Watch CharliePryor walk us through the Building Tools in Prison Architect 2!
The Devs have some additional words to accompany this tutorial - read more about what the devs can tell us about the Building Tools below!
⚠️ Please note: The visuals and gameplay footage showcased in this video are from earlier development phases and may not accurately reflect the final game. Anticipate improvements in quality upon release.
The devs of Prison Architect 2 here, to provide a bit more insight and some additional cool info bits related to the topic of this week’s Prison Architect Academy video…
Going 3D
So, the decision to jump to 3D we knew would add a heightened sense of production value to Prison Architect 2 and a natural evolution for the game. But, and as Prison Architect players ourselves, the predominant factor behind the decision, was to blow up the creative and construction options for players and deliver on the no. 1 requested feature; multiple floors.
At a high level, during early pre-production, the team talked excitedly about 3D and being able to have proper bunk beds, or windows and wall decor above other furniture. Finally, ceiling and floor lights could appear as such, and how low hedges, standard walls, high perimeter walls, and guard towers could finally look proportionate with each other, how the prison compound could be housed within a 3D environment with a day/night cycle, or how the players’ design could allow sunlight entering the prison through windows and skylights.
But much deeper than that, we started to think about how staple Prison Architect components such as; logistics, deliveries, security, and movement around the prison, could be advanced with 3D construction and multiple floors.
Multiple Floors
Players can create proper multiple-floored cell blocks, just like the architects of real-world prisons past and present. Multiple floors also provide players more opportunities to segregate min-sec from supermax inmates with separate facilities on each floor. Or how about a Canteen above the Kitchen with a stairwell in the middle?
From an optimization perspective, if you want certain rooms close together or near the access road for deliveries, you literally have an added 3rd dimension.
Between each floor is a layer that we think of as a crawlspace or ceiling layer. This allows for utilities, but also prisoners on upper floors to still tunnel down. Early on in development, we didn't want players to be able to just place all their cells off the ground floor to prevent escapes! :)
Of course, you also have a roof, which can be decorated as such, used for inmate or staff areas, or even a rooftop garden if you choose.
Catwalks
Catwalks or gantries were a must-have inclusion for Prison Architect 2 early on, going hand in hand with multiple floors.
When we think about real prisons and those in pop culture, we picture stacked multiple-floor cell blocks with indoor catwalks outside each cell door. Or a prison yard with elevated catwalks for guards to patrol around from a safe vantage point. This is all possible in Prison Architect 2, and under the hood we also developed a 3D perception system so that guards could see, hear, and respond to incidents below them. This might allow you to reduce guard numbers and save on wages, whilst maintaining coverage over inmate hot-spots.
With catwalks, players will essentially be able to create paths above the ground. To keep guards safe, add patrols along, or create separate routes for staff, inmates, and visitors to cross the prison.
Wall & Doors
Instead of hundreds of wall variations, we provide a simple “Building” construction tool, and a separate ‘Wallpaper’ menu for quickly decorating your walls. This also allows walls to be personalized separately indoors and out. For example, you may wish for your Warden’s office to have a wallpapered interior, but a brick-look from the outside.
For Prison Architect 2’s doors, we’ve offered a few looks and styles, but now all door ‘rules’ can be adjusted how you wish - Governing whether they are open or closed, and if they need a key to open. And a separate new policy allows you to choose which staff have keys.
Closing Comment
We love Prison Architect (1), which was developed (in part by us) and molded over a span of 12+ years, Wow! Similarly, we also see Prison Architect 2 as the start of a journey, taking fans' feedback, and feature requests along the way to grow the game for you, the passionate player base, and the modding community.
As such, if you have any queries about the construction aspects covered here, cool expectations, or ideas for the future in this area, we, the devs, would love to hear and collate them.
Next up: Prison Architect Academy | Rooms and Objects
We have a tutorial made by CharliePryor coming up next week the 30th January - Tune in to learn about Rooms and Objects, tap the bell on YouTube to get notified.
While we are still working on the main game and preparing everything for your next mission, we have developed a smaller task for you: play Time to Morp: First Contact for free to get a glimpse of what challenges await you in Time to Morp!
Join Discord!
Join our Discord Server to leave feedback and follow the development progress!
We’re excited to announce “Flamekeeper” - our 19th free content update, now available for Green Hell on PC!
Our previous update - “Fortifications”, was just a prelude to what we’ve been working on - the long-awaited “combat update”. By providing you the possibility to create fences, palisades, and gates, we wanted to create ways for strategically fortifying your base and yourself from various enemies and wild animal attacks. With “Flamekeeper”, you should level up your skill and make new defenses to keep the flame alive!
