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Genre: Simulator, Strategy, Adventure, Indie

Prison Architect

[Closed] Join the Beta Test



Hello Wardens,

Our next Prison Architect beta test is on, and we need more experienced Wardens just like yourself to test and have your say on the new content!

Thank you for applying to the Prison Architect beta test!
We have reached our maximum number of participants. The registration form is now closed and we won't be accepting any new applicants. Thank you for your interest!


Participation requirements:

  • 18 years of age
  • English speaking
  • Owns the base game on Steam (PC)
  • Have played Prison Architect (at least 35 hours of playtime recommended)
  • Available during the Beta period (Sept 30th - Oct 3rd)
  • Active Discord account (Join the Prison Architect Discord)

Show and Cell #6



Welcome to Show and Cell, our little corner to showcase the creativity of the Prison Architect community! Here you can find some inspiration and read about the people that create fan art, gameplay videos, or building some awesome prisons!

If you want your prison to be showcased next, tag us on Twitter (@prisonarchitect) and use the hashtag #showandcell! Feel free to send us a DM if you have any questions!

If you want to get the latest news and updates, you can also follow us on Twitter, Discord and Facebook.

Show and Cell is back with a new outstanding prison, and this time we will dive into Snowpine Penitentiary, created by MutedKiwi.



How long did it take to create your Snowpine Penitentiary?


Overall it probably took me about 100-120 hours, with the majority of this time being taken up by planning and research.

What was your goal when you started this prison?


My initial goal was to build an efficient 1,000 capacity prison consisting of MinSec, MedSec and MaxSec prisoners with high-profit margins and a low reoffending rate. Compared to my initial plan, the layout changed substantially over time. For example, I decided to incorporate SuperMax, WitSec, Death Row and the insane asylum and download mods halfway through, such as basketball and computer labs.



How did you come up with the name?


I actually only came up with a name after someone requested I upload it to Steam, which requires you to name the prison. I chose Snowpine because of the map environment and abundance of Snowpine trees and thought it was a fitting name.

Did you plan the layout of the prison before you built it?


Yes, planning is one of my favourite elements of games like this. I tried to plan as much as possible, including optimal pathing and room sizes, individual object and door placements, water/electricity lines and more. I wanted to include a lot of different elements, so I knew planning would be the best way to make sure I didn't forget to include anything. I also like symmetry, so I tried to make it as symmetrical as possible, which required a lot of planning.



Anything else you want to mention about Snowpine Penitentiary?


This prison was my first serious attempt at an efficient high capacity prison, and I'm proud of how it turned out! I may have considered expanding it even more. However, I was limited by my computer's power since the framerate was already starting to drop significantly enough to impact playing when the prison was unpaused. Maybe I'll give it a proper one once I get a better PC.

How long have you been playing Prison Architect?


I first played the game during my summer holiday in 2016. Since then, until I built this prison, I only played a handful of times. However, every time I play, I play A LOT in relatively short timeframes. I built this prison in February 2020, just around the time of online classes and lockdown.



What made you start playing Prison Architect?


When I started, I didn't have access to a proper PC that I could play my usual games on, so I was looking for a game that was pretty easy to run. I found out about Prison Architect, and it seemed very intriguing, and as soon as I tried it, I was hooked!



Any tips for someone new to the game on how to get better at planning and building their prison?


To someone brand new, I'd recommend just playing the game and learning as you go. I was constantly googling while playing, which was extremely helpful. Don't get too hung up on planning as you are still learning because you can always sell your prison and start fresh with your newfound knowledge and experience. There's also a ton of great content on YouTube regarding the matter, which really helped me out.

From my personal experience, I would recommend starting with a big idea and defined aim and refining it until you have every last detail down about what you want to include before you even begin planning in the game. Then figure out efficient placements, room sizes, and connecting everything, plan the entire layout (this took me the longest by far), and finally build and adjust as needed.

