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Nine months ago we promised you that while the chapter is finished, the book isnt Today were ready to deliver on that promise.
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:
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/
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?
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/
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.
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:
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
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
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/
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
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]
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.
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.
[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.
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:
Greetings Wardens,
We have just released an update with several fixes and improvements reported by the community. We appreciate all your feedback!
Changelog:
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:
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:
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.
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.
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:
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!
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!
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
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.
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.
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:
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!
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:
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:
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:
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:
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:
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:
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
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.
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!
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:
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.
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:
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
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
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
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:
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:
The Slammer Hotfix 1.03 Changelog
Changelog
It's Live!
Our first update from Paradox Interactive and Double Eleven is available now.
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
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/
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
Stay up to date:
Subscribe to our Blog
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Join our mailing list
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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
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