Improved Build toolbar New look build toolbar for with much cleaner icons and graphics Toolbar now filters out locked items by default, leading to simpler menus in early game (Click + to reveal all) The Room toolbar now highlights room types when you mouse over them Help tooltips have been added to many of the toolbar menus - Tooltip sizes made more consistent and screen friendly across the board - New Context Menu Click on any object or entity to bring up the context menu Allows for quick context sensitive actions Prisoner Rap sheet now auto-follows prisoners - UNDO All construction work is now covered by a global UNDO button at the bottom right of the screen Click UNDO to gradually reverse any decisions you have made, and receive a full refund Nb. UNDO button is only shown when using the toolbar for foundations, materials, objects, utilities etc. - Research/bureaucracy screen improved to look better - Patrols interface improved for clarity - Pipe and water rendering improved for clarity - Informants window improved by moving the list to the right of the screen and making it smaller - Logistics views now more consistent, showing only objects and entities relevant to each view. Eg Food logistics now shows everything relevent to food: Ingredients, meals, chefs, prisoners working in the kitchen - Nb. All of the new GUI features can be disabled through Main Menu -> Options -> Game -> Version 2.0 GUI tickbox - Zoom to mouse Nb. Can be disabled through Main Menu -> Options -> Game -> Zoom to mouse. Modding System (continued) - 'Infinite' mod loading The game now supports many more simultanious graphical mods than before It achieves this by gradually increasing the size of the graphics tileset, until your graphics card itself hits its limit In general users should find they can now activate a great deal more mods before any problems occur In addition, when the limit is reached you will now receive a warning/error message. (Previously it just started misbehaving) - Mods with spritesheets larger than 1024x1024 are now supported - Lua World Scripts Each mod can now have a data/world.lua script file, which should contain both Init() and Update( timePassed ) functions. This script is initialised on World initialisation (for both new maps and loaded save games) and Updated on each World update. Variables set in the "this" or "World" tables will be cast to strings and persist in the save game. Variables are loaded after Init and before the first call to Update. - Mods can now have their own sounds.txt file, containing only new/modified sounds. These will override base data in the same way as other mod files. - Added Update button to Prison Sharing menu. Allows any published prison to be updated with the prison that you are currently playing. - Fixed a bug in the lua scripting system that would try to cast boolean strings (in lua) to a bool (in c++). New game content - New events Contraband surge Tree fire Food poisoning Agitating radio CI list leak Mass tunnelling Preacher - TVs now broadcast over an area (3x3, shown as a green box). Prisoners sitting within the viewing area can watch TV and thereby have their recreation needs taken care of. Nb. Prisoners can be doing other things at the same time, eg eating in the canteen. - New item: Large TV. Has a larger viewing area and can easily provide Recreation to an entire room. Be sure to provide lots of seating spaces. - Radios now passively broadcast to the entire room. Any prisoners in a room with a radio are slightly less bored, so get a small reduction to their Recreation needs. - New item: Arcade Cabinet Two inmates can play games on an arcade cabinet at the same time - New Contraband menu option: 'Stolen From' Shows the location each item of contraband was stolen from, rather than where it was ultimately recovered Shows 7 days of contraband history. This is very handy for finding which of your rooms is lacking security Also easily reveals where contraband is being thrown into your prison. - New Regime options Added a 'Work/Lockup' regime type. Treats prisoners who aren't working as being on a Lockup regime instead of free time. The standard Work regime has been renamed to 'Work/Freetime' - Dead entities now have their cause of death displayed in their tooltip - Prisoners without jail cells now show the reason why in their tooltip - Family cells that are in their own block, separate from other prisoner housing, will form a single sector - The 'Names in the Game' database can now be manually updated from the Extras | Name in Game menu. - Updates to all translations to bring all languages up to v2.0. BUG FIXES - Fixed: A gang would never receive a new leader, if its previous leader was killed and left the map. - Fix for Intake System to ensure that the correct number of prisoners are taken - 0010443: [AI & Behaviour] Family cells do not form a continuous cell block - 0010559: [Mod System] Changing WorldCell "Ind" property always sets to false - 0009556: [Mod System] Lua: Triggered property sometimes a string, sometimes a number, sometimes boolean - 0003033: [Save & Load] Steam Workshop Update not possible - 0009729: [Mod System] Sprites.png: 1024x1024 size not working - 0010882: [Mod System] Sprite.png size limitations cause compatibility issues with mods - 0010290: [Mod System] Sprite Limits - 0009618: [Mod System] sprites.png: current approach necessary but not sufficient Stay up to date: Like us on the FB Subscribe to our Blog Subscribe to our Youtube channel Follow us on Twitter Join our mailing list Follow our twitch.tv livestream - we sometimes code live on twitch
