Prison Architect 2 - PDX Ellinor
Watch Stuff+ show how to manage your inmates in Prison Architect 2!

⚠️ 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 have some additional words to accompany this tutorial - read more about what the devs can tell us about the inmates' needs below!

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Hello again, architects. Has it been a week already? It’s time to talk about the most important part of a management game: Management!

Putting the Management into Simulation Management

Perhaps unsurprisingly, one of the key menus in Prison Architect 2 is Management. This covers a lot of the core of the game, particularly: who can go where, and when should they go there? We’ve covered Deployment and Patrols in a previous update, so for now we’re going to focus on the others: Regime, Room Labour, Permissions, and Programs.


Regime Work Makes the Dream Work

The Prison Regime drives every aspect of your Prisoners’ lives. It determines everything from when they wake up, through to how often they’re fed, and the amount of time they are allowed to work, hang out in the Yard, or roam free and socialize.


There’s a default daily Regime set up automatically when you start a new prison, one which should meet the basic early-game needs of your Inmates. And presets for quick Lenient or Strict regimes. But as your population and prison grows, with more rooms and facilities, it’s prudent to go and customize your Regimes to allow for the efficient operation of your prison machine.d1

The Regime is split into one-hour blocks, and inmates will only start moving to their new Regime slot once it’s begun, so make sure that the Regime slots are in a sensible order and rooms are appropriately spaced. If your layout and Regime are inefficient, you could end up with inmates wasting all of their time walking to the shower block and not actually having time to wash their stinky bods.


If you don’t want your Min Sec and Max Sec inmates mixing, you can adjust the Regimes of each Security Level to avoid this. This means you can maintain a single Canteen or Yard, but set the inmates to use them at different times. This will save you Construction time and money, and make sure you have plenty of space to build more Cells.
Permission? Impossible!

So with Regimes, we’ve already told our inmates WHEN to do stuff. Now we can use Permissions to tell them WHERE they’re allowed to do it. Permissions are an incredibly important tool for keeping everyone in their proper place.

On the Permissions tab, you can choose from a list of preset Permission groups. These are split by Security Level (Min, Medium, Max, Super Max), as well as NPC types including Staff Only and Staff and Visitors. The Permissions will essentially bar certain characters from entering the space (unless they’re using it to escape when they don’t really care).

If you designate a space as Staff and Visitors only, then no inmates avoid those spaces. If you mark a Cell Block as Medium Security, then other inmates can’t be assigned to those cells. You can use these Permissions to add a great deal of control to the flow of characters around your prison, and even make whole Single-Security wings with their own facilities.


Get With the Program

Reform and Education Programs are an essential part of Prison Architect 2 life, allowing inmates to access training courses for various issues. Be aware that inmates can only attend classes when they’re in a Free Time Regime slot, so it’s important to make these available for the Security Levels you wish to allow access to education.

Once you’ve built a Classroom, you can schedule Education Programs such as Higher Education and Kitchen Safety. Once you’ve built a Common Room, you can schedule Reform Programs like Behavioural Therapy and Addiction treatments.

From the Programs tab you’ll be shown all of the classes available for you to set up, as well as the associated costs, your current Qualifications and the prisoners who are interested in enrolling.


Hard Labour?

Using the Room Labour menu, you can assign different Staff members to specific rooms around the prison. For example, you might notice all of your Doctors hanging out in one Infirmary and ignoring the one full of dying inmates. In this case, a quick visit to the Room Labour tab will allow you to choose how many Doctors to assign to each- allowing for a healthy spread of minimum staff levels.


In Prison Architect 2, you’ve also got two choices for Inmate Labour: the Laundry and Kitchen. As soon as you have a Laundry room, you can assign inmates to take over clothing duties, but inmates will need to have completed the Kitchen Safety Program in order to work in the Kitchen, and cook meals for their cellmates. Assigning inmates to work in your Laundry and Kitchen will save you money on wages in the long term, as well as meeting the Reform needs of inmates, and even boosting their chance of passing a Parole hearing.


Thanks once again for reading! The team put so much time and love into this game, so we’re excited to see people getting a headstart and boning up on the core mechanics. Once you get your hands on the game, we can’t wait to see what you end up doing: will you build hermetically-sealed full-service Cell Blocks for each security level, or try to eke out as much efficiency as possible with a conveyor-belt approach to Regime management?

The Dev Team
Prison Architect 2

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Next up on Prison Architect Academy:
Personality & Relationships

Next week we’ll be telling you all about the inmate’s personalities and relationships in Prison Architect 2 - Click the bell on the YouTube premiere below to get notified when the video is live 🔔


Make sure to subscribe to the Prison Architect YouTube to not miss out on any new tutorials, teasers, and more!

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✅Join our communities
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https://store.steampowered.com/app/1257610/
The Planet Crafter - Brice MijuGames
Hello Terraformers!

We've just updated a new version (v0.9.026.m022) on the development branch.
To try it, see the "How to switch branches?" question in the FAQ.

This version fixes some bugs of the update.

Let us know if you experience significant performances changes or new critical bugs.

As usual, restart Steam to get the update, and backup your save before trying the dev branch.
If you have issues launching the game, remove all your mods before reporting bugs.


v0.9.026.m022 - Temporary changelog :
  • Improve time generation of procedural wrecks. This should avoid saves that takes a very long time to load
  • Improve gamepad support to avoid getting stuck in title menu
  • Fix flares not unlocking correctly : unlock a new blueprint microchip to be able to craft flares from the biolab
  • Fix new fuse missing translation
  • Small bugfixes & balance


Stay in the loop

As always, don't miss any informations about Planet Crafter and Miju Games :

See you soon, and good terraforming!

Brice for Miju Games

Edge of Sanity - Robson


Greetings, fans of darkness and insanity,

In today’s development update we focus on the pinnacle of survival horrors - sound design. It sets the mood, warns you about hostiles, and lets you hear the tragedy of falling into madness by Carter.
At Vixa Games we don’t have sound designers in-house, so that’s why we came to Kacper & Piotrek from Ivory Tower Soundworks.

We asked them for their inspirations, funny examples, atmosphere and the role of music.

So let's start with an easy one. What are your main inspirations when adding sounds and music?

KACPER: First of all, the game itself is very inspiring and clearly "placed" in terms of atmosphere and content, so in a sense you don't have to create the music from scratch, but only fit what is immediately born in your head into the shape of the game.

To a large extent, I draw from the cultural "vocabulary" completed over the years. - I mean the now-classic movies, games or books that I absorbed in my early youth. So the starting point for me are musical associations of what a soundtrack for a Lovecraftian horror film set in frigid 1970s/80s Alaska might or "should" sound like.

From narrowed down specifics: Frictional Games (primarily Penumbra), The Thing (film), Anton Webern (classical composer), Lovecraft (books).

PIOTREK: Lovecraft, Twin Peaks, The Thing.

Do you have any funny examples of what the sounds used in the game are actually made of?

PIOTREK: Certainly :) . Extremely different sounds are used as the basis of the monsters. From the mooing of a cow to my daughter's laughter.

With the experience of turning sounds upside down, you stop looking at the sources in terms of their original meaning, but rather the sonic qualities they possess - tone, harmonic waveform, resounding profile.

In order not to ruin the immersion of the game, I prefer not to reveal which monster blossomed from livestock and which from the whistle of an unclosed balcony. Much of the timbre was also created entirely in plug-ins. It's interesting to note that most of the enemies cross various disturbing voices using a vocoder - a voice-changing instrument with origins in 80's pop music.



Is it easier or more difficult to work in a 2D environment from the sound designer's side (and in general how such a project differs from your perspective).

