Prison Architect - contact@rockpapershotgun.com (Graham Smith)

How many posts have I written about Prison Architect alphas since joining RPS last October? Checking the tag page for the game suggests seven thousand. It’s not my fault, it’s just that each one adds a feature or set of features I find irresistible. The latest, alpha 20, introduces a set of failure states to the game, including the ability to be convicted of criminal negligence. You will then “spend time within your own jail as a prisoner.”

The regular developer video showing the new features is below.

… [visit site to read more]

Prison Architect - Valve
To celebrate Alpha 20 update, save 66% on Prison Architect during this week's Midweek Madness*!

Build and Manage A Maximum Security Prison.

Prison Architect is the world's latest Prison Management Sim. Starting with an empty plot of land you must construct a holding cell with basic water and electricity to house your first batch of prisoners, to buy you enough time to create a proper cell block. You'll need to hire some guards, get some showers built and unless the kitchen is up and running with chefs working away you're going to end up with a riot on your hands. From there you take your prison in which-ever direction you like. A monsterous super-max or comfortable center for rehabilitation, the choice is up to you.

*Offer ends Friday at 10AM Pacific Time
Prison Architect - sPray
Alpha 20 has been released! Here is our video demonstrating the new features:
https://www.youtube.com/watch?v=d-Lsf-j0bUQ

Prisoner Grading
All prisoners have a new 'Grading' tab in their rap sheet, in which they are scored on four key metrics:

- PUNISHMENT To what extent has this prisoner been punished? Long jail terms and solitary increase this.
- REFORM How successful have your reform attempts been? Passing reform programs and working increases this
- SECURITY Was the prisoner kept safely locked away? Fights and escapes detract from this, armed lockdown counts towards it
- HEALTH A measure of the welfare of your prisoner. Keeping them well fed and exercised will increase this.

These factors are combined, together with their age, number of prior convictions etc, to produce an estimate of their Re-offending chance.



There is a new overall grading 'score' screen, available from the build toolbar
The gradings for all your released prisoners are combined together and shown
This screen shows what type of prison you have produced, and how successful you have been.



Failure conditions
It is now possible to fail when building your prison, in certain circumstances. This constitutes a game over event. All failure conditions come with a verbal warning from the CEO, giving you chance to avert the failure.

Note : Failure conditions are turned off for existing prisons. This is to avoid any nasty bugs in the new failure system destroying peoples prisons immediately on load. Failure conditions default to ON for all new prisons.

There are currently four failure conditions:

RIOT
If you let a riot run for too long, the government will be forced to step in and take over your prison. In this event you will be sacked, and the National Guard will be deployed to retake your prison by force.



BANKRUPTCY
If you have a negative bank balance and a negative cashflow, you are bankrupt. You will have 24 hours to put in place a financial rescue package before being sacked.

ESCAPES
Too many escapes in a single day is a PR disaster waiting to happen. If more escapes occur the next day you will be sacked.

DEATHS
Too many deaths in a single day will trigger a warning. If more deaths occur the next day you will be sacked. You will then be convicted of Criminal Negligence, and will spend time within your own jail as a prisoner.



Wandering around your own prison is a really interesting experience, and turns the game on its head. The fog-of-war changes to reflect the fact you can only see things directly within your line of sight.


Prison Architect - Chris
Alpha 20 has been released! Here is our video demonstrating the new features:
https://www.youtube.com/watch?v=d-Lsf-j0bUQ

Prisoner Grading
All prisoners have a new 'Grading' tab in their rap sheet, in which they are scored on four key metrics:

- PUNISHMENT To what extent has this prisoner been punished? Long jail terms and solitary increase this.
- REFORM How successful have your reform attempts been? Passing reform programs and working increases this
- SECURITY Was the prisoner kept safely locked away? Fights and escapes detract from this, armed lockdown counts towards it
- HEALTH A measure of the welfare of your prisoner. Keeping them well fed and exercised will increase this.

These factors are combined, together with their age, number of prior convictions etc, to produce an estimate of their Re-offending chance.



There is a new overall grading 'score' screen, available from the build toolbar
The gradings for all your released prisoners are combined together and shown
This screen shows what type of prison you have produced, and how successful you have been.



Failure conditions
It is now possible to fail when building your prison, in certain circumstances. This constitutes a game over event. All failure conditions come with a verbal warning from the CEO, giving you chance to avert the failure.

Note : Failure conditions are turned off for existing prisons. This is to avoid any nasty bugs in the new failure system destroying peoples prisons immediately on load. Failure conditions default to ON for all new prisons.

There are currently four failure conditions:

RIOT
If you let a riot run for too long, the government will be forced to step in and take over your prison. In this event you will be sacked, and the National Guard will be deployed to retake your prison by force.



BANKRUPTCY
If you have a negative bank balance and a negative cashflow, you are bankrupt. You will have 24 hours to put in place a financial rescue package before being sacked.

ESCAPES
Too many escapes in a single day is a PR disaster waiting to happen. If more escapes occur the next day you will be sacked.

DEATHS
Too many deaths in a single day will trigger a warning. If more deaths occur the next day you will be sacked. You will then be convicted of Criminal Negligence, and will spend time within your own jail as a prisoner.



Wandering around your own prison is a really interesting experience, and turns the game on its head. The fog-of-war changes to reflect the fact you can only see things directly within your line of sight.


Prison Architect - contact@rockpapershotgun.com (Graham Smith)

Sexy.

After recent updates added bulletproof vests and shotguns, it was probably inevitable that Prison Architect would continue it’s escalation towards more and more exciting additions with each alpha. The trend continues in alpha 19 with a broad revision to the game’s finance systems, which introduces new rules for borrowing, the need to pay corporation tax, and the ability to sell shares in your prison to investors.

Video update below while I try to explain why I’m not being sarcastic.

… [visit site to read more]

Prison Architect - sPray
Alpha 19 has been released!
https://www.youtube.com/watch?v=hLueDnpnTI0

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.
Prison Architect - Chris
Alpha 19 has been released!
https://www.youtube.com/watch?v=hLueDnpnTI0

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.
Prison Architect - contact@rockpapershotgun.com (Graham Smith)

But when will an update add Blues Brothers concerts?

Prison Architect is forever trapped between two political poles: the side that says that prisoners should be locked up, punished, and left to rot; and the side that thinks they should be reformed, educated, and made better able to return to society and not re-offend. Introversion want both methods to have value within their management game, and alpha 18 takes the first steps towards enabling the liberal half by adding therapists.

Also tazers. New update video below.

… [visit site to read more]

Feb 28, 2014
Prison Architect - sPray
https://www.youtube.com/watch?v=2pSoteVB_lE

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!

http://forums.introversion.co.uk/viewtopic.php?f=17&t=47478
Feb 28, 2014
Prison Architect - Chris
https://www.youtube.com/watch?v=2pSoteVB_lE

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!

http://forums.introversion.co.uk/viewtopic.php?f=17&t=47478
...