The game is a top down construction and management simulation where the player takes control of the running and building of a maximum security prison.
The players role is of both architect and governor with sandbox micromanagement themes such as choosing where to put lights, drains and how they connect together
You can now share your prisons online via the Steam Workshop, accessible from the main menu (Steam version only)
You can publish your current prison by giving it a name and clicking on Publish
Alternatively you can browse the Prison Architect workshop and subscribe to other people's prisons
Subscribed prisons will show up in the workshop window and can be played at any time by clicking Play
Use the Steam Workshop itself to set descriptions, metadata, and to manage your published prisons
Prison Architect is now available for Linux, via Steam and as a standalone download
We have targetted Ubuntu 12.04 and later (32 or 64 bit) for now, with wider compatability coming in future alphas
The game should work fine on other distros, but please let us know if you have problems
Note: Prison Architect is not currently compatible with Debian (Stable), because we require glibc 2.15 or greater
New anger model
The system for determining when prisoners become angry and misbehave has been totally overhalled
There is now a Thermometer which represents the "danger level" of your prison. A high "temperature" will lead to fights.
All prisoners have a "boiling point", which represents the temperature at which they will kick off
Max sec prisoners will tend to have a lower boiling point, meaning they will kick off earlier
This thermometer is visually represented in the top toolbar, showing the current temperature and rate of change.
Factors affecting the danger level of your prison:
increase) prisoners angry that their needs are not being met
increase) prisoners locked up for no reason
increase) riot police on site
increase) fight / riot occurring nearby
increase) recent death
decrease) prisoners who feel they are well treated (all needs met)
decrease) guards stationed in the area
decrease) recent punishments (deterent)
If the "temperature" of your prison rises too high, prisoners will begin to riot.
This raises the temperature further, resulting in a feedback loop which can push the entire prison into riot
Prisoners who are rioting will capture their cell block, and will defend it against your guards and riot police
Rioting prisoners will smash down internal doors, freeing their cellmates and spreading the riot to neighbouring cell blocks
Your guards and staff will not willingly enter a captured sector - too dangerous
New Emergency services: Riot police, Paramedics
To deal with riots, you can now call in Riot Police. These guys are heavily armoured and will retake the captured sectors
You can control them using the Emergency Callouts unit list on the right of the screen, or by drag-selecting
Paramedics will heal anyone injured nearby
You can dismiss emergency callout units by clicking on the red X next to their unit icon
When guards spot an incident, they will now "radio in" to alert you of this trouble
Markers will popup around the edge of the screen, directing you to the incident
Click on the Marker to quickly move to the incident
Prisoner uniforms now come out of the laundry machines crumpled, and must be ironed before use (requires Ironing Board)
Prisoners will now change into their clean uniforms whenever their Clothing need is high
When showering, Prisoners will now get undressed only when close to the shower
Fixed: Multiple laundry baskets were being sent to a single sector at the same time
Fixed: Not enough prisoner uniforms are delivered to the prison
Fixed: Laundry baskets would sometimes render a vertical stripe of random sprites above their position
New audio work
A ton of new audio elements have been added to the game, especially for angry crowds
You will now get lots of audio warning before trouble breaks out. The prison now sounds a lot more dangerous
A brand new dynamic music score will play during and after a Riot
All objects are now made of a certain material (Wood/Metal etc) and have appropriate damage sounds
There have been significant improvements to direct unit control, ie drag selection, movement commands etc
You can no longer build on the very edges of the map, or anywhere on the road
Guards and staff can no longer see through walls (ie do not reveal fog of war)
The Regime report now shows the current time as a horizontal line
Prisoners will now sleep when in their cells at any time between 10pm and 8am, if they need to
All consumables are now delivered in batches, once per hour (ingredients/foodtrays/uniforms/metal/bleach)
Workmen can now unload anything from delivery trucks. This fixes bugs where items were left blocking the road
Prisoners can now receive up to 3 visitors in a single group
Fixed: Laundry/Workshop/Kitchen objects could not be dismantled because the job was wrongly assigned to prisoners
Fixed: New construction jobs are often wrongly tagged as "Failed: No materials" for a few seconds
Fixed: Visitation does not end during a bangup
Fixed: Graphical bug that resulted in the bottom of some sprites being clipped
Fixed: Prisoners assigned to work in the Kitchen would sometimes try to bring ingredients in from outside,
resulting in an immediate escape attempt as soon as they were out the front door
Fixed: The navigation system would fail when trying to routes to the very edges of the map
Note: Although entities can navigate to the very edge, they aren't allowed to build on it)
Prisoners can now perform different jobs during a new 'Work' regime activity
Create employment opportunities with the new 'Jobs' button in the Deployment screen
Prisoners not employed during the 'Work' regime treat it as 'Free Time'
Currently available prisoner jobs : Laundry, Cooking, Cleaning, Workshop
Note: The rooms must be accessable, ie Prisoners can't cook if the kitchen is Staff Only
Note: Eventually you will pick who can work, but for now every prisoner is permitted to work
New rooms and objects have been added to support creation of a Laundry service within your prison
Clean prisoner uniforms are distributed around the prison in Laundry Baskets
Dirty uniforms are collected up and brought back to the Laundry room, where they are washed in machines
Prisoners now get undressed in their cells before Shower Time, and return to their cell after to re-dress
They will change into a clean uniform if one is available, leaving behind their dirty uniform for laundry.