Prison Architect Update 6 has been released! And we have brand new game prototypes to show you. https://www.youtube.com/watch?v=ZL4NCrgMhYA TWO BRAND NEW GAME PROTOTYPES Introducing 'Scanner Sombre' and 'Wrong Wire' Skip forward to 22 minutes into the video, to see us demonstrate two of our (potentially) upcoming games. These are prototypes we have been developing in secret until now, and will form the basis of whatever comes next after Prison Architect. Please keep in mind that whilst we intend to continue supporting Prison Architect with updates for a very long time, we also intend to make new games, just as we have always done. We are interested in your thoughts on the new games. Please go here to vote on your favourite: http://www.introversion.co.uk/vote PRISON ARCHITECT = Seasons and Weather - The game will now move through the seasons, with the outdoor temperature varying based on the time of year. - Various weather patterns can occur during the game, varying based on the current season. - Overcast - Rain - Torrential rain (Special event, rare) - Snow and frost - Heatwave (special event, rare) - Prisoners needs will be affected by the weather when they are outdoors. Getting rained on will spike their comfort, clothing and warmth needs. - Prisoners left outside in extremely cold conditions (for example in an outdoor solitary confinement cage) can now die of exposure. - Weather is DISABLED by default in all prisons, and can be enabled when creating a new map. Alternatively, use the new "Map Settings" screen in the Extras menu. = Map Settings You can now adjust the settings of your prison from a new screen called "Map Settings", found in the Extras menu. This screen lets you enable certain options that may not have been enabled (or even available) when you first created the map. Nb. You can enable these options, but you cannot disable them once enabled. Available options: - Enable Gangs - Enable Events - Enable Weather = Job Prioritisation - You can now mark any job as a high priority. Simple hold control and either left click or left drag a selection to mark jobs. Available workers (who aren't already on a high priority job) will stop what they are doing and be assigned to the high priority job. - If no workers are available, high priority jobs will take precedence when the workers become available. A small icon in the lower right of a visible job shows if it is marked as a high priority job. - You can remove the high priority marking on jobs by holding control and either right clicking or dragging a selection. - Hovering over an in progress job will now highlight the entity working on it, showing a red line leading to the worker responsible for the job. - Pressing F while highlighting an in progress job will cause the camera to follow the working entity and keep the highlight active. = Performance Work (continued) Further performance gains were made this month through several different approaches to optimisation. - More systems moved to overlap with Render(). - Optimisations to the visible object list builder. - Singly linked lists mostly replaced with arrays (FastList). - Avoid copying of containers where possible. - NeedSystem optimised. = Bug Fixes Temperature and lightmap system corruption bug fixed. - 0010618: [Gameplay] Temperature next to fire is in the negatives - 0010625: [Gameplay] Temperature drops instantly even in areas that should be producing heat Stay up to date: Subscribe to our Blog Subscribe to our Youtube channel Follow us on Twitter Join our mailing list Follow our twitch.tv livestream - we sometimes code live on twitch
Having read the feedback, we think that we made the hot water pipes too fiddly for many players by requiring every shower head to be wired up to warm water to avert a riot of frigid prisoners. We've now changed the system so that a hot shower is an optional luxury and gives a benefit to prisoners' well-being if you feel generous enough to provide it. Changes: - If a shower head is connected to hot water, this will benefit prisoner's warmth and comfort needs. Cold showers no longer cause frigid effect. - Hot water range increased. - Hot water makes sinks work faster.
