Game Updates
This is the Prison Architect version history page. A better version can be found on the official website, here
Contents
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Alpha Builds
Version | Date of Addition | Additions Summary |
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Alpha 34 | 27. Mar. 2015 | Extra! Extra! Bloody Brawl ends in death as gang members fight over Japanese pornography in prison commissary!
We've churned out many, many new features this month - we now include native support for the pictorial Asian languages, a shop which sells snacks, porn and anything else your prisoners may want to buy as well as our first implementation of gangs. To see a photo of Mark's kitten dressed in an orange hoody like our facebook page. |
Alpha 33 | 30. Jun. 2015 | Turn away from the dark side.... In last month's video we discovered a prison that was so horrible that it gave Chris nightmares. Feeling sorry for the little orange-clothed yardbirds, he invented a whole new system of privileges. Bigger cells, tellys, radios etc all make prisoners happier and less likely to kick off. Go on - go easy on them for a bit. |
Alpha 32 | 30. Apr. 2015 | We've spent the last month spitting and polishing and have broken our previous bugbash record with over 130 issues fixed. On the plus side the game is less buggy and plays better, but the downside is that I've got nothing to write about here so I though't I'd firm up the launch date for ya! |
Alpha 31 | 27. Mar. 2015 | Deathrow has finally been implemented. Be careful to follow due process to avoid heavy fines! Also, cut down on contraband with the new reception room.
New Features:
Bug Fixes:
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Alpha 30 | 27. Feb. 2015 | Introversion Software Proudly Presents: Prison Utility Tangled Wire Simulator. We've mostly been focussed on the tablet version of Prison Architect (stand by for another mail calling for testers soon), but we haven't neglected our desktop players.
We've passed control of prisoner intake back to the player and adjusted the budgets a bit to balance things out. Parole is a lot more sensible and you can no longer murder prisoners by starving them to death in solitary - enjoy! New Features:
Bug Fixes:
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Alpha 29 | 30. Jan. 2015 | We're closing in on the end game now and we've conquered one of the big last hurdles - Parole. Build a parole room, set a schedule and let the Warden, Chief and Lawyer battle over a prisoners future. Get it right, get a little bonus; get it wrong and be slammed with a fiscal penalty for your lefty liberal softly-softly touchy-feely weak on crime, weak on the causes of crime attitude. We've also brought in Libraries and Places of Worship - Enjoy!
New Features:
Bug Fixes:
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Alpha 28 | 18. Dec. 2014 | Merry Christmas Everyone! It's a shorter month before we all head off to sit around trees and open presents in front of roaring fires, but we've still got one last great update for 2014.
We've improved the interface, implemented time-based scheduling for your deployments and added a pied piper moving toilet that surpresses prisoners - enjoy! New Features:
Bug Fixes:
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Alpha 27 | 28. Nov. 2014 | Quantum tunneling and food delivery do not play well together - that's what we have learnt from your feedback last month, so we've been busting our balls to fix our food system and we've finally fixed it (we hope). From now on PA will map prisoners and kitchens onto specific Canteens, but when the AI gets it wrong you can make changes.
We've taken the same approach with scheduling reform classes - the AI'll have a bash at putting the right classes, in the right rooms at the right times - but you can open the scheduler and schedule to your heart's content. Finally we've added a "flag bio" button - if you find one of the bios grossly offensive, you can hit the button and we'll get notified about your concern. New Features:
Bug Fixes:
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Alpha 26 / Bugbash 2 | 30. Oct. 2014 | It's another bug bash! We've spent the month slogging our way through the bug database and fixing the highest priority issues to being you a slicker, faster, better, less buggy Prison Architect. But that's not all - NOT ONLY have we fixed 39 issues and resolved 550 duplicates, we also present a brand new feature! Tell your mates, put it on facebook, set twitter on fire, let the world know that Prison Architect now comes with a digital clock.
Bug Fixes:
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Alpha 25 | 25. Sep. 2014 | You've had it too easy for too long... We've heard tales of stable prisons that run themselves overnight and we've decided that no self respecting strategy game should be this easy. We've introduced new prisoner "reputations" that mean they're not just going to sit still because their needs are met. No, these boys are going to mess things up!