New construction: Eternal Flame
The main hero of our update - the Eternal Flame Totem! With this new construction that you can create in Waraha Villages, you will be able to launch the Ritual of Flame.
New gameplay mechanics: Ritual of Flame
Improve your Totem by gathering the necessary materials and launching the Ritual of Flame. Survive the enemy horde and its attack, stop them from extinguishing the Eternal Flame, and receive an award. Think fast or create your strategy - get the help of your friends, and create advanced fortifications, which we added in the previous update.
New enemy attack type: Wasp Nest
In the previous update, we’ve added improvements to the enemy's AI. Now we’re boosting their abilities even further with their new skill. When they aren’t able to reach you - they will unleash their new attack! By throwing the wasp nest, they will be able to lure you out of your “stronghold”. Hiding on a tree or an upper floor or your base won’t be so easy now, huh?
New weapon: War Club
Survive all 50 stages of the Flamekeeper Challenge and receive a unique award: “War Club” - the most powerful weapon in the game so far!
We know our community is super skilled and creative, so we can’t wait to read your stories and see your photos & videos on how you’re fighting against the enemy's attack waves to keep the totem flame safe. Share your records on social media with #GreenHell, or tell us on our Discord to which wave you’ve managed to level up your Flamekeeper.
Follow Green Hell on Steam to be the first to know about the upcoming new content, and join our Discord to chat with us and our awesome community, where you can share screenshots of your newly fortified bases & Eternal Flames.
You might have noticed a little bit of a buzz from our Chinese-speaking community over the weekend. That’s because Core Keeper appeared in the BiliBili Annual Games Fest on Friday, showing off some of our Lunar Update content alongside a small teaser for 1.0!
We’re now pleased to announce that Explorers can jump into our Lunar Update on January 31st to enjoy some spectacular seasonal content themed around the Lunar New Year!
Seasonal Content & Permanent Features!
We hope you’ll have fun celebrating the Year of the Dragon with new decorative items, including Lanterns and Guardian Lions, and wearables such as the Dragon Mask helm!
We’ve also got some permanent content updates, bug fixes, and quality-of-life improvements coming with this update. Keep an eye out for rotatable planter boxes (we know you’ve been asking for this one!) and some improvements to chests. We’ve also updated the way wall and ground tiles work within player inventories, combining them into single items that become either wall or ground tiles depending on where they are placed. It might look like magic, but it’s just simple coding!
We’ve been thinking about making this change to wall and ground tiles for a while now to help players save on inventory space and as a quality-of-life improvement that’s sure to streamline building and customisation! We’ll be sharing the full patch notes on launch day for those interested.
Check out our Lunar New Year event trailer here for a look at what’s to come and let us know when you think you’ve spotted the 1.0 teaser over in the comments!
We’re looking forward to sharing more information on and teasers for 1.0 with you over time on our social media channels, so make sure to check back for updates. If there’s anything you’d love to see in 1.0 do let us know in the comments or the Feedback and Suggestions Forums over on the official Core Keeper Discord. As always, don’t forget to follow us on Twitter/X for news, information, announcements, and more.
🔶 For players who have signed up earlier - you can start playing the Playtest now.
🔶 For players who did not sign up before the start - first click the "Request Access" button and then you will automatically get access to the Playtest.
Suggestions and feedback
We encourage you to send your feedback, suggestions, and bugs you may encounter. We will be very pleased if you leave your opinion. You can do this by:
1. Steam Community Hub, where we have created appropriate topics. We also encourage you to create your own.
Have you been wishing for some new Luna Abyss content? Well you're in luck! Starting today you can try out our updated demo right here on Steam. Play through the first couple of missions of Luna Abyss & see a little more of the first level!
As well as extending the demo out a little to show you more of the first biome, we've also been working to optimise it for both Steam Deck & PC!
Change log:
Additional gameplay unveiling the source of a mysterious signal located deep within the Abyss
Multiple visual revisions to the HUD and weapon wheel
Various optimisations to improve performance and frame rate
Improved death sequence and checkpointing
Improved VFX and SFX for the Scout Rifle and Shieldbreaker weapons
Improved combat experience
Improved lighting and player guidance
Try it out & let us know what you think. As always feedback is always welcomed on both the Steam forums & our {LINK REMOVED}Discord forums!
📿Amulets are special charms that will help you cope with even the toughest challenge. Lacking copper tokens or experience? Can't find the right item or piece of the puzzle? The Puppeteer has amulets for all occasions! And now you can find them in the store with a 30% discount!
You will also find a loyalty bundle on the store pages to get a discount in case you already have the 2022 Packs of these vehicles or want to buy both together: