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The only place you'll ever hear the truth

Alpha 19 Released
Posted by Mark on 27th March 2014
Alpha 19 has been released! Steam users will be automatically updated. Non-steam users can download the latest version from the builds page here:

You need an active forum account to access the builds from our website. If you haven’t already done so, please register your game here to gain access to the builds, the private forums, the bug database and the wiki.

Here is our video demonstrating the new features:

After a long playthrough of the game, we concluded that the Finance system was most in need of some development love this month. It has become common practice to cheat your way to $1,000,000 in the bank because there is simply no other way to raise that kind of capital, and the game becomes boring when you have to wait for it to roll in. There are many mods that filled the gap by adding more grants to the game. Furthermore, if you use all the official grants up (all four of them) and still have a negative cashflow, you have literally no way to recover other than cheating, because your bank balance will be decreasing every day and you won’t be able to afford to build new facilities. It was clear that Finance needed looking at. Urgently.

We’ve added a ton of new official grants, and added new requirements to them as well. You can now only have two grants running at once, although your accountant to expand that to three - so be careful which ones you choose. Grants can have “Pre-requisites” before they become available to you - eg you must have completed a previous grant, or have a certain number of prisoners on site. Some grants are hidden and will only reveal themselves when the conditions are right. There is a new special “Government Bailout” grant that acts as a second life - if you run out of money and have a negative cashflow, the government will put together a rescue package and bail you out of trouble. But only once.


You can now borrow money from the bank, and repay interest every hour. Every successful repayment increases your credit rating, and allows you to borrow more.

Once you have a high value prison, you can sell shares in the facility - effectively selling a share of your prison to investors in exchange for money. They will pay you 10% of the total prison value, in exchange for 10% ownership of the prison. This can be an excellent way to raise money, but those investors are not acting out of the goodness of their hearts - they expect a profitable return, and will take their share of the prison sale price when you do come to sell up.

All prison establishments are now expected to pay Corporation Taxes, at 30% of all profit. We advise you keep declared profits as low as possible in the early stages - by re-investing your profits into wages and expanding your prison. Once you start making big profits you can ask your accountant to work on reducing your tax burden.

We have updated the industry system so that your produced goods are exported properly now. (Previously they were magically sold at midnight, vanishing out of existence). There is now a new Exports zone which should be placed near the road, and all your trade goods will be hauled there to be loaded up onto delivery trucks and taken away for sale. This is far more realistic, but also has the added benefit that you will receive income throughout the day as your goods are sold, rather than in a lump sum at midnight. We’ve extended this hourly model to all areas of the cashflow as well - your daily income is now paid in 24 hourly payments, spreading out the income over the day. It was felt that waiting for midnight every day was deeply unsatisfying.


On top of that there are tons of balance changes and bug fixes, many related to finance. The whole game should be significantly more playable now without resorting to grants mods or cheats. We hope you have fun playing alpha 19, and we will see you again for alpha 20 in one month.

Full change list
Code: Select all
= Financial system improvements

    - Cashflow is now visible from the very start, without needing an Accountant to unlock it
    - Cashflow is now paid hourly, instead of at midnight as before
    - The starting bank balance has been increased from $10,000 to $30,000
    - The daily federal grant has been increased from $1,500 to $2,000
    - You now receive more daily money for the max security prisoners

    = Cash Bonus : Days without Incident
      You now receive a bonus to your cashflow based on the number of days without incident.
      The bonus accumulates at a rate of $1,000 per day without incident
      So after 1 day you get a $1,000 bonus, but after 2 days you get a $2,000 bonus
      The maximum daily bonus is $10,000 for 10 days straight without incident
      The amount received resets immediately to zero after a death, serious injury, or escape
    = Corporation Taxes
      You must now pay tax - 30% of all profits, directly out of your daily cashflow.
      Once you have a profitable prison you can use your accountant to reduce this to 15%
      You can also unlock an offshore tax haven for a whopping $50,000, that reduces your Corporation Taxes to 1%.
        (This is only recommended for prisons with massive daily profits)
    = Bank Loans
      You can now borrow lump sums of money from the bank, and pay interest on the amount borrowed.
      Interest payments are made hourly, and each successful payment increases your credit rating.
      As your credit rating increases, so does the amount you can borrow, up to a max of $100,000
    = Prison Share Scheme
      You can choose to sell shares in your prison to private investors and venture capitalists.
      They will pay you 10% of the current prison value, in exchange for 10% ownership of your prison.
      You can sell up to 50% of your prison this way, and you can buy back at any time (although the price may have gone up)
      However if you've sold 30% of your prison to investors, you will only receive 70% of the price when you come to sell the entire prison
= Game rebalancing
    - The prison 'temperature' now increases quite a bit slower, taking much longer to reach dangerous levels
    - The temperature falls much quicker once the causes of frustration have been resolved
    - A prisoner's "time served" now counts up much more slowly, meaning they will spend longer in your jail before release
        Previously one year sentence = 36 game hours (1.5 days)
        Now one year sentence = 120 game hours (5 days)