Since planning almost never goes 100% as you expect, it's also a great idea to leave room for adjustments. For example, initially, my main prison was only min/med sec. However, I had enough room to adjust the layout of the section that was then transformed into the MaxSec wing. The way I designed it also left tons of room for vertical expansion of the main prison if I chose to do so. Symmetry, as I mentioned before also makes this a lot easier.



Do you want to try this prison? Then you can get it here!


Snowpine Penitentiary


Thank you for this time, and see you for the next Show and Cell!


The Prison Architect Team

Bugfix Update 2!



Hello wardens,

We have just released a new bugfix update with fixes and improvements reported by the community. We appreciate all the feedback we are getting, and we are still investigating more issues.

Changelog



Second Chances fixes:

  • The Shop Counter in the Quick Build Bakery is in the wrong position.
  • Display Counter's sprites are appearing incorrectly during placement.
  • Prisoners drop ingredients when their shift at the Restaurant ends.
  • Completing the "Three Strikes Program" does not grant prisoners with "Work Experience".
  • Prisoners are petting dogs before "Animal Therapy" starts.
  • A "Required:" text for the Bakery Room is missing.
  • Restaurant and Bakery play customer sounds even if the rooms are empty.
  • "Conflict Resolution" teacher's head is placed incorrectly.
  • Some objects required for Canteen and Kitchen can't be placed outdoor.
  • Display counter is incorrectly rotated.
  • Delinquents are not showing on the "Three Strikes Program" if the Program begins right after the previous one.
  • Prisoners leave the Three Strikes Program after saving and loading the game.
  • Customers are not served and are placed incorrectly after the Diner Booth they are sitting at is moved
  • Shared objects between Kitchen and Restaurant will fulfil room requirements but cause odd behaviour.
  • "Reform" window can be opened an infinite number of times.
  • Intake Arrival time can be set over 24 hours.
  • Therapy Animal Container will get teleported to the Animal Therapist.
  • The prisoner picks up a new dog after Prisoner Search during Animal Therapy.

Other fixes:

  • Bureaucracies are no longer being researched simultaneously by different staff members.
  • Player can access Prisoner Wages page without having an Accountant.
  • Bureaucracy isn't researched in the order it's queued.
  • Reset Criteria button does not reset Adjustment Criteria in Reports menu.
  • Satisfying Recreation need while working in the Flower Garden is not indicated in the Reports > Needs tab.
  • Guard Tower stair overlapped sniper head sprite.
  • Amount of money that Prisoners earn for their work is halved in the "Total Prisoner Wages" description.
  • Riot Police and Paramedics can be commanded to move out from their respective vehicle before the vehicle stopped moving.
  • Psych Ward contraband is available without the DLC enabled.
  • Game freezes after multiple field creation requests.
  • Prisoners facing north direction when using the weight bench will be under the weight bench.
  • Game crashes if execution is scheduled and a Prisoner is in the Reception Room.
  • Reform Program History overlap with prison served timeline if there's more than 6 Reform Program.
  • Prisoners earn money while working in the Flower Garden, even if the Prison Labour option is locked.
  • In the Reform tab, the "Reformed Prisoner Consultation" program is described as an advanced program.
  • Prisoners go to work in farming fields despite being assigned to work in the forestry.
  • Prisoners' heads are separated from their bodies when they sit facing North.
  • Map Settings Uniform Colours not being applied once set.
  • Staff Wage pay raise is not constant for 10%.
  • Lower parts of visitors' heads are cut off.
  • Danger text is coloured in green.
  • "Total" value in Finance tab moves up as scrollbar goes down.
  • Guards operating sorting desks are facing the wrong way.
  • Quick clone allows wall lights to be placed internally.
  • Vegetables are not stored on Pantry Shelves and in the Fridges.
  • Civilian Customers spawn just to beeline for the exit.
  • The head of the sleeping prisoner is shifted on the bed.
  • Camera does not follow selected room in Crop Distribution.
  • Clicking on the polaroid causes a crash, if a "Shakedown" option is active.
  • "Random" in the "Choose Guard Dogs" tab does not work if DLC "Psych Ward" is disabled.
  • In the Reform tab, the "Solar Panel Development" program is described as it was an advanced program.
  • Enlarging the "Valuation" menu causes its text to overflow out of the menu window.
  • Prisoners with active Punishments go to the Flower Garden during a FreeTime schedule.
  • Cook Operating a Sink is overlapped by a Food Tray.
  • Prisoners that are checking their stashed "Booze Bags" cannot move.
  • Books laying on the bed are z-fighting when zooming in and out.
  • Missing information about requirements for unlocking Crop Distribution.
  • A "Crop Sprinkler" can not be placed on the field, if a wall stands in its work area.
  • Practice Solar Panel progression speed remains the same on different game speed ups.
  • Players can instantly complete a Tool Cleanup Grant by saving and loading the game.
  • The laundry baskets are delivered before the Laundry room from the "Quick Build" tab is finished.
  • Canceling building two connected Quick Build Rooms cause the connected wall to be made of Bricks instead of a chosen material.
  • Classrooms and Common Room at "The Work Fields" pre-made map has got Staff Doors as entrances.
  • Stepping Stones always use default sprites instead of what players choose.
  • Prisoners get stuck between Topiary Bushes while they are released or trying to escape.
  • Prisoners heads and clothes overlap on bunk beds.
  • Wind Turbine blades don't move with the rest of the wind turbine when using the Move action.
  • Connecting Transformer to Power Station resets Current Power Output.
  • Options disappearing after resizing UI.
  • The workman icon is displayed in the "Jobs" window for farmers' fertiliser-based jobs.
  • Task of moving crops to a field have incorrect staff icons in the Jobs tab.
  • During Strike/Riot on the Todo list is a note about cancelled Intake.
  • The Phone Taps are not connected with the Phone Booths on the Premade Prison "Green Power Plant: Going Green".
  • A status "Locked" is not showing after highlighting a "Narcotic Search" option.
  • Incorrect disconnection warning for the Scanning Machine if the Scanner Monitor is connected.

Multiplayer:

  • [Multiplayer] Client de-syncs after using cheat spawn.
  • [Multiplayer] Tall fridges and cookers lose their electrical cables on the Client's side when the Host moves them.
  • [Multiplayer] The client information about Qualified Prisoners is not updated immediately in multiplayer.
  • [Multiplayer] The Director's prompt call is only displayed to the host in multiplayer.
  • [Multiplayer] When the Client is building objects on a map amount of delivered objects will be not the same as the number of ordered objects.
  • [Multiplayer] Incorrect age in the character's menu in multiplayer.
  • [Multiplayer] Holding cell doesn't count in Basic Detention Centre Grant at the Client's side.
  • [Multiplayer] Clearing a room causes the Client to still see the name of the Room on the map.
  • [Multiplayer] Changing prisoner arrival time on the Client's side makes the timer go backwards.
  • [Multiplayer] Clients are unable to connect to sessions that are hosted.
  • [Multiplayer] Expanding prison map in multiplayer not working as intended.
  • [Multiplayer] % don't appear (or change) on a Client's screen in multiplayer.

Escape Mode:

  • [Escape Mode] Dogs from DLC GM do not have their graphic in Escape Mode Victims.
  • [Escape Mode] Destroying door servo causes remote doors unable to open and guards cannot enter the cells at all. It also causes constant triggers to guards.
  • [Escape Mode] Guards will not drop keys at all.
  • [Escape Mode] Recruited Prisoners push players if too many of them were recruited.