Tazer power has been reduced, guards need to attend training classes and prisoners have remembered how to build escape tunnels again. This game just got a whole lot harder... New Features:
Bug Fixes:
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Alpha 24c | 31. Aug. 2014 | A hot-fix meant to correct a critical issue that Alpha 24 introduced to the game:
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Alpha 24 | 29. Aug. 2014 | Shush, you ain't seen me, right? Get me out of this hole and I'll tell you what you want to know..... We've introduced Confidential Informants - Snitches - these guys can help you to root out all the nasties, but be careful, over use them and their fellow prisoners will figure it out and juck 'em.
We've also made a giant leap in the mod system - we've made it super easy to mod your own stuff into the game, from churches to ice rinks, if you want it in PA, someone will make it! No longer are there 4 developers working on the game, now it's more like half a million...... New Features:
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Alpha 23d | 31. Jul. 2014 | A hot-fix meant to correct some critical issues that Alpha 23 introduced to the game:
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Alpha 23 | 31. Jul. 2014 | When the cravings get too bad, just take a stroll to the outer wall... ...and whistle. Contraband now gets thrown over walls and smuggled in the Chef's ingredients. You're gonna need some more dogs!
We've also massively beefed up the automation - remote controls, time locks and daisy chaining of door servos will free up your time (and your guards) for more pressing matters. Also, Chris went mad and implemented a load of logic gates - WTF! New Features:
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Alpha 22 / Bugbash 1 | 27. Jun. 2014 | Faster, sleeker and less frustrating: All 5 programmers coded there way through 18 days of bug stomping effort and managed to kill 73 major bugs and resolve over 1600 duplicate issues. Ladies and gentlemen, we present to you: A less buggy version of Alpha 21.
New Features:
Bug Fixes:
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Alpha 21 | 30. May. 2014 | I want to get High, so High. Prison life can be tough so who can blame a fella for seeking out a little chemical relief from the strain of daily life? Well, you probably, when you have to start dealing with medical emergencies and violence as the junkies fight over the final wrap. Drug abuse is a tough issue to get right and this is only our first pass. Even so, maybe you can get those methadone programs working and clean up your jail?
New Features:
Bug Fixes:
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Alpha 20 | 29. Apr. 2014 | You've all had it too easy for too long. Sitting there, building your prisons, not caring about deaths or insolvency. Well NO MORE! We've introduced failure conditions and now, if you f**K up it's game over. We've also graded all prisoners on four scales: Punishment, Reform, Security and Health. You can check these out in the rap sheet and when summed over the whole prison you end up with a score. Lefty-liberal reformist paradise or super-right super-max super bad ass punishment amplifier - you go ahead and max those stats. The Punishment Inspector shall be pleased.
New Features:
Bug Fixes:
And More - (Details Here) |
Alpha 19 | 27. Mar. 2014 | Balance sheets, Cash-flow, P&L, Shares. This month it's all about the greenback. Right from Alpha 1 the finance system has been broken - there's never enough money to do what you want to do, when you want to do it. Well, no more. We've introduced more grants, bank loans and the selling of shares in your prison to raise more funds. The mid game is now much more directed and focussed and really changes the way PA is played. Please let us know what you think!
New Features:
Bug Fixes:
And More - (Details Here) |
Alpha 18 | 28. Feb. 2014 | Until recently you'd be forgiven for thinking that Prison Architect was brought to you by the video games department of the republican party. It's all been about locking them up and keeping them down. BUT NO MORE. We've always wanted PA to be balanced and we've made the first tentative steps into allowing you to reform your prisoners.
