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This is the Prison Architect version history page. A better version can be found on the official website, here


Final Releases[edit]

Version Date of Addition Additions Summary
The Clink 27. Jun. 2019 First update from Paradox Interactive and Double Eleven. More floor and wall types, bug fixes and improvements!
Version 2.7 19. Dec. 2018 All sandbox features now unlocked for multiplayer.
Version 2.6 4. Sept. 2018 It's Prison Architect, with your mates! Get our buddies together into one big mass, co-op prison building love-in. Beware, it's in alpha again, so you may hit some snags.......
Version 2.5 3. Aug. 2018 More escape plan behaviours. Watch out where you allow trees to grow because prisoners can now climb them to hop over walls and fences. Keep your prisoners away from the road because the bold can now 'jack the supply trucks. Road barriers and barbed wire might help, but have the medics on standby just in case...
Version 2.4 22. Jun. 2018 Prisoners now steal uniforms from the laundry and stitch them together to make rope. Now what's a prisoner going to do with rope....

You also get graphs, updated mod support, thousands of bug fixes and roll call, but sadly no doughnuts or moustaches (yet).

Version 2.3 19. Dec. 2017 Feeling brave?

Switch to Warden mode, turn on perma-death and architect your prison from the ground. Stroll through the exercise yards and canteens, clipboard in hand, marking up modifications and future plans. Experience your prison from a prisoner's perspective and develop a whole new appreciation of your hell hole - oh and you may want to enlist a guard or two to offer you some protection - not all of those jail birds hold you in high esteem...

Version 2.2 22. Jun. 2017 Fingerless gloves, barrels of fire, placards and picket lines - all signs of a jolly good protest. Democracy is a wonderful thing, unless of course the protest is by your staff who are sick of the  tyrannical regime and demand fair pay for a hard days work.

We've beefed up the guards need system to include all staff - work them too hard, pay them too little, or expose them to too much danger and their morale will start to drop.  Eventually they'll give up on you and walk out. And I wouldn't want to be the boss of a maxsec prison when all the staff walk out...

Version 2.1 20. Dec. 2016 This frosty December, we give you guard needs: no longer can you treat your hard working prison officers as robot gaolers. They're going to need their own toilet and canteen and your staff room is about to get a whole lot busier....

Failure to look after their needs will result in a whole gamut of industrial accident that's going to have a very bad effect on the welfare of your prison.

Version 2.0.1 03. Oct. 2016
Version 2 26. Aug. 2016 After six years of development including over 40 monthly updates, this is the final content update for Prison Architect and the final video. We will of course continue fixing bugs and providing support. We are going to take a break for a little while, but we will be back soon with our next game.
Version 1.8 27. Jul. 2016 All good things most come to an end, and next month we wave bye bye to Prison Architect. We're working on the tablet (iPad and Android) version and we'll keep supporting the console version. We'll also carry on fixing bugs and ensuring future hardware compatibility, but it's time to stop actively updating it with new content and move on to new things.

For now we've launched the v2.0 features on a steam branch, so if you are willing to brave the bugs, you can dive in early and let us know what you think...

Version 1.7 27. May. 2016 The entire Temperature / Weather / Seasons / Hot water system is now optional on starting a new prison.
Version 1.6 29. Apr. 2016 Enjoy a new method to prioritise jobs and get to grips with thunderstorms and flooding!
Version 1.5 24. Mar. 2016 You spoke, we listened. After a month of tweaking, tuning, tightening and teasing we have managed to stuff even more frames into every unforgiving second. We've made significant performance gains so everyone should enjoy a smoother experience, but bear with us - we've got another month of speed updates to keep us busy over Easter.

Following our temperature work last month, Gary has updated the utilities mode to have a new hot water system and if you watch the vid we reveal all about Secret 3D Mode...

Version 1.4 4. Mar. 2016 Update 4 brings you the quick build menu as well as in-game filtering of the most popular steam prisons.

If that's not enough you can revel in our new thermodynamic simulation.

Version 1.3 27. Jan. 2016 You can now build guard towers around your prison for an extra level of security, intimidation, and force, hired from the staff menu. These guys will equip themselves with a scoped sniper rifle from the armoury, if you have one.

They will then take turns manning the guard towers you have built. Snipers will project 'Suppression' to all prisoners within their line of sight.

You can now build secure visitation booths in your visitation room if you choose, instead of the usual tables. A secure visitation booth has a glass panel that separates the inmate from the family member, and they use a phone to talk.