    - The Workshop Safety Induction can now be taught to 10 prisoners at once (up from 5 previously),
        and prisoners can use a workshop saw OR a workshop press whilst learning

- New room/zone : Exports
    Finished items are taken from the workshop to the new exports zone. Workmen will do the hauling.
    If the exports zone is 'secure' then your prisoners will also do the hauling.
    Items in the Exports zone will be loaded onto passing delivery trucks and taken away.
    You will be paid as they leave the prison site
        NOTE: Logs will be auto-sold if there are no workshop Saws on site
        NOTE: Wood will be auto-sold if there are no carpenters tables, or no qualified carpenters on site

- SDL 2.0
    The game is now using SDL 2.0 for windowing, mouse/keyboard input, and sound. (Previously SDL 1.2)
    This should help with hardware compatibility and reliability
    Also provides better support for high dpi displays, joypads, tablets etc
- High DPI mode is now supported on certain displays - eg the Macbook Pro Retina display.
    Enable it from the Graphics menu. This will make the game look significantly sharper on high DPI displays.
    (Eg Retina Mac previously ran the game at 1280x800 - now runs at 2560x1600 on a 13" screen!)

- Greatly improved the display of Jobs in the deployment screen

- You must now keep your Administrators employed if you wish to continue using the facilities they have unlocked

- Prisoners with 'Qualifications' gained from reform programs will now strongly prefer to work in jobs that use those qualifications
    This fixes a problem where all your qualified workshop prisoners went off to do the cleaning

- Tazers are no longer flagged as 'Metal', so wont set off metal detectors

- Trees will no longer leave a stump if they are felled indoors, eg after building new foundations over forest

- The Emergency Services toolbar now shows tooltips for each service type, including the cost of callout

- The Rooms toolbar now highlights rooms you are likely to want to build, due to grants/objectives

- The Bureaucracy screen has been laid out in a new arrangement to make room for all the new unlocks

- The Lawyer has been removed from the game, as he currently serves no purpose. He may return at a later date.

- New graphics for the Teacher

- Fixed : The reform program 'Scheduler' now ensures there will be a teacher available when picking a time slot.
          This fixes a bug with the foreman being expected to teach multiple workshop induction classes at once.
          NOTE: You may need to manually click "Reschedule" if your prison has this problem after loading

- Fixed : Prisoners working as janitors would stand around in the cleaning cupboard doing nothing,
          unless you had at least one janitor hired (or if you had very few janitors in a large jail)

- Fixed : Cutting down a tree near a wall square will no longer demolish that wall square

- Fixed : Experience will no longer tick up on dead prisoners

- Fixed : You can no longer place rooms over lakes

- Fixed : Stolen contraband would still be counted if the prisoner responsible had left the jail.
          This counted towards the overall 'Supply' level, but could never be found by searching.

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Prison Architect Alpha 18
Posted by Chris on 28th February 2014
Alpha 18 has been released! Steam users will be automatically updated. Non-steam users can download the latest version from the builds page here:

You need an active forum account to access the builds from our website. If you haven’t already done so, please register your game here to gain access to the builds, the private forums, the bug database and the wiki.

Here is our video demonstrating the new features:

It’s been another massive month, with several major successes. This month we tackled one of our big end game features : prisoner reform. You can now run prisoner reform programs which aim to train, educate and reform your inmates. Reform programs are expensive to run, take a long time to complete, and the success rates are often very low unless your prisoners are very well taken care of. Some bring substantial benefits to your prison and the inmates that take part, others are a longer term investment in your prisoners that may provide little short term benefit.