Prisoners now have a 'Clothing' need that reflects how clean their clothes are
Note: Clean prison uniforms will be stored on any table space, or on the floor, in the Laundry
You can now create workshops and use them to convert cheap raw materials into trinkets of value
Raw sheet metal will be dropped off in your workshops
Your Prisoners will use the circular saw and hydraulic press to manufacture car number plates
These will be sold at midnight for a profit
Note: Sheet metal and License plates will be stored on the floor in the workshop.
Build tables if you prefer your rooms to be tidy
Families and Visitation
All Prisoners now have various family members, listed in their Rap Sheet. Some prisoners have no family.
Family members will want to visit an inmate from time to time
You can now create a visitation room, and visitors will start to arrive every day (8am - 8pm)
Prisoners can also take visits from their lawyer
Note: All bios from old save games will be re-generated to support this
Prisoners can now help out with the cleaning of your prison
New room : Cleaning Cupboard. This is required to assign Prisoners to the cleaning job.
Janitors and Prisoners will now clean inside individual jail cells, so long as the cell is open to them
The rendering of decay has been improved - eg muddy floors, dirty shower cubicles, overgrown pathways etc
Surfaces will now Decay 50 slower than before
Food Ingredients will now be stored on the kitchen floor if there is no available fridge space
Older prisoners now have older faces, and are less likely to be incarcerated for certain crimes like Joyriding etc
Fences now visually join onto walls better
Electrical cable and water pipes now come in stacks to prevent flooding your deliveries area
Fixed: Workshops no longer award you money per square.
Fixed: The deployment system would not always update correctly, leading to a single grey sector
Fixed: Crash bug in planning mode when drawing off the edge of the map
Fixed: Dead staff members will no longer be paid a daily wage
Fixed: The game would not render correctly on Windows Vista or higher when non-standard desktop DPI settings were used
Fixed: Prisoners under lockdown in their cells would sometimes leave their cell to go to lunch/yard etc,
only to be chased down immediately by guards and returned
New Planning Mode
Accessable from the main toolbar, use this to plan your upcoming buildings and room layouts
You can draw in the usual way with the left mouse and clear with the right mouse
Plans are automatically cleared once actually built by workers
Door Lock system changes
New object: 'Staff Door', which is a locked door that can be opened by any guard OR staff member
Note: Prisoners treat this as a normal door, requiring Guards to unlock in the usual way
Staff never unlock doors for prisoners - it's not in their job description, and too dangerous)
Want a Staff-ONLY door? Set the Sector type to be Staff Only in Deployment)
Doors have two new special modes: Locked Shut or Locked Open. Click on a door to set this.
Locked Shut prevents anyone using the door at any time.
Locked Open keeps the door open at all times, EXCEPT during a lockdown when it slams shut
There is a new sector setting called "Unlocked", which keeps all doors within the sector open
This is useful during construction of a building, or during a fire evacuation
Doors that are blocked when closing will no longer push the blocking object aside.
They won't close fully until unblocked.