If you are a Name in the Game customer, you can now update your bio and create a female prisoner if you wish. Go to http://www.prison-architect.com/register to do this.

Version 1.2 18. Dec. 2015 For the last update of 2015 we've introduced women into prison. Their needs are subtlly different, but the biggest issue you'll face is what to do if a mother turns up with a babe in arms........

Merry Christmas; thanks for an incredible 2015 and all the best for 2016 from Mark, Chris and the rest of the Introversion Software team.

Version 1.1 13. Nov. 2015 And we are back! Update 1 has been released.

New Feature Additions:

Improvements:

  • Prisoner Intake: several different modes of Intake
  • Escape Mode: rebalanced, features added
  • Translations added
Version 1 6. Oct. 2015 After five years of development and three years in early access, Introversion Software in conjunction with every single gamer who joined in the alpha is proud to present Prison Architect V1.0

V1 contains a ton of bug fixes, escape mode, story mode, multiple languages, customisable wardens, achievements and a ton of other stuff to get you back in the warden's chair

You helped made this happen - take a moment to think about that ;)

New Feature Additions:

  • Story Mode
  • Escape Mode
  • Collectables
  • Special Wardens
  • Steam Achievements
  • Translations

Alpha Builds[edit]

Version Date of Addition Additions Summary
Alpha 36 28. Aug. 2015 Following our announcement that we are launching Prison Architect in October, this is your last ever Alpha update video.

Chris and Mark will be on stage at EGX in Birmingham, UK at 2pm on 26 September doing a LIVE V1 launch video!

This is the last ever alpha video for Prison Architect, and we will be launching version 1.0 in October. But fear not! We are planning to continue the cycle of monthly updates beyond version 1.0, including new videos to go with each update each month.

New Feature Additions:

  • Random Events System

(Details Here)

Alpha 35 30. Jul. 2015 Bored of a lifestyle of plentiful holidays and late night boozing sessions with Mark, Chris has decided to put everyone under pressure and commit to a launch in October of this year.

There is still much work to be done and we need your opinion on Alpha 35 which launches today and includes a massive update to the gangs system. Prisoners can now trade contraband in the prison for cash and with cash come protection rackets. Gang leaders will actively instruct soldiers and lieutenants to acquire territory in order to extort dollars from the non-affiliated prisoners who want to use the facilities.

New Feature Additions:

  • Revamped Gang System
  • Gang Territories
  • Contraband Trading

Bug Fixes:

  • Fixed Shop bug

(Details Here)

Alpha 34 30. Jun. 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.

(Details Here)

Alpha 33 28. May. 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.

(Details Here)

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!

(Details Here)

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:

  • The Lawyer
  • Minimum Cell Size Removal
  • Indeterminate sentences
  • Death Row
  • Execution
  • Reception

Bug Fixes:

  • Fixed: The 'criminal negligence' failure case had become broken in alpha 30 - your avatar was not spawned correctly
  • 0007974: [AI & Behaviour] Crash loading game with PhoneBooth redefined to be non-wired by a mod
  • 0007967: [AI & Behaviour] Crash with prisoners unloading from prisoner bus
  • 0007932: [AI & Behaviour] Guards not taking prisoners to (available) solitary cells

(Details Here)

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:

  • Prisoner Intake Updated
  • Parole Updated
  • Wire Tidy Mode
  • Grant Cancellation

Bug Fixes:

  • Fixed: Prisoners sent to solitary could sometimes end up stuck there forever.
  • Fixed: Extreme performance glitch in the Laundry logistics system, if you had a single extremely large sector with lots (hundreds) of cells.
  • And more.

(Details Here)

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 prisoner's 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:

  • Prisoner Parole
  • New Room: Chapel
  • New Reform Program: Spiritual Guidance
  • New Room: Library
  • New Job: Librarian
  • Updated Deliveries System
  • Mod Warning Window

Bug Fixes:

  • Fixed: Deployment scheduler doesn't always update live deployment (until end of hour).
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 suppresses prisoners - enjoy!

New Features:

  • User Interface Improvements
  • Sector Targeting Continued
  • Deployment Scheduling Tool
  • Truck Driver Improvements
  • Modding Continued
  • Game Balances

Bug Fixes:

  • Fixed: Require at least one informant active to see throw-ins determined by phone tap.
  • Fixed: If there is no infirmary, doctors will now hang out in the delivery area rather than wandering the prison. This probably isn't the fix many of you were hoping for, but this is a prison, not a hospital. Doctors don't randomly wander the halls searching for people to heal in prison.
  • And more.

