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Shop a35.png Shop
Date of the last article update. Content based on The Sneezer
4/2020 | The Sneezer



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A shop (sometimes called a commissary) is a Room where prisoners can buy goods, such as towels, blankets, soap, shampoo and magazines to help meet various Needs. Prisoners can be assigned to work in the shop. Workers bring goods into the shop and place them on the required table, similar to kitchens or workshops. Shops are required to have a shop front, which is placed where a wall would usually go and allows other prisoners to purchase various goods.

To buy items at the Shop, prisoners must have cash, earned from working in various rooms in your prison. Given that sales from the Shop rely on prisoners having unfulfilled needs, if the prison is already providing for all needs, sales will be much slower than at a facility where needs are going unfulfilled for longer.

Prisoners will visit the Shop as customers during Free-Time in Regime, and they will work there (either at the shop front, processing the customers' purchases, or in the back room sorting the goods onto the shelves, with both jobs needed for the shop to be working, finally meaning that at least 2 prisoners have to work there) during Work Regime, if jobs are assigned in the Prison Labour view of the Logistics menu. Each working prisoner needs 12 tiles of space, and max. 100 prisoners can work in one shop.

The different shop goods in their color-coded boxes

Shops sell three kinds of goods which arrive in color-coded boxes:

  • Blue for Hygiene (soap, shampoo)
  • Brown for Food (snacks)
  • Green for Comfort (towels, blankets) and Recreation (magazines)

Items in the shop cost $5 each and thus are a source of income for the prison. Prisoners are more inclined to participate in voluntary training programs, and will concentrate harder, when there is a shop on site, as they want to earn wages from Prison Labour to buy things for themselves.

The Shop Goods are a potential source of smuggled contraband, while the room itself does not contain contraband as long as no such goods arrive there without being intercepted.


  • When building the Shop Front, be sure to select a wall which is zoned as a part of the Shop room or the object will not operate properly. You can ensure an operable Shop Front every time if you place it inside the Shop room in a partially dividing wall. This means that prisoners will have to enter the room to make purchases. Use Deployment or Logistics to view which walls are counted as part of the Shop room.
  • Because the Shop requires prisoners working within it and a customer to buy goods, it can be helpful to break up different security level Regimes into parallel Work and Free-Time blocks to ensure both roles are filled.
  • Because the shop needs two working prisoners to be operational and each worker needs 12 tiles of space, a shop with the minimum size of 16 tiles will not work.