Update 5 has been released! https://www.youtube.com/watch?v=E3jNtSckFvk Performance optimisations We focussed on performance this month, and achieved a speed boost of at least 50%. This work is ongoing. - Now defaulting to the VS2015 build, with the old VS2008 build still available for Safe mode (Prison Architect Safe Mode.exe). This gives a good speed improvement over the VS2008 version. - Asynchronous job search system. Instead of synchronously looking for a job, workers, guards, prisoners, doctors now place a request for a new job in a queue. This queue is processed during render phase of the game loop so shouldn't take up any time during the main game loop. - Speed up rendering of the Feed Prisoners Objective. This was particularly slow when their were a lot of hungry prisoners. - Rebuild the indoor/outdoor shadow mask only when a cell changes its material or indoor/outdoor status. Thermodynamics (continued) - New pipe type in the utilities view: Hot water pipes These operate on a seperate layer to the existing pipes, and can be overlaid without conflict. - New utility: Hot water boiler Requires a large pipe connection of cold water, and a direct electrical connection You can run hot water pipes from this boiler in any direction. Nb. Water will lose heat the further it gets from the boiler. - All radiators now require a hot water connection to function - Showers can take cold water or hot water. When supplied with hot water, showers will also reduce a prisoner's Warmth need When supplied only with cold water will apply a Frigid effect, which acts as a kind of short-term surpression while also spiking their Warmth and comfort needs. 3d mode has been discovered This update we have improved 3d mode with new shapes, new shaders operating on all objects, and better wall geometry. 3d mode remains very experimental. Known bug: The mouse position is wrong when using graphics/Supersampling. Known bug: Long pauses caused by geometry changing, eg wall construction/demolition BUG FIXES - Thermodynamic map to use 16 bit number type to represent the temperature instead of 8 bit. This fixes a bug with fire showing negative temperatures. - 0010610: [Graphics] entire screen is black and white boxes
Update 4 has been released! https://www.youtube.com/watch?v=XOqQv4_piL0 New features for this month: = Thermodynamics The game now models the ambient temperature of the world, and it's effect on your prisoners. The outdoor temperature will vary during the day, and turn cold at night The temperature of your indoor areas will be affected by this. Indoor areas near doors and windows will lose heat fast. Certain existing objects generate lots of heat : Cookers (when in use), power stations, water pumps - New toolbar button under Logistics : Temperature. Visualises the temperature of all areas of your prison - Prisoners now have a Warmth need. This need increases when they are cold. - They will protest if cold for too long, and eventually cause trouble. - If prisoners are too hot for too long (for example working in a hot kitchen) they will develop a status effect "Overheating" This makes them more likely to cause trouble - New item : Radiator. Build these around your prison to warm up the indoors when required. = Quick Build menu The old "Clone" toolbar item has been replaced with a new "Quick Build" menu, with more options. You can now pick from a set of template rooms, and stamp them dowm in your prison. All neccesary foundations will be built (if required), and the area will be cleared of walls and objects. Then your workmen will build all the walls and objects required. The room type will be automatically assigned. You can rotate a quick build room using R or middle mouse click. Available quick build rooms: - Basic Cell - Solitary Cell - Luxury Cell - Shared Cell - Office Nb. Clone is now available in the Quick Build menu and no longer needs to be researched. = New prison sharing options - A new option in the Extras menu 'Most Popular Prisons' lets you view the most popular Steam Workshop prisons You can choose to view the most popular over the last week/month/year/all time Play the prison instantly by clicking Play - We are now bundling 10 of the best community made prisons with all versions of the game. These are designed for times when you have no internet connection, or are not running the Steam build (so no workshop access) - You can now attach a Phone Tap