Build and Manage A Maximum Security Prison.
Recent Reviews:
Very Positive (195) - 91% of the 195 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (25,538) - 93% of the 25,538 user reviews for this game are positive.
Release Date:
Oct 6, 2015

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Buy Prison Architect Standard

Buy Prison Architect Aficionado

Includes the Standard Edition, PLUS access to the Soundtrack and Artbook.

Buy Prison Architect Introversioner

Includes the Standard & Aficionado Editions, PLUS Uplink, Darwinia, DEFCON and Multiwinia. Already own one of those titles? Give the Extra Copy to a friend!

Buy Prison Architect Name in Game

Includes the Standard, Aficionado, and Introversioner, PLUS the ability to name a prisoner and write his bio.

Buy Prison Architect Name in Game Upgrade DLC

Upgrade from any other version to gain the ability to name a prisoner and write his bio. Includes the Aficionado, and Introversioner content.

Buy Introversion Complete Bundle BUNDLE (?)

Includes 6 items: Darwinia, Uplink, DEFCON, Multiwinia, Prison Architect Standard, Scanner Sombre


Recent updates View all (49)

August 6

Update 15 Released.

Prison Architect Update 15 has been released.

More escape plan behaviours. Watch out where you allow trees to grow because prisoners can now climb them to hop over walls and fences. Keep your prisoners away from the road because the bold can now 'jack the supply trucks. Road barriers and barbed wire might help, but have the medics on standby just in case...

Fixes in Update 15b
- Fixed a bug where the game will crash when the prisoners arrive if you make a new prison with escape plans enabled.
- Fixed a crash on start bug when certain mods (e.g. Advanced Roads) enabled.

Detailed Change Log:

= Vehicle Hijacking
Certain types of prisoners are now able to hijack trucks on the road. If they are crossing the road and see a truck left idle, they will attempt to get in and drive it off (beating up the poor driver if he happens to be inside at the time). Regular old road gates won't stop a speeding truck.
Stolen trucks can be stopped either using the new Road Barrier object (a sturdy metal gate that only closes during Lockdown), or by having armed guards nearby to stop any stolen vehicles.
= Rope escapes (continued).
You can now build barbed wire on the top of any external walls. Escaping prisoners will try and avoid barbed wire if they can, but will still climb over it if they really want to escape. It's sharp and painful though, and will harm prisoners who try and climb it. Find it in the objects build list.

= Tree escapes
Prisoners will now climb on fully grown trees to jump over an adjacent wall. They can use this to avoid barbed wire, but can be knocked down off of the tree by a nearby guard as with all other climbing.

= Bug Fixes
0011627: [Gameplay] Insane temperatures after fire (Icepick)
0011586: [Gameplay] Dog Handler does not stop employees when they carry contraband (Icepick)
0011610: [Performance] Game crashes when receiving minimum and medium security prisoners (Icepick)
0011642: [AI & Behaviour] ZE ROLL CALL!!11!! and dormitories have issues (Icepick)
0011624: [Mod System] Crash in DataRegistry::LuaFindDataRegistry, DataRegistry::LuaSetter (John)
Timelapse video recording refactored, crash on shutdown fixed.
Script Debugger crash fix.
Objects with BuiltOnWalls property (e.g. Windows, Barbed Wire) no longer cast shadows.

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46 comments Read more

June 23

Update 14 released

Prison Architect Update 14 has been released!

This update is on the steam branch 'beta', 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 'beta' from the list. (Restart steam if it doesn't show up)
- The update will then download.

= Wall climbing escape attempts
- Rope escapes
A new contraband item has been added to the game, an improvised rope made from prisoner uniforms. Prisoners working in the laundry will
sometimes steal 5 uniforms in an attempt to make a rope. As with all contraband items, it can be stashed or traded. Prisoners attempting
to escape that have a rope will go grab it and then head to the nearest outside wall. When there, they will throw the rope onto the wall
allowing them to pass over it.

More importantly, other prisoners will also use the rope in their escapes attempts. You will have to tell a Workman to dump the rope
to remove it from the wall.

- Strong prisoners can now escape by climbing over fences.

= Roll Call
You can now request a 'Roll Call' at night.
This wakes up all prisoners and forces them to stand in their cell doorway.
Obviously prisoners just looove being forced to do this at 3am in the morning.
Any prisoners who happen to be tunnelling at the time of the roll call will show up late, giving away their plans.
Guards will notice this if nearby, but the vigilant player should keep his own eye out.

