Daniel Mercer got twelve years for a murder his own business partner set up. Now he's in Greyhollow with no money, no friends, and someone inside already waiting for him. Survive, make a name, piece together the truth. Then decide: run this prison, or leave it behind.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The hard part of this game can't be finished by writing it, only by watching people play it. How a hundred and twenty prisoners remember you, when a guard turns up, who walks over to whom: it all runs on our machines, but the tuning will come from other people's games. The economy inside will be too generous for some and a dead end for others, and one person can't find that. The story and the two endings are written; we're putting them on screen. We'd rather finish them with the body of the game already playable and with what you tell us. Not to walk away.”

Approximately how long will this game be in Early Access?

“We're aiming for under a year. That's a guess, not a promise. The big unknown is how long the story scenes and the endings take; if it runs longer we'll say so on the page and in announcements.”

How is the full version planned to differ from the Early Access version?

“The full version adds what isn't in the game today: Daniel Mercer's story, played through written scenes (the arrival, the first day, the first visit, the pieces of the file, the big fight); announcing your own gang and naming it; meetings and messages between gangs, and raids on a rival's operation; an escape plan (a route, a tool, a blind hour, a car waiting outside); and two endings, the top of the prison or the fence. The same roads are open to the NPCs, so another inmate can become king or slip out before you do. Also: a guard's penalty ladder from warning to solitary, guards watching the cameras, and polish on sound and music. In Early Access we need balance feedback and bug reports most; the order of the story beats follows the scenes as they get written.”

What is the current state of the Early Access version?

“Playable: a sandbox in Greyhollow. 8 buildings, 273 enclosed spaces, 120 inmates and the guards, and a day that starts with the morning count. Everyone remembers what they saw; rumours travel; you get a name from witnesses. On day one somebody wants your pockets: you pay, you refuse, or you look for someone to stand behind you. You hire men, give orders, hand out ranks, and the beaten-down may drift your way. Sugar becomes pruno in your cell and liquor in the still; there's a stash, a smell, and searches; powder and pills come from outside, by visit or at a guard's price. Fights are real time: combos, blocks, takedowns, finishing kicks, crowds; the gym makes you stronger. The guards run counts, come to fights (not right away), cuff you, send you to solitary, and some take bribes. Visits are Wednesday and Saturday; you can send research or pressure orders to people outside. The notebook holds what you saw and heard. Three save slots and a nightly autosave; keyboard and mouse.

Not in the game yet is what's listed under question 3: the story scenes, announcing a gang and raids, the escape plan, the endings, NPCs becoming king or escaping. One more thing you should know: at this stage your saves may stop working after an update; we'll tell you before we break them.”

Will the game be priced differently during and after Early Access?

“The Early Access price will be lower than the full price, and we expect it to rise as content lands. We'll announce a price rise before it happens and won't run a discount close to one. Early buyers get everything added later at no extra cost.”

How are you planning on involving the Community in your development process?

“Steam announcements and the discussion page are the main channel. With each big update we'll write what we did and what we left alone on purpose; the most useful feedback tells us what time of day it was, who was there, and what happened. The balance questions (who walks up to you, what liquor sells for, how long a guard takes to reach a fight) we'll retune from what you tell us. We'll update this page and these answers at least once a year.”
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About This Game

Early Access note: part of what follows isn't in the game yet. Playable today: memory and rumour, building a crew, brewing and smuggling, the guards, fighting, visiting days, the notebook. Still coming: Mercer's story, announcing your own gang and raids, the two ways out.

You don't start this game as a gangster. Daniel Mercer was half-owner of a small trucking company, right up until a driver turned up dead in a harbor warehouse and every piece of evidence pointed at him. The man who arranged it was his partner, Glenn Harlan. Mercer finds that out on his first night in Greyhollow, from a whisper in the dark.

Greyhollow Correctional Facility: 120 inmates, four gangs, guards with very different ideas about the job, and a headcount at six every morning. You have no money, no crew, and nobody you owe. That last part won't last.

EVERYONE SEES. NOBODY FORGETS.

Each of Greyhollow's 120 inmates lives by his own memory. They know who you borrowed from at the commissary, whether you paid up, who turned and ran when the fight started, and they talk about it over dinner. Stories get bigger every time they cross the yard. That's how you get a name: the one with nerve, the one to fear, a man of his word. Or a snitch, a coward, a turncoat. Which one depends on who was watching.

A CREW FROM NOTHING

Your first week is a lonely one. Then the ones nobody protects, the ones who saw you fight, start drifting your way. They don't want money. They want someone to stand behind. Hire men, hand out ranks, give your crew a name. Hold ground, collect, and hit a rival's operation in the middle of the night. And remember the ambitious man you passed over. He will.

SUGAR, A STILL AND A GUARD'S PRICE

A bag of sugar in your cell turns to pruno overnight, to liquor in the still, and to cash in the yard. Powder and pills aren't made inside. They come in on visiting day, or with a guard who has a price. Don't leave that bag sitting too long. The next cell notices first. Then the patrol stops at your door.

THE GUARDS ARE HUMAN (MOSTLY)

Some are honest, some are lazy, some want their cut. They'll come running when a fight breaks out, just not right away, and they only know what they saw or heard. First a warning, then your cell, then solitary.

FISTS, BOOTS, CONCRETE

Fights happen in real time and rarely one-on-one: combos, blocks, takedowns, finishing kicks. Lifting in the gym actually makes you stronger. Your rivals lift too. Lose, and you won't die; you'll wake up in the infirmary. But the whole block saw you hit the floor.

THE PEOPLE OUTSIDE

Visiting days are Wednesday and Saturday. A friend on the outside can ask questions for you, or knock on someone's door if it comes to that. Just remember that the men who don't like you in here have friends out there too.

THE MISSING PAGES

Who sent Mercer here, and why, is buried in a case file, in the back pages of someone's ledger, in a name a visitor lets slip. Some of the pieces are lies. You write everything in your notebook and strike out what doesn't hold up.

TWO WAYS OUT

Climb to the top of Greyhollow: the ground is yours, your rivals have bent the knee, and the guard at the door is looking the other way. Or go over the fence one night. For that you need a route, a tool, a blind hour, and a car waiting outside with the engine running. Just don't take too long. You're not the only one in here with a plan.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some character animations come from Motifect's AI-generated motion packs. Dialogue, notebook and store page text, and parts of the game's code, were written with the help of AI tools under the developer's direction. Nothing is generated by AI while you play.

Mature Content Description

The developers describe the content like this:

A prison sandbox for adults. Fights are realistic and hand-to-hand, with some blood and visible wounds; nobody dies on screen, and a knocked-out prisoner wakes up in the infirmary or in his bunk. Crime is the economy inside: extortion, smuggling, bribing guards, home-brewed alcohol, trading in illegal drugs (taking them is not shown), and smoking. Dialogue contains strong language. In text only and off screen, you can order harm or even a killing against a rival's loved ones outside, and other prisoners can do the same to yours; children can never be targeted. Prisoners shower stripped to their boxers.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-6600 / AMD Ryzen 5 1400
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1050 Ti 4 GB / AMD Radeon RX 570
    • DirectX: Version 11
    • Storage: 20 GB available space
    • Additional Notes: Early Access: requirements are estimates and may change during development.
    Recommended:
    • OS: Windows 10/11 64-bit
    • Processor: Intel Core i7-8700 / AMD Ryzen 5 3600
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce GTX 1660 Super / AMD Radeon RX 5600 XT
    • DirectX: Version 11
    • Storage: 20 GB available space
    • Additional Notes: SSD recommended. Early Access: requirements are estimates and may change during development.
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