Guards will now stick to their assigned patrols and sectors, only doing jobs within their sector
This makes them much more responsive at opening doors within / bordering their sector
Fixed: Guards will no longer be called upon to unlock wooden office doors
AI & Behaviour Improvements
During Shower / Yard / Meal times, Prisoners will first go to the nearest room of that type,
then will only use the facilities within that room.
This stops prisoners in one shower running to another shower on the other side of the map
Facilities within a Holding Cell may now only be used by prisoners living in that holding cell
Prisoners will no longer nap during the day, instead preferring to sleep for longer at night
Requires Sleep regime)
Workers/Chefs/Janitors etc will now attempt jobs even if there is mild danger nearby,
but will still refuse if the area is very dangerous
Guards will no longer refuse any job because it is too dangerous. They are paid to be brave
Jobs which are paused due to danger will be restarted quicker once the danger has passed
Dead Firemen will now be taken to the morgue by Guards (rather than being left to rot),
and fire trucks will leave without them
Guards that are not assigned anywhere will try to hang out somewhere useful
Fixed: Chefs will no longer bin all prepared food during Bang Up / Lockdown
The top toolbar now displays the number of available guards, prisoners, and cctv cameras when you have them
The Lockdown and Bangup buttons have been moved onto the main toolbar (placeholder graphics)
Tooltips have been added to many items in the main toolbars
The prisoner Rap sheet now displays any recent misconduct they were involved in
The graphics options screen now asks you to confirm a new resolution is acceptable, or reverts after 15 seconds
The hunt for Stuck Entities
Fixed: Prisoners could become trapped in Solitary Confinement forever after saving and reloading
Fixed: All entities could become trapped in a Medical Bed
The maximum number of prisoners you can receive in a day is now based on your prison size:
Small 16, Medium 24, Large 32. Previously it was 24 for all prisons
New command line option:
safemode : Runs at 1024x768, windowed, with shaders disabled, and a blank new map
Steam users can run this directly from steam by selecting "Launch in SAFE MODE")
Prisoners minor injuries will now heal while they sleep overnight
Prisoners misconduct is now saved correctly in save games
Administrators now have a short view range (3 squares)
Fixed: The hardware compatability survey will no longer popup when playing the Introduction level
Fixed: Entity animations glitched for Eating, Cooking, Unlocking doors, Building etc
Fixed: You can now construct (free) fences even when your bank balance is negative
Fixed: You can now construct / place objects that you have in stock, even when your bank balance is negative
Fixed: You can no longer sack Firemen
Fixed: Crash bug caused by closing the prison to any category at the exact same moment the first prisoners arrive
Fixed: Bug that caused the game to crash when loading partially corrupted save games
Fixed: Prisoners sprites sometimes became corrupted whilst sleeping
Fixed: Prisoners who trip the metal detectors whilst being escorted by a Guard will now be searched
Fixed: Placing pipes will no longer be blocked by walls or sprinklers in progress
Fixed: In the tutorial, Edwards new cell will never be used by another prisoner
Name-in-the-game / Face-in-the-game
The Community Database of Personalised Names and Faces Has Been Imported into the game
You CAN View the full Database from the main menu option "Names in the game"
Around 30 of All Prisoners Will randomly generated now include a Custom Name and Bio Taken from this Database
You CAN manually any Prisoner Transfer from this list into your jail - They Will arrive in the 8am Delivery
Only Guards CAN Open doors
All locked doors must now be opened by using Guards Their Keys. Prisoners and staff must wait to be let in.
The exception is the doors on each jail Cell, Which Open automatically When the Prisoner Should be let out
Office doors are locked Never - Pass through CAN anyone at any time
You CAN right click on any door Open to manually IT
CAN be Blocked Doors Open but Will Gradually push aside until Objects blocking They close
Under 'Emergencies' there are two new "alarm" Buttons:
Lockdown immediately closes and locks All the doors in the Prison
Guards Will not Open doors for anyone. However They Will Unlock doors on Their way if you Move Them somewhere
BANGUP instructs All Prisoners to return immediately to Their cell (confusingly, this was Called Lockdown in alpha6)
Prisoners Will Obviously ignore this alarm if They are misbehaving
Game Options menu
From the main menu you CAN now access an 'Options' menu to the Control Application Settings
Under GRAPHICS You CAN Control the screen Resolution, Fullscreen / windowed mode filtering and Setting
Multisampling uses Fullscreen Anti-aliasing (4xMSAA) to Improve the Sprite render quality
Supersampling RENDERS Everything at Double Resolution then downscales to your screen
Both Improve the game visuals at the cost of reduced Performance
There are options for Sound Also, Game etc
You CAN now Press F11 at any time to Toggle Fullscreen
You CAN Press Ctrl-P at any time to Save a Screenshot
The game no longer crash Will Launch on Save if your previous game was Corrupted.