All prisoners must now complete a workshop safety induction, or a kitchen hygiene program, before they are permitted to work in the workshop and kitchen. We felt it was unrealistic that you could just dump 20 brand new prisoners into a dangerous workshop with heavy machinery and have them start stamping out number plates. Violent prisoners can be sent to the prison psychologist for some anger management. And the more academically minded of your inmates (maybe those convicted of fraud or computer crime ;) can work towards new education qualifications in the new classroom. The teachers are a new type of staff member that you do not hire directly - instead they come in from the outside every day to teach their course, then go home in the evenings.

Once prisoners are trained and working in the workshop, you can put the most skilled of them through a carpentry apprenticeship. Once completed these prisoners will be able to make high quality wooden furniture on the new carpenters table. This furniture can be sold for increased profits on the raw materials. In future alphas we’ll be making use of this furniture.

We have continued to expand the armoury originally introduced in alpha 17. You can now unlock tazers for your armed guards, and eventually issue them to all the guards and dog handlers in your prison. These are non lethal weapons that instantly incapacitate a prisoner without causing any damage, however they can only be fired once before needing a full hour to recharge. Perfect when a prisoner is smashing up his cell, not so great when outnumbered in a riot. We have also added new stab vests to the armoury, which give your guards extra protection in a fight, but slow down their movement as well.


There’s lots more in the full change list below. We hope you enjoy the new features, and we will see you all in a month with alpha 19. Thanks!

Full change list
Code: Select all
= Reform and training programs
    You can now run daily programs to train, educate and reform your prisoners
    These are administered from the new "Programs" tab in the reports interface
    Each program runs during a scheduled time during the day, and costs money per session
    Different programs provide different benefits to you and the prisoner
    Prisoners may only take part in one program at a time, and may only attend one session in that program per day
    Most programs are voluntary. Prisoners will be less likely to volunteer for programs if they are badly treated
    Available reform programs:   
        - Foundation education program
        - General Education qualification
        - Workshop Safety Induction                 <- required to work in the Workshop
        - Carpentry Apprenticeship
        - Kitchen Safety and Hygiene                <- required to work in the kitchen
        - Behavioural Therapy
    - Prisoners must now complete the workshop safety / kitchen safety courses before they can work in those rooms
    - New : Classroom / School desk / Teacher
      You require a functioning classroom before you can begin educating your prisoners
      The teacher is an external freelancer who will enter your jail to teach his class, then will leave when done
      Some prisoners have more affinity for academic topics than others.
      In addition, the level of concentration of your prisoners is a major factor on their chances of success
        (Prisoners concentrate best when all of their needs have been taken care of)
    - New : Carpenters table
      Prisoners who have a natural afinity for practical work can attempt the Carpentry Apprentiship.
      If successful they will be able to use the new carpenters table in the workshop
      They will use stacks of Wood to produce high quality furniture (currently a high quality wooden bed)
      Full production chain : [Gardener] -> Tree -> [Cutdown] -> Logs -> [Saw] -> Wood -> [Carpenters table] -> Furniture
    - Behavioural Therapy is run by the prison psychologist
      Prisoners are automatically referred to this program if they behave violently within your jail
      Prisoners who successfully complete the Behavioural Therapy program are less likely to cause trouble in future

= Prisoner experience
    Experience is now being recorded for all prisoners during their stay in your prison
    You can view this data by clicking on them to bring up their rap sheet, then click the new "Experience" tab
    - Activity  : Shows the breakdown of their time within your prison, and what they were doing during that time
    - Mood      : Shows the amount of time spent in a good / bad / neutral mood. This is a simplification but a useful one.
    - Condition : Shows how long the prisoner has been suppressed, injured etc.
    - You can also see the progress of their current reform program - their attendance and chance of "passing" the program
    - All programs completed are listed at the bottom of this page, showing if they passed of failed the program

= Armoury upgrades
    You can now purchase additional weapons and equipment once you have an armoury on site.
    Your guards must return to the armoury to pick up their new equipment as you unlock it,
    and there is a cost to pay per item equipped.

    - Body Armour : Available to all guards, armed guards and dog handlers.
      Absorbs 50% of all damage taken, but slows down your guards by 30%
      You must pay an additional $100 per guard for body armour.
    - Tazers : Available for all Armed Guards. 
      This is a non lethal weapon which instantly incapacitates the target, without causing any damage.
      Can only be fired once, then the battery must recharge before it can be used again (1 hour recharge time)
      There is a cost of $400 per tazer to be paid as the armed guards collect their new equipment.
      Note: Armed guards will use their shotguns instead as soon as you give the "weapons free" order
    - Tazer Rollout : Equips all guards and dog handlers with Tazers as well as your armed guards.
      There is a cost of $400 per tazer to be paid as the guards collect their new equipment.           

- User Interface scaling
    Work continues to make the game scale correctly to any resolution and any size of display
    The is now a 'UI Scale' override setting to adjust the size of all onscreen elements to your taste
    Use the PLUS and MINUS keys to adjust this value in game, or edit it directly in preferences.txt
- The rooms toolbar now shows the number of each room type that already exist

- The fog of war effect is no longer rendered into timelapse videos

- Status effects like Suppression no longer cause such massive drops in walking speed

- Visitation will now come to an end immediately during a riot or a bangup

- You can now build utilities under the road : Electrical cable, Small pipes, Large pipes

- Tweaked the routing system - entities should get stuck on walls much less frequently

- Fixed : Sometimes very small Laundries / Cleaning Cupboards would not show up in the Deployment/Jobs screen,
    meaning you could not assign prisoners to them even though they were perfectly valid rooms

- Fixed : Armed guards now (sometimes) shout warnings at inmates before firing,
          unless those inmates are attacking staff or about to escape

- Fixed : Face-in-the-game entries are now sorted to the top of the community biographies list

- Fixed : Sun shadows on trees were sometimes rendered much too large

- Fixed : Dogs were unwilling/unable to enter staff only zones

- Fixed : You can no longer build road gates over lakes, or at the edge of the map

- Fixed : Actors no longer get tired (Eg edward, his guards etc)

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Prison Architect Alpha 17
Posted by Chris on 31st January 2014
Alpha 17 has been released! Steam users will be automatically updated. Non-steam users can download the latest version from the builds page here:

You need an active forum account to access the builds from our website. If you haven’t already done so, please register your game here to gain access to the builds, the private forums, the bug database and the wiki.

Here is our video demonstrating the new features:

The ultimate deterrent is here. Having trouble with your prisoners? Constant fights and destruction of property? Deploy armed guards and bring your prison under control with force.

Armed guards have so much authority that all prisoners nearby will begin to feel suppressed. This is a status effect previously accumulated during a stay in solitary confinement. It means the prisoner is so beaten down by the system that he no longer has the will to resist. He will be compliant to your regime, far less likely to cause trouble. Armed guards can project this effect all around your prison, however there is a downside - prisoners who are suppressed for most of their time in jail will eventually be far less amenable to any attempts at reform, skill teaching etc.


Armed guards will not use lethal force unless you give them permission. If they see trouble nearby they will shoulder their weapons and fight with their fists. You must give the ultimate order by clicking the “Weapons Free” emergency button in the bottom right of the screen. (You can’t 100% rely on this though - they are human after all. If they fear they are about to die, they will use their weapons to defend themselves if you’ve given them permission or not.)

Armed guards will always shout a warning to prisoners unless the prisoner is attacking them or another member of staff, and prisoners will often surrender immediately when faced with the prospect of being shot dead. But things can escalate very quickly if you don’t control the situation. Armed guards are perfectly capable of killing everyone in the area, so you must use this power with discretion unless having an empty jail is your thing.

To hire armed guards you must research the Armoury and then construct a room to hold the weapons racks and lockers. Each armed guard needs a locker of his own. The armoury is however a massive security hazard, and prisoners will deliberately target it during a riot or a mass escape. Your most dangerous prisoners will try to break in and arm themselves, which can be very difficult to deal with.


Other changes include a new Forestry zone, which continues our work with the wood cutting industry from alpha 16. Gardeners will automatically plant saplings in the forestry where there is space, and once those saplings have grown into full size trees they will be cut down automatically. Logs will be stacked and hauled back to your workshop. This is a great way to use the empty space of your prison for the purposes of industry and profit, and eventually prisoners will be able to work alongside the gardeners).

Finally we have a much needed improvement to the Objects toolbar. The list of objects had become so large that it no longer fitted on a single screen without a scrollbar, so something had to be done. We now filter the objects list based on what you are looking at, hiding any objects that simply aren’t relevant. For example, we will only show the cooker, fridge, and sink if you are currently constructing a Kitchen. This brings the size of the objects menu right down, and you can still click on the + icon to see the full list if something is missing.

That’s all from alpha 17. We hope you enjoy messing with your new found powers, and we can comfortably predict many violent youtube videos as a result of this month. We will see you again next month when the sound of gunfire and the smell of cordite has left the air.

Full change list
Code: Select all
= Armed guards
    You can now hire armed guards to patrol your prison, intimidate your inmates, and put down trouble
    You must research the Armoury first, and your armoury requires a weapons rack and one locker per armed guard on site
    Armed guards have a strong "Supression" effect on all prisoners near them, making the prisoners less likely to misbehave
    They can be instructed to follow a patrol from the Deployment screen
    They will only use lethal force if you give them permission - by clicking the "Weapons Free" emergency button
    They will always shout a warning first, unless a Prisoner is attacking a member of staff (guard, armed guard, administrator etc)
    They will also shoot on site any prisoner who is about to escape, without shouting a warning, so long as they have "Weapons Free"
    Note: Armed guards who genuinely fear for their lives may still shoot, even if you have not given them permission via "Weapons Free"
    Note: The Armoury must be very secure. Your most dangerous prisoners will attempt to raid it during a riot or mass escape event
= New Forestry zone
    Automates the process of growing trees for the purposes of felling them and using the wood
    Saplings will be planted automatically by Gardeners
    Fully grown trees will be felled, and the logs taken to Storage or your Workshop if you have one
    Trees now take much longer to grow to full size : 5 game-days on average
    Trees no longer scale up as they grow.  Instead there are three discreet sizes : Sapling, Young, and Old.
    You can no longer remove tree stumps. These will vanish over time after a tree has been felled.
    Note: The forestry will spend your money by ordering tree saplings automatically. Be sure you have enough
= Objects toolbar filtering
    The objects list was becoming too long to manage, and no longer fitted on a single screen
    A new filtering method hides any "room specific" objects unless you are looking at that type of room
    Eg the Cooker, Fridge and Sink will only appear in the list if you are looking at a Kitchen
    Note: You can press the + button to show the full objects list at any time

= Modding continued
    - materials.txt is now additively loaded
    - The mod loading screen now looks better and displays the mod name, author, screenshot and description during load
    - Added a "Find more mods (Steam Workshop)" button that opens the steam workshop
    - Renamed "Steam Workshop" to "Prison Sharing", and made it list prisons only (not mods)
    - Made Prison Sharing sort prisons by subscribed time (newest subscribed prisons at the top of the list)
    - Fixed manifest.txt files from being corrupted due to newline breaks in Steam file description. May require people to redownload the mod.

- You will now be asked "Are you sure" when purchasing neighbour plots of land (to prevent expensive mis-clicks)

- The Main Menu screens now scale correctly to high resolution / high DPI screens (eg Retina Mac at 2560x1600)

- Guards now target the nearest misbehaving prisoner during fights, rather than choosing one randomly from those in range

- When prisoners urinate or soil their suits (Bowel/Bladder need maxed out) there is now a corrisponding particle effect

- Fixed : Selling finished license plates or wood manually generated only half the correct sale price

- Fixed : Subscribing and unsubscribing to your own mod in Steam Workshop will no longer delete your mod from your hard drive

- Fixed : The scrollbar in the Staff and Prisoner list screens now works correctly

- Fixed : Prisoners can no longer tunnel under lakes

- Fixed : The contraband window sometimes massively overestimated the supply of contraband

- Fixed some subtle bugs in the Misconduct System, whereby misconduct attributed to prisoners who had long since left was still recorded

- Fixed : Sectorisation of the world could fail if you had a lake covering the top right of the map (All sectors marked as NO ACCESS)

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Prison Architect Alpha 16 released
Posted by Chris on 27th December 2013
Alpha 16 has been released! Steam users will be automatically updated. Non-steam users can download the latest version from the builds page here:

You need an active forum account to access the builds from our website. If you haven’t already done so, please register your game here to gain access to the builds, the private forums, the bug database and the wiki.

Here is our video demonstrating the new features:

Happy new year everyone, and welcome to alpha 16. It’s a big one.

For starters, all ‘Name in the Game’ customers can now customize the size, face type and colour of their prisoners by using our new Name in the game system which you can find here. For two weeks only, we're offering all alpha customers the chance to upgrade to our Name in the Game tier for only $10. This will enable you to name a prisoner, write a short bio about why he's inside and customize his look. This is your opportunity to permanently stamp your personality on the game and prove that you were one of the generous few that helped Prison Architect to become a reality.

We’ve made extensive improvements to the AI across the entire range of the game. For the first time ever it is now possible to fully segregate your prison based on prisoner category. You can (for example) create an entirely self contained ‘wing’ within your prison for maximum security prisoners, with its own cells, its own canteen, its own yard, even its own laundry service (staffed by maximum security prisoners of course). These AI improvements also cover the ‘industry’ side of the game, meaning kitchens/canteens/workshops/laundries are all much more efficient, and prisoners staffing them work much more intelligently. Fundamentally the game previously supported only one of these room types. This change is difficult to see in the video, and perhaps hard to fully appreciate, but it touches every area of the game.

With such an extensive change, we’d expect to have introduced quite a few bugs as well as fixing many more.

A side benefit of this change is that prisoners are now able to tell when their route to freedom has not been locked. We see a lot of prisons on Steam Workshop that keep the front doors permanently unlocked, and even sometimes unlock entire sectors (For efficiency - it means you don’t need to wait for guards to unlock doors all the time). What kind of prisoner wouldn’t want to take advantage of this if they could? So prisoners who are near the front of your prison and notice the doors unlocked *might* decide to make a run for it. The more dangerous the prisoner, and the closer he is to the exit, the more likely it is to happen.

We’ve added new options to procedurally generate your starting landscape so it looks a bit less empty. Lakes, forests, sand and even derelict buildings can now be found within your zone. Lakes block all construction and movement, forcing you to be creative in your layouts. The forests have to be cleared but the lumber is itself a resource that can now be harvested - order your workmen to cut the trees down and then sell the logs for a quick cash injection.

Later on when you have a functioning Workshop you can process logs into planks of wood on a bench Saw, and sell the resulting stacks for greater profit. If you find you have some spare space within your land you could even consider planting your own forests, to be harvested entirely for profit later. Trees are now planted by gardeners, begin life as saplings, and take a long time to grow to full size, so this is a long term but highly profitable industry if you have the space. We will be expanding this new wood industry in future alphas, letting you use your prisoners to do the tree planting and felling, and training your prisoners in carpentry to produce high quality furniture from the refined planks of wood.


We’ve extended the mod system so you can now use Steam Workshop to share your mods, or download existing mods. This works in a similar way to prison sharing - just ‘subscribe’ to a mod from within Steam, and it will show up within your mods window auto-magically.

Anybody who has tried to build a prison that spans the road will have found it pretty much impossible, because you cannot build on the road and therefore cannot create a secure zone between the east and west sides of your prison. We’ve introduced a new Road Gate which can be built to span the road, allowing you to run a secure deliveries zone. These road gates act just as all other door types, requiring a guard to unlock them when vehicles want to pass through.


All of that plus a vast collection of bug fixes detailed below - alpha 16 has been a huge update to the core of the game, and has brought us a lot closer to our final vision of how the AI should function. We hope you have fun playing the new version and hope you have a great Christmas, and a happy new year.

Full change list
Code: Select all
= Procedural landscape generation
    There are new options when generating a new prison :
        Forests adds random collections of trees, including new types of tree (Oak, Pine, Orange, Cypress, Palm)
        Buildings are usually derilict and can be used or demolished as you wish
        Lakes provide additional construction challenges by forcing you to work around them
        Warning: Including lakes can make your map totally unplayable. Experimental!

= Wood industry
    You can now cut down trees using "Dismantle" from the objects menu, and each tree will produce wooden Logs
    You can sell the logs for an immediate cash boost ("Sell" from the objects menu)
    Or if you have a workshop, your prisoners will cut the logs into stacks of wood planks, which sell for more
    Gardeners are now required to plant trees, and trees take time to grow from saplings
    Stacks of finished wood planks will auto-sell at 1am

= Steam Workshop for mods (Steam versions only)
   Mods can now be shared via the Steam Workshop, just like prisons
   The mods menu now lets you publish mods, highlights mods you have published, and shows newly downloaded mods
   Mods will automatically download when an update is available
   Adding FileID "-1" to your mod's manifest.txt will stop the game asking users to publish the mod. Useful for
      mods shared outside of the Steam Workshop.