(Details Here)

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:

  • New Food Supply & Demand System
  • Reform Program Scheduler
  • Phone Tap Object
  • Names In The Game: Report Offensive Entry Button
  • Some Game Balancing

Bug Fixes:

  • Too many to list here.

(Details Here)

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:

  • Too many to list here.

(Details Here)

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:

  • Prisoner Reputation
  • New Prisoner Categories
  • Escape Tunnels Updated
  • Confidential Informants Updated
  • Game Balances
  • Mod System Updated
  • Many Various Changes

Bug Fixes:

  • Too many to list here.

(Details Here)

Alpha 24c 31. Aug. 2014 A hot-fix meant to correct a critical issue that Alpha 24 introduced to the game:
  • Fixed: Manual saves not working properly.
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:

  • Updated Modding System
  • Confidential Informants
  • Updated Remote Access Systems
  • Some Other Changes
Alpha 23d 31. Jul. 2014 A hot-fix meant to correct some critical issues that Alpha 23 introduced to the game:
  • Fixed: New inmates will now use the needs system correctly.
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:

  • Remote Access Systems
  • CCTV Overhaul
  • Logic Circuits
  • Contraband Smuggling Continued
  • Many Various Changes
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:

  • New Construction Material: Clear Indoor Area
  • Narcotics Continued
  • Some Various Changes

Bug Fixes:

  • Too many to list here.

(Details Here)

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:

  • Narcotics and Addiction
  • Advanced Regime Control
  • Language Selector
  • Surrendering
  • Many Various Changes

Bug Fixes:

  • Fixed: Bank loans no longer count against you in the consideration of bankruptcy. So you can use a bank loan to escape bankruptcy if it is available.
  • Fixed: Army trucks no longer get stuck on locked Road Gates.
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:

  • Prisoner Grading
  • Failure Conditions
  • Steam Workshop
  • Finance Continued
  • Many Various Changes

Bug Fixes:

  • Fixed: Exports zone would not work correctly if placed above the Deliveries zone, or placed vertically aligned with the Deliveries or garbage zones.
  • Fixed: Having negative cash reserves stopped hourly cash flow from happening.
  • Fixed: Prisoner sentences counted down faster on larger maps, due to the time warp factor used.
  • Fixed: In the "New prison" window, the "Fog of war" and "Continuous intake" tick boxes didn't work properly.

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:

  • Financial System Improvements
  • Cash Bonus: Days Without Incident
  • Corporation Taxes
  • Bank Loans
  • Prison Share Scheme
  • Game Rebalancing
  • New Room/Zone: Exports
  • SDL 2.0
  • Many Various Changes

Bug Fixes:

  • Fixed: The reform program 'Scheduler' now ensures there will be a teacher available when picking a time slot. This fixes a bug with the foreman being expected to teach multiple workshop induction classes at once.
  • Fixed: Prisoners working as janitors would stand around in the cleaning cupboard doing nothing, unless you had at least one janitor hired, or if you had very few janitors in a large jail.
  • Fixed: Cutting down a tree near a wall square will no longer demolish that wall square.
  • Fixed: Experience will no longer tick up on dead prisoners.

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:

  • Reform and Training Programs
  • Classroom, School Desks, and Teachers
  • Carpenters Table
  • Prisoner Experience
  • Armoury Upgrades
  • User Interface Scaling
  • Many Various Changes

Bug Fixes:

  • Fixed: Sometimes very small Laundries / Cleaning Cupboards would not show up in the Deployment/Jobs screen, meaning you could not assign prisoners to them even though they were perfectly valid rooms.
  • Fixed: Armed guards now (sometimes) shout warnings at inmates before firing, unless those inmates are attacking staff or about to escape.
  • Fixed: Face-in-the-game entries are now sorted to the top of the community biographies list.
  • Fixed: Sun shadows on trees were sometimes rendered much too large.

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:

  • Armed Guards
  • Forestry Zone
  • Objects Tool-bar Filtering
  • Modding changes

Bug Fixes:

  • Fixed: Selling finished license plates or wood manually generated only half the correct sale price.
  • Fixed: Subscribing and unsubscribing to your own mod in Steam Workshop will no longer delete your mod from your hard drive.
  • Fixed: The scrollbar in the Staff and Prisoner list screens now works correctly.
  • Fixed: Prisoners can no longer tunnel under lakes.