We have disabled AUTOLOAD of previous Saved Games for now, until We CAN Fix some loading issues.
The game now launches with a new empty Sandbox)
Prisoners CAN now be Re-categorised (Max / normal / Min) from Their rap Sheet
All research times have halved Been
Fixed: Building Lots of fences whilst Paused Caused Endless Delivery of empty boxes
Fixed: Prisoners Were no longer bothering to run around the yard whilst exercising
Fixed: The main build Toolbar was wrongly at Scaled Sometimes Certain Resolutions,
leading to an annoying ScrollBar in the lists of Objects / Rooms etc
Fixed a major Performance bug in the renderer, Causing Extreme Occasional frame lag
Many parts of the render system have Been Optimised - Visual some glitches May Occur in Entity animations
DOWNLOAD PC ALPHA 17
Size 109 MB
DOWNLOAD MAC ALPHA 15
Size: 101 MB
Prison Architect downloadable Scenarios. THX TO USER Dosedmonkey FOR THE LINKS AND SCREENSHOTS
To play the map, simply extract the .prison and .png files into "C:UsersusernameAppDataLocalIntroversionPrison Architectsaves" folder, and load the map.
August 2011; London has had some of its worst riots on history from the 6th until 10th of August. In this week, mostly by intelligence led house raids over 3,000 persons are arrested and charged with criminally breaking the law. Britain's prisons are at bursting point. Due to this 50 of the more serious offenders have be transferred to a outer city metropolitan police detention centre, designed for only 18 prisoners, and it is up to you to convert this prison rapidly for its new requirements.
50 High Risk Prisoners at Start
Only 30,000 to convert out dated prison not designed for long term capacity.
Deployment and Riot police unlocked from beginning.
A real challenge.
With Military cut backs, we are having to close down Fort Victory. However, a private Prison firm has decided to buy the land, and convert it in to a working prison. It is up to you with limited resources to rapidly convert this old military base in to a functioning prison. Are you up to the job soldier?. I mean Architect? Sir yes sir.
The ultimate irony will be, most of the now jobless soldiers will find their way back in to the fort as prisoners for drunk and disorderly, gross bodily harm, drinking under the influence, theft or other mister meaners.
In this savegame you will find one Tyhollow Castle, which is large, empty, and definitely not haunted Your task is to, using limited funds, turn this medieval castle into a inescapable prison the likes of which the world has never seen Or, at least, not go bankrupt. Did we mention limited funds?
In this scenario, you have exactly 10,000 dollars to spend to get your prison up and running. All grants have already been taken, but you can still complete those that have rewards for a small boost of cash.
Prisoner intake has been turned on for all types of prisoner, and you are not allowed to turn it off until at least five groups of prisoners have arrived
You'll need to act quickly and decisively to prevent disaster. Fortunately, you won't need to build any foundations, since the castle is already large and elaborate enough for a good-sized prison. You may need to knock down some walls and build up new ones, though.
Other than the prison intake, anything goes in this scenario. Please post your experience with the map, as well as any suggestions or comments on how this and future scenarios might be improved. This is completely new ground we're testing here, so there's sure to be some rough edges.
The old king is dead, long live the king.
Some would say that the prison is a castle. If that's true, then certainly the warden is the king of that castle. The old warden certainly thought so, and build himself a mansion fit for royalty. The prisoners, however, disagreed. Fed up with his arrogant ways and neglectful management, they've taken action.in the most violent manner imaginable.
Now the prison is completely under their control, but your superiors haven't given up on this place yet. The old warden didn't trust banks, and kept a sizeable sum of money stashed away in his mansion. Once you've regained control of the prison, you'll be able to use those funds to turn the medival slave camp into a modern, functioning prison. You will need to act quickly and decisively, however, lest you befall the same fate as your predecessor.