We've implemented a job-lot of new reform / rehabilitation programs - send them to the doc for some much needed head-shrinking or pop them into a foundation education class and teach them to read. Send them off to the kitchen for a crash course in bun baking or give them the skills to produce beautifully crafted wooden beds. Ahh, the sweet sound of the pitter patter of fresh reformed prisoners...... New Features:
Bug Fixes:
And More - (Details Here) |
Alpha 17 | 31. Jan. 2014 | Hoo-Rar. This time we've got bad ass mo-fos with boom sticks. You've asked for them and we have answered the call and delivered shot-gun toting armed guards. These guys are excellent for suppressing your prisoners more raucous behaviors. Stick a couple of these dudes in the canteen or the yard and things'll calm right down. Useful they just wander around looking tough, but hit that weapons free button and things'll get messy - you'll lose so many prisoners that it'll be a game-over event, but don't let that stop you blowing off some steam.
New Features:
Bug Fixes:
And More - (Details Here) |
Alpha 16 | 27. Dec. 2013 | T'was the night after Christmas and all through the house not a creature was stirring, except for the four riot guards coming in standard 2x2 cover formation through the rear. This update brings you the ability to share the mods through steamworks, segregate whole sections of your prison to be min / max sec and customize the sprite to go with your name in the game entry!
New Features:
Bug Fixes:
And More - (Details Here) |
Alpha 15c | 2. Dec. 2013 | A hotfix released to address a bug that was introduced into the game from Alpha 15:
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29. Nov. 2013 | A hotfix that was immediately released to address a bug that was introduced into the game from Alpha 15:
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Alpha 15 | 29. Nov. 2013 | Introversion Software proudly presents... someone else's work! We've crafted a fully functioning modding system to make it much easier to use the mods that have been created from some of the exceptionally talented people in the community. We've also coded a staff fatigue model that means you'll need to install some common rooms so your guards can recharge their batteries, and our resident guru Johnny, has done some awesome performance enhancements that'll massively improve the size of the prisons that your rig can cope with.
New Features:
Bug Fixes:
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Alpha 14h | 28. Oct. 2013 | An interim update meant to correct some issues that Alpha 14 introduced to the game.
Optimizations were continued and several bugs were fixed. The next update is said to be Alpha 15, which is expected towards the end of November. |
Alpha 14 | 2. Oct. 2013 | Do ya like Dawgs? This time around it's all about those furry little sniffing machines - man's best friend. UNLESS you are a dirty prisoner six feet beneath the ground trying to shawshank your way to freedom. Dogs sniff out contraband and tunnels, and should one of your prisoners make a break for it, the handlers will send up a loud cry of "release the hounds" and the dogs will chase down and jump on anyone who shouldn't really be sprinting toward the front gate. They come at a price though - you need a kennel and handlers and they run out of energy pretty quickly so you need to make sure you have enough to do the job. We've also included some pretty punchy performance enhancements in A14. Enjoy it, Chris' wife is birthing another nipper so it's all you're going to get until December!
New features:
Bug Fixes:
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Alpha 13b | 2. Sep. 2013 | "HOTFIX", for some critical path finding bugs that were introduced with Alpha 13.
Download location is the usual builds page, although there is no extra paragraph. Just click on the download for alpha 13, even though the listed date there is still 29th of August. (at least as of today, Sept 4th) |
Alpha 13 | 29. Aug. 2013 | Dig Dig Dig! This one's all about tunneling. Given a spoon or any other tool-esque item and they'll start from their toilets and keep on digging until they're outside the perimeter. You can find them by searching the prisoner or cell, but it may be worth moving those max sec blocks a little further from the edge of your prisons.....We've also produced a punishment policy table where you can decide the appropriate reaction to an infraction. 2 weeks in the slammer for moaning about the chow? Tough, but don't let us stop you…
New features:
Bug fixes:
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Alpha 12 | 31. July. 2013 | Drugs. Booze. Weapons. This alpha is all about contraband. Steal weapons and tools from the workshop, drugs from sick bay or Whiskey and Smokes from the Warden's office. Search a prisoner, a cell, or order a whole prison shakedown and find out who's got what and from whence it came. Careful though, too many unwarranted searches will result in a riot...
