PC Gamer

Any week where I get to write twice about Devil Daggers by Wednesday is a good week. On Monday, the lightning-paced 90 s-style arena shooter where you fire glowing magic knives at waves of hell-bound monsters added a nifty top-down replay mode via its version 3 update. Now, it s part of the latest Humble Bundle which is live from right now until October 4.

Alongside roguelike dungeon crawler Runestone Keeper, and the wonderful RollerCoaster Tycoon 2: Triple Thrill Pack, Devil Daggers features in the pay-what-want tier of the Humble Jumbo Bundle 7.

The familiar Humble setup applies in that paying above the average price which is a clean $5 (about 3.85), at the time of writing also nets you tinyBuild s retro boxer Punch Club, Stronghold Crusader 2 (which is currently 29.99/$49.99 on Steam), and Introversion s lovely prison-builder Prison Architect the latter of which recently launched its final update, granting players access to the game s dev tools and cheats.

Should you wish to get your hands on all of that and an Early Access key for survival em up Miscreated, it ll set you back $9.99 (approximately 7.69). As always, payments are split between developers, organisers and charity at your discretion. There's some goodies for free-to-play card game Duelyst up for grabs too.

The Humble Jumbo Bundle 7 runs from now until October 4.

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alice O'Connor)

In case you’ve not picked up on all the hints: Devil Daggers [official site] is my favourite new game of 2016, and I’d say the best-looking game in yonks too. Devil Daggers is Geometry Wars thrown against a satanic altar in a darkened room made of Quake [see me -metaphors ed.]>. I do recognise a leaderboard-climbing first-person shooter in skull-filled satanarena is a hard sell for some so here, look, it’s in the latest pay-what-you-want Humble Bundle along with Prison Architect and more games. Maybe that makes it cheap enough for you to give it a try?

… [visit site to read more]

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alec Meer)

Cos this stuff comes up in comments most every time I run one of these: these charts depict the top ten best-selling games on Steam as accumulated over the week leading up to Sunday just gone. They are not what are the top ten best-selling games at this moment in time, as seen on the front-page of Steam and which are invariably a little different. They come from this here Valve RSS feed. If there is any massaging of figures or weighing of e.g. revenue earned vs copies sold then I do not know of it, but neither can I say for certain that there is not. This is, however, pretty much all that Steam ever lets slip about what’s going on, though you can look to the guesstimates on Steam Spy if you want to try and drill down further into actual figures.

So: Steam’s ten biggest games last week. Well, nine and a half. Deus Ex has been dethroned already.

… [visit site to read more]

Announcement - Valve
Save 75% on Prison Architect during this week's Midweek Madness*!

*Offer ends Friday 10am Pacific Time.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Brendan Caldwell)

Cell-building sim Prison Architect [official site] has received its last update and the creators are taking a break before they come back to work on their next game, cave explorer Scanner Sombre. They ll still be doing the odd patch and providing bug support, they say, but this is the last batch of content to be added, resulting in version 2.0. And it s a bit of an old-fashioned addition, because it adds the ability to use cheats.

… [visit site to read more]

PC Gamer

After several years of tinkering, tweaking, and video series updating, Prison Architect has finally launched its version 2.0 the 45th and final amendment to Introversion s jail management sim.

To mark the occasion, producer Mark Morris and designer Chris Delay recorded a typically jovial send-off diary and explained that, as this is their ultimate video, developer tools and cheats seen featured in a few of their alpha videos are now available to everyone.

The world found time to have two rounds of Olympics; Usain Bolt won six gold medals in the time it took us to do Prison Architect, says Delay in the dev diary below. Morris intervenes: But I reckon the International Olympic Committee probably look at us and go: Those Prison Architect guys, they made Prison Architect in the time it took us to host two games!

Once triggered, Prison Architect s cheat mode allows construction to occur immediately; it adds a new Spawn toolbar that permits instant creation of objects for zero cost; water can be placed like any other building material; and research in the bureaucracy screen can be sped up at the player s discretion, among a range of other unscrupulous undertakings. It s worth noting that cheat prisons can t qualify for achievement unlocks and also can t be sold on for profit.

Function keys can now perform debug services, behaviours settings can be altered, and the game s modding system has also been bolstered. All of that, plus an extensive list of bug fixes, can be found this-a-way.

Introversion will still be at hand to provide support moving forward, however instilling players with the ability to cheat feels like a fitting way for the studio to part ways its prison management sim.

While the previous update suggested the developer s next project will be either first-person cave explorer Scanner Sombre or bomb defusal game Wrong Wire the above video appears to point to the former.

Community Announcements - sPray
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.

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
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alice O'Connor)

Prison Architect [official site] technically left early access ten months ago but developers Introversion Software have kept updating their build-o-management game as before. Now they’re finally almost done. After the upcoming release of version 2.0, Introversion plan to call it a day and – aside from fixing bugs which pop up – focus on new things like their pretty cave-scanning game. V2.0 will properly launch next month but you can try a preview version today if you fancy playing with tricky events like food poisoning and mass tunnelling.

… [visit site to read more]

PC Gamer

After years spent making Prison Architect, then updating it pretty much every month after release, Introversion is ready to move on. The icing on the cake (the cake has a file in it, because prison) is a huge new update that revamps the UI, while making changes to the way modding works and adding more, well, just more. Prison Architect will continue to be supported after version 2.0, but the team is finally moving onto pastures new. Specifically, onto one or both of the prototypes the developer recently put to a public vote.

But before that, there's the little matter of version 2.0, which the team discuss in great length in a new update video.

2.0 hasn't officially launched yet, but you can opt in to the beta on Steam by following the instructions in the YouTube video description. Here's a big list of what's included in the update.

What about that next game, then? Well, have a watch of this footage of first-person cave-explore-'em-up Scanner Sombre, and of bomb defusal title Wrong Wire, two prototypes Introversion showed off recently (skip to 26:05).

Introversion's next game will build on one of those prototypes, BUT WHICH ONE. I got the impression that Scanner Sombre was next up, from the previous video, but I'd be happy with either.

Community Announcements - sPray
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

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

Search news
Oct   Sep   Aug   Jul   Jun   May  
Apr   Mar   Feb   Jan  
Archives By Year
2016   2015   2014   2013   2012  
2011   2010   2009   2008   2007  
2006   2005   2004   2003   2002