to the Secure vistation booths added in Update 3. This will give you more intelligence on contraband, escapes etc. - New Translations: Ukranian, Bulgarian, Traditional Chinese = BUG FIXES - 0010454: [Gameplay] Escape mode: Revive prisoners - 0010333: [Gameplay] Fill to capacity improvement - 0010588: [AI & Behaviour] Prisoners can work and get paid even when job room is invalid - 0009100: [AI & Behaviour] Mail delivered to solitary cell after inmate has left - 0010566: [AI & Behaviour] Prisoners do not use weight-benches - 0010500: [Performance] Snipers in Guard Towers cause major lag. - 0010567: [AI & Behaviour] Doctors get stuck while attempting to heal - 0010539: [Gameplay] Saved game, crashes at same spot - 0010519: [AI & Behaviour] Wrong delivered mail. Stay up to date: Subscribe to our Blog Subscribe to our Youtube channel Follow us on Twitter Join our mailing list Follow our twitch.tv livestream - we sometimes code live on twitch
Prison Architect Update 3 has been released! Here is our video demonstrating the new features: https://www.youtube.com/watch?v=bsfyfGNiAYg This month we start with a special demo of the console build of the game, showing off the completely redesigned interface. Our new features: Guard Towers + Snipers You can now build guard towers around your prison for an extra level of security, intimidation, and force. - New entity type : Snipers Hired from the staff menu. These guys will equip themselves with a scoped sniper rifle from the armoury, if you have one. They will then take turns manning the guard towers you have built. - Snipers will project 'Suppression' to all prisoners within their line of sight. - Rules of engagement When snipers see trouble occuring, they will fire warning shots. If three warning shots are ignored, they will shoot to kill. If you have enabled "Freefire" they will always shoot to kill, without warning. They will also shoot to kill if they see an escaping prisoner already outside the prison secure zone. Secure Visitation Booths You can now build secure visitation booths in your visitation room if you choose, instead of the usual tables. A secure visitation booth has a glass panel that seperates the inmate from the family member, and they use a phone to talk. - No contraband can be imported through a totally secure visitation room - However the inmates family needs will not be satisfied nearly as well - Nb. There must be a complete seperation of visitors and inmates for a room to be considered secure. Female Names-in-the-game If you are a Name in the Game customer, you can now update your bio and create a female prisoner if you wish. Go to http://www.prison-architect.com/register to do this. Mod API updates Scripted interface buttons now correctly pass click callbacks to the script that created them. This allows scripts to add interactions to other objects in the game world. - Dormitories of 40 or more squares will now get their own sector for the purposes of guard deployment and security zoning New Translations Japanese Bug Fixes - Fixed: 2x3 Dormitories with a bunkbed will now correctly accept 2 prisoners - 0010359: [AI & Behaviour] Doctors not treating during Virus Outbreak Event - 0010445: [AI & Behaviour] Overdosed prisoners put in solitary instead of infirmary - 0010477: [Gameplay] Intake System brings in wrong amounts of certain levels of prisoners - 0010333: [Gameplay] Fill to capacity improvement - 0010438: [Control & User Interface] CI window shows two % signs rather than one - 0010352: [AI & Behaviour] Nasty change in the priority of the job assignment - 0010461: [Gameplay] Contraband scan cooldown causing problems - 0010459: [Control & User Interface] Suspicion percentage is displayed twice - 0006604: [Control & User Interface] Double billing of reform programs - 0010437: [AI & Behaviour] Multiple mailrooms do not work - 0010480: [Gameplay] Intake not calculated properly - 0008937: [Control & User Interface] Carpentry Apprenticeship - 0010452: [Gameplay] Dormitories and adjacent rooms counts as one room - 0010322: [Gameplay] Prisoners not being taken to Dormitories - 0010298: [Gameplay] 2x3 dorms dont get extra prisoner space - 0010472: [AI & Behaviour] Opened mail thrown throughout Holding Cell - 0010453: [AI & Behaviour] Laundry taken from Dormitorys - 0006883: [Mod System] Allow mods to augment the selected object popup - 0010367: [AI & Behaviour] Prisoners get ReadBook status and freeze in place - 0010417: [Control & User Interface] Policy screen in female prisons says "HIM" - 0010471: [AI & Behaviour] Laundry Room uniforms in odd piles - 0010095: [Performance] One specific prison that has updated across mutiple alphas is experincing 1sec freezing every 10sec - 0010468: [AI & Behaviour] Shower Drainage Behaviour Issues - 0010370: [Performance] Extreme low FPS with many idle prisoners. - 0010348: [Other] Open mails spawning from my inmates Stay up to date: Subscribe to our Blog Subscribe to our Youtube channel Follow us on Twitter Join our mailing list Follow our twitch.tv livestream - we sometimes code live on twitch