= Full segregation support
    Extensive AI work means you can now fully segregate your prison by prisoner category
    You can create self contained wings (eg for Max Sec only) containing their own cells, yard, canteen, laundry, workshop etc
    New zone type : Med Sec, for medium security prisoner ONLY (orange)
    Note: The default zone colour (White) is SHARED, meaning all prisoners are permitted to enter

- Work/Employment/Industry AI improvements
    Kitchens are now significantly more efficient (Chefs waste much less time)
    You can now build any combination of kitchens and canteens, and your chefs will figure it out
        (Eg one kitchen serving multiple canteens, or each canteen having its own kitchen etc)
    Fixed: Multiple chefs would sometimes go to collect a box of ingredients from the deliveries zone, wasting time
    Fixed: Chefs often stood around doing nothing in the kitchen when they should be cooking
    Laundries and Workshop jobs are now performed more efficiently and intelligently
    Laundries will only service zones of the prison that prisoners working in that laundry would be permitted to reach
    Janitors will now help out with the prison Laundry service

- Prisoner cell re-assignments now happen without requiring shackled guard escort (if possible)
    They will be shackled and escorted by a guard if they are not permitted to make the journey themselves

- New object : Road Gate
    Can be built spanning the entire road
    Acts as a secure door, requiring a guard to unlock it whenever a vehicle or person wants to pass through
    You can use this to span your prison across the road, or build a totally contained drop off zone

- Doors now open at different speeds.  A normal wood door is the fastest.  The large road gate is the slowest.
    The Large jail door opens slower than the normal jail door.

- Prisoners will now "make a run for it" if they are near the exit and you leave too many doors unlocked
    Be careful when setting zones to "Unlocked" (green), or setting doors to "Locked open"
    Note: More dangerous prisoners are more likely to take advantage of lapses in security

- New red marker icon for escaping prisoners

- Electrical items no longer short out when wet
    It is now safe to use Firemen in the kitchen, or to repair laundry machines without having to worry about electrocution
    EXCEPT the power station which now explodes most spectacularly when wet

- Workshop balance nerf
    The workshop has been judged far too ridiculously profitable
    Cutting sheet metal and stamping license plates now takes twice as long as before
    Sheet metal now costs $10 per sheet, and produces 2 license plates which sell for $10 each, giving $10 profit
        (Previously $3 per sheet, producing 3 license plates selling at $10 each, giving $27 profit)
    Workshop saws and presses now cost 50% more to build

- Prisoners will now make better use of their stolen contraband when misbehaving:
    Lighters if they are feeling destructive
    Weapons if they get into a fight
    Tools if they are escaping

- All staff now have a base toughness of 5 (previously 1) so they no longer die from a single punch

- Offices must now be indoor

- Vehicles will no longer be blocked by entities, objects, trees etc

- Fixed : Purchasing neighbour plots of land sometimes caused the game to get the road location wrong
    vehicles spawned in the wrong place and construction was blocked in a stripe down the middle of the prison

- Fixed : Purchasing land west or north of your prison broke all in-progress escape tunnels

- Fixed : Prisoners who are digging escape tunnels will now be rumbled if a guard comes to escort them somewhere
    (Previously they were able to keep digging despite being taken to a different place!)

- Fixed : Some long running prisons had active escape tunnels that were being dug by prisoners who were
    no longer on site - either dead, escaped or released.

- Fixed : Sometimes workmen took a very long time to finish foundations, leaving them unfinished for hours

- Fixed : Trees will no longer be generated on the road

- Fixed : Workers will no longer get stuck in the first delivery truck trying to do a job

- Fixed : Guards no longer need to use their keys to open wood doors

- Fixed : Mod system now correctly loads replacement font graphics every time

- Fixed : Mods can now override the base grants with their own if the grants share the same name

- Fixed : Dead visitors will no longer float home

- Fixed : Historical contraband moved when you purchased a neighbour plot of land

- Fixed : Released prisoners will no longer get stuck on the toilet or in bed

- Fixed (Alpha15b) : Right click to cancel stopped working

- Fixed (Alpha15c) : All existing contraband was being lost after level load

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