KACPER: The use of a first-person perspective automatically increases immersion, so the 2D perspective imposes a challenge to sonically catch up with this "reverse handicap." For example, the sounds made by the main character, reflecting his condition or psyche, are easier to match graphically in the FPS view (we don't see a gasping face, for example), while being more immersive for the player.

PIOTREK: The 2D perspective has its limitations but also its benefits. As Kacper mentioned, building immersion by placing sounds in a 3D space that is natural to humans is easier to build a believable atmosphere, especially in a horror context.

On the other hand, working in 2D doesn't impose such precise sound expectations and also gives room for tolerance in less templated sound implementation.



Should the music in a survival horror like Edge of Sanity be minimalistic or more outlined and when?

KACPER: The overriding thing for us is to match the visual layer and the pace of the gameplay, and that is the main determinant. But yes, it's fair to say that much of the music is rather minimalist - the strength of a horror soundtrack is usually not the catchy melodies, but the dense atmosphere.

On the one hand, this makes the task easier, because composing catchy melodies can also be a challenge, but on the other hand, you have to "enliven" the music in other ways, so that it's not just a bunch of slowly overflowing minor chords, and so that the individual tracks differ between each other legibly.

At the same time, an additional challenge is to maintain a balance between tension and relaxation: the music must be disturbing and keep you in suspense, but at the same time not so much that it suggests "you are about to be attacked by a nightmare from another dimension." - a large part of the game is exploration, during which we don't encounter enemies or other terrors.



What kind of atmosphere are you aiming for when it comes to the sounds in each location?

KACPER: Aside from the obvious match to the content and atmosphere of the locations, the main goal is to capture and reflect in the music the deepening madness of the main character from chapter to chapter, the gradual unraveling of his dark secret and following his path towards inevitable disaster.

PIOTREK: With Edge of Sanity's structure, it's easier to use more cinematic and precise sound direction - in a good way. It's easier to reflect the character's degrading mental state and the perception of reality through the lenses of madness through sound. So I wouldn't put the changes in atmosphere in terms of the biome, but rather in terms of plot progression.

Thank you guys!

We can't wait to see your reactions when you will finally have a chance to feel the Lovecraftian madness trip to Alaska. Stay tuned, follow us for more updates, and join our Discord community to be a part of the journey into madness:



https://store.steampowered.com/app/1897110/Edge_of_Sanity/

Talk to you soon!
Cats on Duty - Tony
Cat Got Your Tongue? New Languages Added to the Cats on Duty Playable Prologue!



Invite more recruits from across the world to join you in this hilarious, action-packed blend of real-time strategy, tower defense, and match-3 mechanics with 10 new languages now added. As well as English and Russian, the Prologue now includes:

- French
- Italian
- German
- Spanish
- Portuguese
- Traditional Chinese
- Simplified Chinese
- Korean
- Polish
- Japanese

https://store.steampowered.com/app/2668350/Cats_on_Duty_Prologue/

Play The Prologue and wishlist the Main Game now!

The Steam Prologue contains the whole first chapter of Cats on Duty spread over 10 captivating levels, each showcasing a unique challenge and certain game feature. There is even a minigame, and a full boss fight to get your claws into, to prepare you for what’s to come in the final game.

That’s not all! Here you can try out the co-op mode with your friends or family. One player focuses on the tile-matching field of the game screen to win the food needed to recruit and upgrade your battle cats while the other builds an unbreakable line of defense. Co-op mode can be easily activated or deactivated from the start menu or as you play.



With ‘cat’ and ‘kitten’ difficulty levels available, you can adjust game difficulty on the fly should you find the current level too hard or too easy for your skills or mood. You can also carry over your Prologue save files into the main game, so you can either continue from where you left off or reset the game progress in the settings menu and start over!
Feb 20, 2024
COP BASTARD - Gubernator
Hi everybody!
I know that many people expect more frequent updates from me on the development of my game, but unfortunately, I don’t always have enough time to share the latest changes with you.
And therefore, I wanted to share with you the work that I have done in the few months since the last event.
  • The game level is being developed. You can see the screenshots below;
  • Weapon balance has been slightly changed;
  • AI's behavior is now stable, more varied, and not like in the previous demo version.
  • Some VFX effects have been corrected and supplemented;
  • Many other changes.