Prison Architect Update 2 has been released. Here is our video demonstrating the new features: https://www.youtube.com/watch?v=PsTOSHhy-_Y Women's Prisons You can now choose the gender of your prisoners in the "New Prison" screen. Female prisoners have different needs and behave differently than male prisoners. - Children : Some female prisoners are mothers of young babies (less than two years old) and are entitled to look after their baby during their stay in your prison. This requires some new facilities - often called "MBUs (Mother and Baby Units)" - Family Cell : A new type of cell for mothers with babies only. Similar to a normal cell, but also requires a Cot and an integrated Shower. Nb these cells will never be assigned to female prisoners without babies. - Nursery : A shared room for all mothers to live in, typically isolated from the rest of the prison. Mothers will spend much of their time in this room with their babies. Requires cots and play mats for the babies. - Mothers will eat their meals in this room, so it also requires a serving table, benches etc. Your kitchens will be assigned to cook meals for the nurseries as if they were canteens. Modding API (continued) - Added world and world cell data variables to the scripting API. This includes getting the size of the world, time index, etc. Setting these variables, however, is currently unsupported. - A new interface scripting API has been included as well. Mods can now add, remove, and change buttons in the BiographyWindow (shown when you select a non-prisoner object in the world), with callbacks to it's script. - Modding in escape mode has also been improved by allowing player interaction on scripted objects. A callback to the script is given when the player is close to an object and interacts with it. - General performance enhancements, especially to laundry system. New Translations Danish, Dutch, Hungarian, Thai Bug Fixes - Needs.txt not loaded in correct order when using mods - 0010162: [Gameplay] Surrendering in escape mode causes insane amounts of rep points / surrendering doesn't work - 0010309: [Control & User Interface] [Prison Architect] Crash when opening confidential informant window
And we are back! Update 1 has been released. Here is our video demonstrating the new features: https://www.youtube.com/watch?v=cCszMNlwIwk = Shared Cells - New room type: Dormitory - New furniture: Bunk Beds A Dormitory can house any number of prisoners, based on the number of beds installed Dormitories can be small eg 2x3, replacing the normal Cell, allowing for two or more inmates to share a cell together Or Dormitories can be large, with shared showers, toilets, phones, tvs, recreational facilities etc. Better facilities will result in a higher room grading, which will have a positive effect on your inmates = Prisoner Intake (continued) There are now several different modes of Intake that can be set for your prison Choose your mode from the Intake report - CLOSED No inmates will be brought to your prison - FILL CAPACITY Inmates will be brought into your prison when available, until your available capacity is full - TOTAL PRISONERS You set the total number of prisoners desired, and the Intake system works to fill that number - NUM PER DAY You choose the number of prisoners to bring in each day (The old method) - ALL All available prisoners will be brought in every day = Escape mode (continued) Escape mode was deemed too easy and unbalanced, and several features have been nerfed. - Damage done to a prison and its staff is now repaired automatically, once the player surrenders or is knocked out. - All staff killed are replaced with new hires - All fires are extinguished - Burnt down walls now get construction jobs created to replace them - All ranged weapons now have limited ammo. Nb you can press G to drop the current weapon. - Shotgun : 6 shots - Pistol : 6 shots - Tazer : 1 shot - Assault rifle : 30 shots - If you steal an item from a room, there is now a three hour timer before that item can be stolen again from that room. This will put a stop to whole teams of escapees stealing knives from the kitchen. Nb these timers end instantly when the player surrenders or is knocked out. - Reputations rebalanced - Skilled fighter: chance to disarm opponent now reduced to 20% per hit, down from 30% - Extremely deadly: chance to kill reduced to 15% per hit, down from 30% - Ranged weapons are no longer made more powerfull by the Strong/Deadly reputations - Ranged weapons no longer disarm opponents when the attacker has the Skilled Fighter rep - Improved game over screen to stack up victims in the same way as the intake report's prisoner preview. - Gangs rebalanced Rebalanced the chances of gang members and leaders arriving, to make gangs a more likely occurance. - Doubled the chances of receiving gang members at intake - The chance of an incoming gang member being a leader is now much higher - The probability of receiving a gang leader also increases as the size of the gang increases. - New translations Greek, Romanian, Swedish, Turkish, Spanish, Portuguese = BUG FIXES - no more saving on escape mode gameover screen - Items still loaded on trucks dont get search jobs during shakedown - deployment menu has the correct default selected based on your research - fog of war turns on sooner on GABOS level - error sound only plays once when unable to afford objects Stay up to date: Subscribe to our Blog Subscribe to our Youtube channel Follow us on Twitter Join our mailing list Follow our twitch.tv livestream - we sometimes code live on twitch
Prison Architect
Introversion Software
Introversion Software
2015-10-06
Strategy Simulation Singleplayer
GameBillet
6.67 /
€
Game News Posts 124
🎹🖱️Keyboard + Mouse
Very Positive
(56646 reviews)
https://www.prisonarchitect.com/
https://store.steampowered.com/app/233450 
The Game includes VR Support
Linux Content [342.73 M]
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Build and manage a Maximum Security Prison. As the sun casts it’s early morning rays on a beautiful patch of countryside the clock starts ticking. You’ve got to crack on and build a holding cell to detain the job lot of maximum security prisoners that are trundling to your future prison on their yellow bus. As your workmen lay the last brick you don’t have a moment to let them rest as they need to get started on the first proper cell block so you can make room for the next prisoner intake. Once they’ve all got a place to lay their weary heads the fun can really start.
You’ll need a canteen, infirmary and a guard room, oh, and don’t forget to plumb in a toilet, or things will get messy, but what about a workout area? Or solitary confinement cells? Or an execution chamber?
Inspired by Dungeon Keeper, Dwarf Fortress and Theme Hospital and with over 1 million players having spent time inside, Prison Architect is the world’s best lock-em-up.
Story Mode
Prison Architect opens with the story of Edward, a man facing the electric chair for committing a crime of passion. This is followed by four additional chapters focusing on different characters and aspects of prison life. From Mafia Dons to power-crazed senators, Prison Architect has them all! To bring these characters to life, Introversion teamed up with award winning professional writer Chris Hastings, producing an enthralling tale of corruption and human misery set against the background of the modern prison industrial complex.
Escape Mode
Finished your supermax? Got guard dogs roving every corridor and prisoners eating out of your hand? Now you can live the horror by firing up escape mode and play as a prisoner hell-bent on getting the hell out of dodge.
Dig a tunnel, go for the armoury or start a riot and slip out in the chaos, it’s entirely up to you! Figure out how to escape from your own creation, or hit the random button and load one of the 12,000 prisons created by the steam co
- OS: Ubuntu 18 or later
- Processor: Intel Core2 Duo 2.4Ghz or Higher / AMD 3Ghz or HigherMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: Nvidia 8600 / Radeon equivalent (2009 era)Hard Drive: 500 MB HD space
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