- Graphs and stat tracking
- You can now view graphs plotting various pieces of data over the life time of your prison
- You can compare changes over time by displaying two stats on the same graph

- Mod Support (continued)
- Better Entity modding
- Modded entities can now have DefaultBehaviour and/or StaffNeed properties.
- DefaultBehaviour gives modded entities basic behaviour that all entities in the game have. They can accept jobs from
the jobs.txt file, hang out in a certain type of room (if this is set with the HangOutRoom option), go get healed from
a doctor if injured, and go to a staff room when tired.
- StaffNeeds gives any modded Staff entity (Properties Staff) the same needs system as regular staff, on any map that
guards and workmen get.
- Modded Staff entities now appear in the Staff reports window under "Other", if any modded staff types exist.

- Fixed: Adding an interface element would add it to the currently selected object's window, rather than just the scripted object's window.
- Fixed: If a scripted object made more than one custom job (via CreateJob) then we would fail to stop duplicates of that job.
- Fixed: Jobs are removed from an object when it is destroyed (Mantis #11595).
- Added: Modded jobs will now additively load in worker types. The first loaded job (based on mod order) will still define all properties
of the job (JobTime, Tool, Material, etc.), but subsequently loaded jobs with the same name will add in their worker types.
- Added: CancelJob function for scripted objects. Used to cancel a custom job created on an object (Mantis #11596).

= Bug Fixes
0011602: [Control & User Interface] missing tooltip for needs_help_StaffWarmth (John)
0011546: [Mod System] Funky stuff with entity.DeathType (elDiablo)
0007558: [Mod System] GetProperty() on needs doesn't work (elDiablo)
0011595: [Mod System] Created jobs on objects still exist when object gets deleted (elDiablo)
0011596: [Mod System] Please implement Object.CancelJob() to be able to cancel jobs created with Object.CreateJob() (elDiablo)
0011593: [Gameplay] Cannot schedule programs with requirements fulfilled (lim_ak)
0011555: [Mod System] CTD on save button with these mods combined (John)
0011446: [Save & Load] Crash on save with std::bad_alloc exception (lim_ak)
0011589: [Gameplay] When I have a gun in Warden Mode and try to shoot a prisoner who is attacking me, the gun only works at point-blank range. (lim_ak)
0011585: [Save & Load] Crash on save with 64bit Steam version (13j) (John)
0011584: [Save & Load] 64Bit Steam version will crash upon start when trying to load a prison for the Attract screen (John)
0011591: [Mod System] When a script adds custom buttons to an object, those buttons will appear on any object which is currently selected (elDiablo)
0011553: [Control & User Interface] Cannot buy land expansions in warden mode due to it being out of reach (lim_ak)
0011551: [AI & Behaviour] Spots that are "Too Dangerous" remain forever, blocking all jobs from completing in that area. (lim_ak)
0011563: [Control & User Interface] Hovering over death notification causes the camera to judder in Warden Mode (lim_ak)
0011570: [Control & User Interface] If sniper is interrupted during aiming, the laser is stuck on sniper/target (John)
0011556: [AI & Behaviour] When dog is tired, his guard is still saying "Patrolling" (lim_ak)
0011578: [Gameplay] Prisoners don't work in the Kitchen with specific Regime Settings (John)
0010971: [Control & User Interface] Zoom to mouse using keyboard (lim_ak)
0011569: [Control & User Interface] pickpocket rep does not have tooltip/description (lim_ak)
0010948: [AI & Behaviour] Death Row Inmates don't turn up on the intake bus when they are scheduled (lim_ak)
0011300: [Mod System] Default spritebank has incorrect marker coordinates that interfer with mods. (lim_ak)
0011583: [Gameplay] Unable to end punishments (lim_ak)
0011518: [Control & User Interface] Provide option in preferences.txt to prevent the new intro screen (John)
0011574: [AI & Behaviour] On high-dpi screens, execution report spills outside dialog (John)
0011564: [Mod System] Custom sound files in mods will cause CTD (John)
0011526: [Control & User Interface] Samuel Norton achievement from just watching the intro screen. (lim_ak)
0011534: [Save & Load] Game crashes when loading a save that moved from an upper save being deleted (lim_ak)
0011537: [Gameplay] Game crash - Assertion failed : 'shadow[index] != 0' -- ...steamapps/common/Prison Architect/PrisonArchitect: line 59 (John)

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154 comments Read more


“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 14.04 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

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