Also, I am now intensively updating the demo version of the game so that you can evaluate the changes that I have made recently and I assume that in about 2 months you will be able to play it.

Thank you for your continued support and patience as we work diligently to make our game even better. Stay tuned for updates, and, as always, your feedback is invaluable.




Cats on Duty: Prologue - Tony
Cat Got Your Tongue? New Languages Added to the Cats on Duty Playable Prologue!



Invite more recruits from across the world to join you in this hilarious, action-packed blend of real-time strategy, tower defense, and match-3 mechanics with 10 new languages now added. As well as English and Russian, the Prologue now includes:

- French
- Italian
- German
- Spanish
- Portuguese
- Traditional Chinese
- Simplified Chinese
- Korean
- Polish
- Japanese

https://store.steampowered.com/app/2447260/Cats_on_Duty/

Play the Prologue and wishlist the main game now!

The Steam Prologue contains the whole first chapter of Cats on Duty spread over 10 captivating levels, each showcasing a unique challenge and certain game feature. There is even a minigame, and a full boss fight to get your claws into, to prepare you for what’s to come in the final game.

That’s not all! Here you can try out the co-op mode with your friends or family. One player focuses on the tile-matching field of the game screen to win the food needed to recruit and upgrade your battle cats while the other builds an unbreakable line of defense. Co-op mode can be easily activated or deactivated from the start menu or as you play.



With ‘cat’ and ‘kitten’ difficulty levels available, you can adjust game difficulty on the fly should you find the current level too hard or too easy for your skills or mood. You can also carry over your Prologue save files into the main game, so you can either continue from where you left off or reset the game progress in the settings menu and start over!
Sifu - Sloclap_broadcast
🎁This month marked Sifu's second anniversary.
As a token of appreciation for your support, we're happy to announce the addition of two new, free outfits; one to make you a fully fledged Absolver and one that adds a dash of street flair to your brawls.


Community Announcements - ZULA
In Zula, Weapons Renewed and Strengthened!

In light of the feedback from you, we have strengthened some of our weapons with months of meticulous work by our development team.
You can find the details of our work, which was concluded with tests with Zula Academy and Content Creators, in the article below.

GROZA


Default fire rate reduced from 735 to 705.
Fire rate reduced from 764 to 740 at +4. (Up to +7, 740)
Damage reduced from 37 to 36 at +5. (Up to +7, 36)
Reload time increased from 34 to 36 at +6. (Up to +7, 36)


AK-47


Recoil increased from 6 to 7 at default. (Up to +7, 7)
Default fire rate increased from 660 to 705.
Fire rate increased from 705 to 740 at +5. (Up to +7, 740)
Effective range increased from 55 to 57 at default.
Effective range increased from 57 to 66 at +4. (Up to +7, 66)
Reload time increased from 33 to 34 at +3. (Up to +7, 34)
Damage increased from 33 to 38 at +5. (Up to +7, 38)
** As the weapon has been upgraded to a higher tier, material values, upgrade success rate, and transfer amount have been updated.