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:

  • Procedural Landscape Generation
  • Wood Industry
  • Steam Workshop For Mods
  • Full Segregation Support
  • Work / Employment / Industry AI Improvements

Bug Fixes:

  • Fixed: Purchasing neighbour plots of land sometimes caused the game to get the road location wrong. Vehicles spawned in the wrong place and construction was blocked in a stripe down the middle of the prison.
  • Fixed: Purchasing land west or north of your prison broke all in-progress escape tunnels.
  • Fixed: Prisoners who are digging escape tunnels will now be rumbled if a guard comes to escort them somewhere. (Previously they were able to keep digging despite being taken to a different place!)
  • Fixed: Some long running prisons had active escape tunnels that were being dug by prisoners who were no longer on site - either dead, escaped or released.

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:
  • Fixed: Contraband was not being generated.
29. Nov. 2013 A hotfix that was immediately released to address a bug that was introduced into the game from Alpha 15:
  • Fixed: Players were unable to cancel any new jobs they created using right click.
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:

  • Official Mod Support
  • Major Performance Optimizations
  • Staff Exhaustion
  • Faster Clock Speed
  • Edge-of-Screen Mouse Scrolling
  • Staff Rooms

Bug Fixes:

  • Fixed: Many types of irrelevant equipment will no longer be smuggled into your prison. E.g. Mop, Rake, Hose, Leash, etcetera.
  • Fixed: Power lines were rendered without colour once you'd built more than four power stations.
  • Fixed: Not all of the Complaints thought bubbles were displaying correctly.
  • Fixed: Some invalid jobs would appear at the top left of the map as a price.
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:

  • Guard Dogs
  • Kennels
  • Prison Selling
  • Major Performance Optimizations
  • Escape Tunnels, Delivery & Garbage zones, Load & Save screens, Body Types, and Planning Mode all saw updates.

Bug Fixes:

  • Fixed: Workers will no longer load and unload garbage in an endless loop.
  • Fixed: The tool-tip regarding guard patrols was being displayed in all kinds of wrong places.
  • Fixed: All entities would drop whatever they were carrying after loading a saved game.
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:

  • Prisoners can dig escape tunnels
  • New Policy report to set punishments
  • Changes to Patrol System (details here)
  • New Searching options and other changes (details here)

Bug fixes:

  • Fixed: The starting Deliveries and Garbage zones were being defined wrongly (each square added several times to the room)
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:

  • Theft and Contraband
  • Contraband overlay
  • Contraband Supply and Demand
  • Searching powers
  • Status Effects
  • Some minor features (details here)

Bug fixes:

  • Fixed: Released prisoners are now permitted to route through Staff-Only zones on their way out
  • Fixed: Sometimes garbage would never be collected
  • Fixed: Callout units will now show their assigned route even when off screen
  • Fixed: Drains will no longer block doors from closing
  • Fixed: The time buttons on the clock will now highlight the currently selected speed correctly
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:

  • Performance improvements & memory leaks
  • Land expansion
  • Time Lapse recording
  • Intelligent tool-bar highlights
  • Prisoner release
  • Some minor features (details here)

Bug fixes:

  • clone tool available again
  • sound loop fixes
  • Infirmary available without Doctor
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:

  • Steam Workshop for User Projects
  • Linux version
  • New Anger Model
  • Rioting
    • Riot Police
    • Paramedics
  • New item: Ironing Board for Laundry
  • AI fixes
  • Added lots of audio cues

Bug fixes:

  • Fixed AI routing/pathing
  • Starting money fix
  • Workmen stuck building walls
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:

  • Laundry
  • Workshops (license plate manufacture)
  • Cooking
  • Prison cleaning

Also added/changed:

  • Prisoner visitation
  • Food ingredients now stored on floor if out of space
  • Fences connect to walls better
  • Electrical cable and water pipes now come in reels/stacks
  • Bug fixes
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.
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!
  • See full changelog here
  • Custom prisoner names and faces
  • Guards have to open all jail doors
  • New alarm features
  • Game options menu
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.
  • See full changelog here
  • Prisoner risk levels
  • Criminal history & prisoner traits
  • new sectors depending on risk levels
  • Improved intake control
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.
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.
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.
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.
Alpha 1c 03. Oct 2012
  • Second attempt to fix MacOSX 10.6 problems
Alpha 1b 27. Sept 2012
  • Experimental MacOS build
  • Attempt to fix MacOSX 10.6 problems
Alpha 1 25. Sept 2012
  • The first public release of Prison Architect.