New features:
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Alpha 11 | 28. June 2013 | BRING OUT YOUR DEAD! Alpha 11 brings a host of new features, bug fixes and improvements, not least of which is hearses to take away the unfortunately deceased. Purchase of neighboring plots of land is now possible. We've also added a Time-lapse video capture system so that you can film the construction of your prisons. Get recording, we can't wait to see your videos!
New features:
Bug fixes:
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Alpha 10 | 30. May 2013 | LINUX BUILD NOW AVAILABLE! Steam customers can now publish or subscribe to the to the best prisons from the Architect community. A new danger model improves the realty of riots occurring, and when they do you can brutally oppress the inmates using riot cops with massive batons!
New features:
Bug fixes:
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Alpha 9 | 24. Apr 2013 | Central to the new version is the concept of Prisoner Employment, and we've been planning this feature for a long time. Prisoners can now perform a variety of jobs around the prison, saving you money on staff and raising money for you by selling goods manufactured by your work force. Prisoners can work in the kitchen, they can clean the prison, and they can work in the laundry and the workshop, both of which are new in Alpha9. They can also take visits from family members in the new visitation rooms.
Added Prisoner Employment:
Also added/changed:
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Alpha 8 | 20. Mar 2013 | Somehow we've achieved the impossible and convinced Valve to Launch the PA Alpha on Steam! We took this opportunity to make a really solid build and fixed 100s of bugs. You'll always be able to update your build from here, but if you prefer you can activate your copy of PA on Steam and get automatic updates. To get your steam key just follow the link in the email used when you bought the game.
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Alpha 7 | 21. Feb 2013 | We've fulfilled the name in game and face in game tiers so some prisoners are now personalized. Guards are now the only characters that can open doors. This sounds small, but makes a massive difference to the gameplay. You now have to think a lot more about how many guards to use and where to deploy them. There's also a graphics option menu that should keep a lot of you happy!
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Alpha 6 | 30. Jan 2013 | Alpha 6 introduces prisoner risk categories with coloured uniforms to reflect this. Prisoners now have a criminal history and are classified according to perceived risk, however this is an ESTIMATE and may not be accurate - you'll still need to keep a close eye on the little darlings! We've also adjusted the prisoner intake settings to allow even more customization of the game.
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Alpha 5 | 14. Dec 2012 | This new build has a number of new features ranging from totally new cool stuff to some pretty massive improvements to existing tools. We have new "Staff Only" zones, which Prisoners are not permitted to enter. We have the first emergency service callout - the Fireman - which means you no longer need to watch your prison burn to the ground without being able to do anything about it. And we’ve massively improved the Foundations tool so it's much more intuitive and intelligent to use.
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Alpha 4 | 19. Nov 2012 | The key change in this version is an overhaul of the Fog Of War system, in response to community feedback. Almost immediately after launching Alpha 3 we began to hear from alpha users that the rooftop style fog-of-war (which blocks out the view of the insides of your prison unless you have Guards watching the area) was annoying because it stopped you from building things - you just couldn't see what you were doing.
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Alpha 3 | 1. Nov 2012 | For this update we've focused on a new system called Fog Of War, which changes the game in a number of ways. Internally we refer to this as the Visibility system, because you now lose visibility of the indoor areas of your jail gradually over time. Your guards are the only staff members who can "unveil" the hidden areas, and if you lose visibility of an area you have no idea what sort of things are going on there. This ties in very closely to the Alpha 2 update, because you now have to use Deployment and Patrols to create pathways for your guards to walk along to ensure your entire jail remains fully visible at all times.
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Alpha 2 | 18. Oct 2012 | The first major feature of this new build is the Deployment screen. This shows you a security schematic of your prison and allows you to assign guards to each of your sectors, and to set patrols for them to walk along. This makes locking down your prison a lot easier! We've also fixed a bunch of bugs and introduced an option when creating a new prison which lets you restrict the incoming rate of prisoners so they don't overwhelm you. Rather than receiving a random number every day you will only receive prisoners when you have space.
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Alpha 1c | 03. Oct 2012 |
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Alpha 1b | 27. Sept 2012 |
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Alpha 1 | 25. Sept 2012 |
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References
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