AUG A3


Effective range increased from 63 to 66 at default. (Up to +7, 66)
Reload time reduced from 38 to 36 at +3. (Up to +7, 36)


Tommy Gun


Default fire rate reduced from 930 to 900.
Fire rate reduced from 1004 to 963 at +4. (Up to +7, 963)


P90


Default fire rate increased from 875 to 900.
Fire rate increased from 918 to 972 at +4. (Up to +7, 972)
Damage increased from 28 to 31 at +5. (Up to +7, 31)


M4 SUPER 90


Default fire rate reduced from 110 to 75.
Fire rate reduced from 121 to 82 at +4. (Up to +7, 82)
Spread increased from 40 to 65 at default. (Up to +7, 65)


TRX


Spread reduced from 72 to 65 at default. (Up to +7, 65)
Damage reduced from 252 to 186 at default. (Up to +5, 186)


Kar-98


Bullet increased from 5 to 6 at +1. (Up to +7, 6)


L115A3


Magazine capacity reduced from 7 to 5 at default.
Magazine capacity reduced from 10 to 7 at +1. (Up to +7, 7)
Movement speed reduced from 84 to 82 at +6.
Movement speed reduced from 87 to 84 at +7.


AWP


Zoom opening speed increased by 12.5% at +7.

BORA 12


Default fire rate increased from 44 to 50.
Fire rate increased from 44 to 55 at +5. (Up to +7, 55)
Zula Global - ZULA
In Zula, Weapons Renewed and Strengthened!

In light of the feedback from you, we have strengthened some of our weapons with months of meticulous work by our development team. You can find the details of our work, which was concluded with tests with Zula Academy and Content Creators, in the article below.

GROZA

Default fire rate reduced from 735 to 705.
Fire rate reduced from 764 to 740 at +4. (Up to +7, 740)
Damage reduced from 37 to 36 at +5. (Up to +7, 36)
Reload time increased from 34 to 36 at +6. (Up to +7, 36)

AK-47

Recoil increased from 6 to 7 at default. (Up to +7, 7)
Default fire rate increased from 660 to 705.
Fire rate increased from 705 to 740 at +5. (Up to +7, 740)
Effective range increased from 55 to 57 at default.
Effective range increased from 57 to 66 at +4. (Up to +7, 66)
Reload time increased from 33 to 34 at +3. (Up to +7, 34)
Damage increased from 33 to 38 at +5. (Up to +7, 38)
** As the weapon has been upgraded to a higher tier, material values, upgrade success rate, and transfer amount have been updated.

AUG A3

Effective range increased from 63 to 66 at default. (Up to +7, 66)
Reload time reduced from 38 to 36 at +3. (Up to +7, 36)

Tommy Gun

Default fire rate reduced from 930 to 900.
Fire rate reduced from 1004 to 963 at +4. (Up to +7, 963)

P90

Default fire rate increased from 875 to 900.
Fire rate increased from 918 to 972 at +4. (Up to +7, 972)
Damage increased from 28 to 31 at +5. (Up to +7, 31)

M4 SUPER 90

Default fire rate reduced from 110 to 75.
Fire rate reduced from 121 to 82 at +4. (Up to +7, 82)
Spread increased from 40 to 65 at default. (Up to +7, 65)

TRX

Spread reduced from 72 to 65 at default. (Up to +7, 65)
Damage reduced from 252 to 186 at default. (Up to +5, 186)

Kar-98

Bullet increased from 5 to 6 at +1. (Up to +7, 6)

L115A3

Magazine capacity reduced from 7 to 5 at default.
Magazine capacity reduced from 10 to 7 at +1. (Up to +7, 7)
Movement speed reduced from 84 to 82 at +6.
Movement speed reduced from 87 to 84 at +7.

AWP

Zoom opening speed increased by 12.5% at +7.

BORA 12

Default fire rate increased from 44 to 50.
Fire rate increased from 44 to 55 at +5. (Up to +7, 55)
Feb 20, 2024
The Panic Room. House of secrets - Evanesca


🐭 Do you want to catch a rat or a crow? Jenny is sad and you don't know how to distract her? Is the fountain clogged again? No problem! After all, all the necessary items to activate areas can be found in the store.🐦

Nets and traps, wire cutters, ladders, gloves, an electromagnetic relay - you can purchase these and other items at a reduced price. 40% discount on all activators is valid for the next 3 days!
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