Build and Manage A Maximum Security Prison.
User reviews:
Very Positive (336 reviews) - 92% of the 336 user reviews in the last 30 days are positive.
Very Positive (21,813 reviews) - 94% of the 21,813 user reviews for this game are positive.
Release Date: Oct 6, 2015

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Recent updates View all (41)

August 26

Version 2.0 released

Prison Architect Version 2.0 has been released!

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.


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

- 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.

- 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.

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150 comments Read more

July 27

Update 8 released (v2.0 preview!)

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.....

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

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

- 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.

- 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

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“Prison Architect chills me to the bone. If played haphazardly it can be a wonderful farce rich with hilarious anecdotes, but played patiently and carefully it’s a horror game, a top-down voyage into the heart of darkness, an eternal raging fire I forever try but can only fail to douse.” RPS

"Prison Architect, to be sure, is an excellent game, worthy of comparison to its canonical inspirations, Dwarf Fortress and Bullfrog Productions’ 1990 construct-and-manage simulations. Few games can hope to match Prison Architect’s emergent storytelling, and fewer still can balance brutality and poignancy like it does." KILLSCREEN

About This Game

Build and Manage A Maximum Security Prison.

Build and manage a Maximum Security Prison. As the sun casts it’s early morning rays on a beautiful patch of countryside the clock starts ticking. You’ve got to crack on and build a holding cell to detain the job­ lot of maximum security prisoners that are trundling to your future prison on their yellow bus. As your workmen lay the last brick you don’t have a moment to let them rest as they need to get started on the first proper cell block so you can make room for the next prisoner intake. Once they’ve all got a place to lay their weary heads the fun can really start.

You’ll need a canteen, infirmary and a guard room, oh, and don’t forget to plumb in a toilet, or things will get messy, but what about a workout area? Or solitary confinement cells? Or an execution chamber?

Inspired by Dungeon Keeper, Dwarf Fortress and Theme Hospital and with over 1 million players having spent time inside, Prison Architect is the world’s best lock-­em-­up.

Story Mode

Prison Architect opens with the story of Edward, a man facing the electric chair for committing a crime of passion. This is followed by four additional chapters focusing on different characters and aspects of prison life. From Mafia Dons to power-crazed senators, Prison Architect has them all! To bring these characters to life, Introversion teamed up with award winning professional writer Chris Hastings, producing an enthralling tale of corruption and human misery set against the background of the modern prison industrial complex.

Escape Mode

Finished your supermax? Got guard dogs roving every corridor and prisoners eating out of your hand? Now you can live the horror by firing up escape mode and play as a prisoner hell-bent on getting the hell out of dodge.

Dig a tunnel, go for the armoury or start a riot and slip out in the chaos, it’s entirely up to you! Figure out how to escape from your own creation, or hit the random button and load one of the 12,000 prisons created by the steam co

System Requirements

Mac OS X
SteamOS + Linux
    • OS:XP
    • Processor:Intel Core2 Duo 2.4Ghz or Higher / AMD 3Ghz or Higher
    • Memory:4 GB RAM
    • Graphics:Nvidia 8600 / Radeon equivalent (2009 era)
    • Hard Drive:300 MB HD space
    • Processor:2009 era Macbook Pro, Core2 Duo processor
    • Memory:4 GB RAM
    • Hard Drive:300 MB HD space
    • OS: Ubuntu 12.04 or later
    • Processor: Intel Core2 Duo 2.4Ghz or Higher / AMD 3Ghz or Higher
    • Memory: 4 GB RAM
    • Graphics: Nvidia 8600 / Radeon equivalent (2009 era)
    • Hard Drive: 300 MB HD space
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Very Positive (336 reviews)
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14,802 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
3 of 3 people (100%) found this review helpful
3 people found this review funny
49.1 hrs on record
Posted: October 1
This game is amazing, simply put. The graphics don't look good at all when you first start playing the game, but as you become used to them they can actually be quite pretty at times. The sound is good as well, though it can become pretty loud if you zoom in on a riot or other large scale events. The gameplay is fun, and it's really satisfying as your workers make the foundations of your next building, especially if it's a large one. The feeling of it slowly coming into existence is just awesome.

And then there's the community. This community is one of the best I've ever seen, and it saved me from leaving a negative review and never playing again. I hadn't played in like 5 or so months, so I forgot that I had some mods on, and since those mods had been downloaded while the game was still in early acces, they had a huge negative impact on my game. There was a game breaking "bug" happening in my save, where the guards wouldn't move prisoners from the Reception to the holding cell, and I was about to quit the game. I started a discussion on the community home page with just 2 screenshots, and then within 6 minutes I got a response from a very kind individual, who noticed that I had some mods on, which might have been causing the problem. He suggested I disable them and see if that helped, and lo and behold, I had been saved from my own dumbassry.

So yeah, I really do recommend this game
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
23.5 hrs on record
Posted: October 2
Wow. Originally played during Beta... The campaigns added a lot of enjoyment to the overall game. The game runs a lot smoother and there is less bugs in general. Highly entertaining.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
23.6 hrs on record
Posted: September 27
Nice game! But the escape mode needs work!!!!!!!!!!!!!!!!
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
41.9 hrs on record
Posted: September 27
Really hard to stop playing until you pull yourself away, then it's oddly equally hard to start playing again.

Unfortunately it won't see any further significant updates according to the devs, mods may entice my interest again.
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1 of 1 people (100%) found this review helpful
1 person found this review funny
28.6 hrs on record
Posted: September 23
Pablo Escobar never made it out nor built his own prison.

11/10 would rewrite crime history again
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
39.4 hrs on record
Posted: September 23
My game broke after 1.0 update, but im still giving it positive because of the awesome moments I had within it, such a fun game. I would 100% Consider buying this on a sale for something, :)
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1 of 1 people (100%) found this review helpful
38.6 hrs on record
Posted: September 26
Best Game I ever played. I would spend every cent again for this game.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
24.5 hrs on record
Posted: September 30
Great managment game but can't see much replayability. Super fun anyway.
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1 of 1 people (100%) found this review helpful
10.7 hrs on record
Posted: September 28
Fun game but frustrating at times.
-Easilly addicted

-Not enough campaign / tutorials
-Sometimes when you just did a new building and place a door, it will displace the building and it will still say "this building needs a door"
-Somehow having problems with family needs, I build a lots of phone boots, visitation place and mail place all my prisonners are still not satisfied

Honestly will put this game on hold just because of the followings ^ It's a fun game anyway.
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1 of 1 people (100%) found this review helpful
39.6 hrs on record
Posted: September 29
If you do like tycoon games like me, buy it on a sale! The game is awesome!!!
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Recently Posted
Vlader Made | Trading
78.3 hrs
Posted: October 21
Good game I've been addicted to it for twoish years now XD RIP life
Helpful? Yes No Funny
69.9 hrs
Posted: October 21
Don't let the cartoonish graphics fool you - this is a highly addictive, extremely fun game! I absolutely love every aspect of it!
Helpful? Yes No Funny
30.0 hrs
Posted: October 20
This is a tough one. If Steam reviews had a neutral option, I'm sure I'd pick it, but as it stands, I can't recommend this game.

I've played it a lot in a short space of time, so it clearly has some good things going for it. As a building sim, it reminds me of Banished - which I like a lot - in that things don't happen immediately, and that people (prisoners and staff members in this case, villagers in Banished) are your most important resource. Progress is slow but satisfying, which is how it should be. I also love that is has a campaign mode, something which is missing from many building games, but is present in the very best ones, like Zeus: Master of Olympus.

The reason I can't recommend it that for a game which is no longer going to be updated, it is still very, very flawed. The user interface is the biggest culprit. In the course of my campaign, I had to Google far too many things which just aren't explained anywhere in the game. It doesn't really contain a manual; clicking the help button takes you to a website - have fun playing offline! Here are some of my gripes, in whatever order they come to mind:

- The campaign objectives are seriously messy. One objective is "place a payphone in every yard". Doing that didn't meet the objective, so I had to look it up. It turns out that you have to place *five* payphones in every yard. This information isn't present in the game at all, not even as a tooltip.

- Objectives are also prone to reappearing after they've been completed. One objective requires all staff to be well-rested at the same time. As soon as that happens, even for a moment, the objective is met and the reward is paid, but any time a staff member gets exhausted afterwards (which seems to be unavoidable), it'll appear as unmet again.

- Guard patrols can't cross one another without interfering, and all three patrol types - regular guards, armed guards and guard dogs - share the same patrol colour, which is ridiculous.

- Selecting multiple people is needlessly difficult. There's no shift+click mechanism to select two guards; you can drag a box around them, but that's it, and if other people happen to be in that box, you'll select them too. And after you give someone a move instruction, they are immediately deselected, so you can't move them a little at a time. That's something that would be really useful when dealing with fires or recapturing a prison after a riot.

- Connecting more than one power generator to the same grid results in neither of them working. Again, I found this online after I had already done it.

- Right click should really deselect objects like it does in 99% of building games, but nope.

- Some prisoners are "entitled" to higher-quality cells than others. I have no idea why, and it never seemed to affect my prison population adversely that I made all cells the same quality (3). On the rare occasion when I made better cells, I couldn't figure out a way to move prisoners to new cells manually. Apparently such a mechanism exists, but it's not explained.

- A lot of the objects are purely cosmetic. For example, the bookcase improves cell quality but prisoners never actually interact with it, so you need a library to fulfill their "literacy" need. Staff need wide sofas for their staff rooms but they never seem to actually sit down...

- On a related note, I never figured out which objects I actually did need more of. Cookers for the kitchen? It seemed like it. Washing machines for the laundry? Maybe, but I never saw more than one in use at a time.

- The room size constraints feel very arbitrary at times. Why does a dog kennel need to be at least 5x5 tiles when a dog crate is only 2x1 tiles? What if I only want one dog?

- I had to save and reload my game to fix a bug where workers thought an area was "too dangerous". It wasn't.

- Prisoners don't seem to need much sleep at all. I started off giving everyone eight hours a night, and eventually brought it down to six, but even then, prisoners would be awake for half the time. And the lights never actually go out, even though the tooltip for the "sleep" regime component says that they do.

- It gets very dark outside, though, which is a pain when it comes to building. Many simulation games allow the player to toggle daylight while building without disrupting the actual clock, but not this game.

- Prisoner movement in general isn't simulated very well. I was very careful to restrict which areas my prisoners could go to, but my "intelligence" suggested that all sorts of illicit trades were taking place in completely off-limits areas. Even when I had guards patrolling them, I never, ever saw any prisoners in those areas, yet they were apparently rife with drugs, weapons and luxuries.

- Speaking of luxuries, why do mobile phones not set off the metal detectors? My shakedowns usually turned up only a handful of most items but dozens of phones at a time. Somehow my guards never noticed a single phone in use though. Guards seem pretty useless in general. Glorified doormen.

- I also couldn't figure out how to search an individual cell without its resident prisoner being there. My confidential informants told me where to find drugs but I couldn't do anything about it except order a prison-wide shakedown. Great.

- The confidential informants also do nothing except arouse suspicion if you don't have a security office, but that's not explained either.

- When I first booted the game, it went straight to the campaign, which was strange, but acceptable. What I found really poor is that whenever I subsequently re-opened the game, it would jump directly to sandbox mode, not the campaign mode that I had just been playing, without presenting a menu or asking if I wanted to load a save file. Another quirk is that closing the menu unpauses the game if it was paused before. Such a simple bug that could easily have been fixed, but no.

- Opening the language menu always seems to freeze the game for about ten seconds, presumably because it was loading community language packs, including about fifty Russian duplicates, which I'm never going to need.

- One of my biggest annoyances: there is a single volume control for the entire game rather than separate controls for music and sound effects. I ended up playing with the whole game on mute.

- The time lapse function is hidden away in the menus. Some games, like Mini Metro, automatically record a timelapse which can be played back at the end of a stage, but this game doesn't advertise it at all, so if you've already built your ultimate prison and want to look back on how you got there, it's too late.

- There are lots of floor options but they're almost all ugly. The text overlay can't be switched off and is often placed really poorly.

- The objects dialog should really be sorted by room type, but instead, it's all a big mess. I often had to resort to searching for what I wanted by typing it in.

- There should have been more deployment options. There's "min/med/max security prisoners only", but how about "everyone EXCEPT max security prisoners"? Guards can also only be deployed to entire blocks, which is pretty useless if you try to keep things "open plan", minimising the number of doors, since they slow people down.

- It's very hard to determine if you've allocated enough laundry and canteen services. There's no direct indicator; you have to follow prisoners' needs and see if they start complaining about it.

Honestly, there are more problems, but this review is character-limited. I had fun with the game because I was willing to look so many things up myself, but I could not, in good conscience, suggest it to an inexperienced player. Luckily I picked it up in a bundle, because I'd feel pretty ripped off if I'd paid full price for it, because it simply feels unfinished. Good building games have a level of attention to detail completely missing from Prison Architect.
Helpful? Yes No Funny
24.3 hrs
Posted: October 20
Best. Game. Ever. (If you like Rioting)
Helpful? Yes No Funny
Pope Badass DCLXVI
24.3 hrs
Posted: October 20
*starts with empty plot of land*

"Alright I'm gonna start on this prison for a few hours and play again tomorrow morning."

*prison has 100+ capacity, guards strategically placed so there are no blind spots and will always have immediate backup if needed, prisoners have multiple available services and job opportunities, prison is huge success*

*sun rises through my window irl*

Get out before it consimes you too.
Helpful? Yes No Funny
Prophet Dave
10.2 hrs
Posted: October 20
Fun game.
Got it for £5.
100% worth it!
Helpful? Yes No Funny
21.1 hrs
Posted: October 20
Amazing builder simulation. The story is the perfect way, to get you hooked on this game.
Helpful? Yes No Funny
[Spooky] Illasera
2.3 hrs
Posted: October 20
Product received for free
The game that i have heard so much about and saw so many people on my list playing,
is pretty much a dungeon keeper 2 clone with a different theme, One thing i can say for sure.
This game made me want to go back to dungeon keeper 2.

but its a decent clone, none·the·less, I still like DK2 theme more.

Edit : Changed review to negative due to lack of visual feedback.
A lot of un-needed busy-work to find the state of an object (is it being built, its progress, and for some infrastructures, you actually need to change screens, which can be handled better).

Another issue is not getting error reports at times when trying to build something that you can't.
For some objects/infrastructures, putting your cursor on something, shows what is missing, but not for everything, as well as not reporting what's missing when trying to build something.

Small sidenote that is somewhat related : The UI is crap at best (too busy/complex for no reason but poor design).

Shame, but no visual feedback is a game breaker.
Helpful? Yes No Funny
=T$ECore= SLO7H
13.6 hrs
Posted: October 20
Addictive once you get a hang of it.
Helpful? Yes No Funny
0.9 hrs
Posted: October 19
How am I able to write a review? I don't even own the game
Helpful? Yes No Funny