Localisation fixes:

  • "Staff" text overflows when adjusting its window size.
  • Text Overlappings in staff needs menu.
  • Text too long where it exceeds the prisoner profile menu size.
  • Text in prisoner profile experience overlaps with bars.
  • "Allow transfer" text overlapping on prisoner UI image in Transfers tab.
  • Parole Cutoff Policy "Adjust Cutoff" text being overlapped by adjuster arrows.
  • Parole Cutoff Policy "%" and bracket texts are overlapping on each other.
  • Prisoner Intake's Countdown timer is overlapping with other text in the Todo List in certain languages.
  • All Prisoner Wages text overlapping on the "Decrease" button.
  • X displaying in the line "Criteria above to be met" in certain languages.
  • X displaying hours in Total time played.
  • Other localization fixes, including translations and text overlapping in various menus.

Known Issues:

  • The water landscape does not complete its function when replacing the floor.
  • Gardeners not performing the 'Garden Outdoor Area' action in Yard, Deliveries, Garbage and Flower Garden Room.
  • Drinks count as contraband instead of luxuries.
  • The CEO calls with the instructions about the Second Chances DLC, even if it is not active when using a premade map.
  • The number of guards hired stops at 99 in the Staff menu.
  • Plates on the Dining Table turn invisible.
  • Food waste which is a product of expired harvest is not collected in the Recycling Bin or the Compost Bin.
  • New Contraband is available even if the Second Chances DLC is disabled.

Thank you for your support!
The Prison Architect Team

Bugfix Update!



Wardens,

The delivery truck just arrived with a bugfix update resolving some of the previously reported issues! We are grateful for all the feedback we are seeing as we continue working on delivering even more fixes in the future!

Changelog:

  • Not possible to change Prisoner's security level is impossible (hotfix pushed in advance on June 16th)
  • Conflict Resolution ends when loading a save during the program
  • Possible to change prisoners with different security level to wear same the same colour using map settings in Extras
  • Prisoners keep working during freetime.
  • Performance Issues.
  • Prison with only Criminally Insane prisoners doesn't get Prisoner grant and Prisoner Grant bonus.
  • Wall Panel Corner Type A (Stone) and Type B (Stone) use the same sprites.
  • Missing contraband in Bakery and Restaurant rooms.
  • Reform Program Research requires 10 prisoners to pass Reformed Prisoner Consultation instead of 1.
  • Cooking meals in the Restaurant causes the character to walk in circles.
  • [Multiplayer] Incorrect sprite of the character in the multiplayer.
  • [Multiplayer] Changing the language in multiplayer kicks everyone out with the ability to play the same prison offline.


Thank you for your support!
The Prison Architect Team

Second Chances Hotfix!



πŸ› οΈ We just released a hotfix update, fixing the issue with security sectors. We are also fixing more issues that you all have been reporting, and you will be getting another update with more fixes and improvements next week! πŸ› οΈ

Second Chances DLC is AVAILABLE NOW!



Second Chances DLC is AVAILABLE NOW!


🐢 Animal therapy
πŸ§‘β€βš–οΈ Sentence reductions & extensions
β›‘ Prisoner work experience & credentials
🀝 Conflict resolution
πŸ‘©β€πŸ« Reformed prisoner consultation
πŸ’° Adjustable wages
🎨 New uniform colors

Check out the Patch Notes


😲 Did someone say discount!?
To celebrate the release of the Second Chances DLC, we offer a 10% discount for one week after the launch! Sale ends June 22nd! πŸ‘‰ Steam Store

Second Chances DLC & β€œThe Pen” Update Patch Notes



Wardens,
In just a few days, we will be releasing the new DLC Second Chances with the free Update "The Pen"! You can now check out the patch notes and see all the cool things that will be coming!

Open the gates!

Second Chances - New DLC:


  • 3 new Rooms

    • Bakery - A room for inmates to produce food for civilian purchases.
    • Restaurant - A room for inmates to produce food for civilian purchases.
    • Therapy Room - A place for the new animal therapy sessions and Juvenile Correction program to take place.

  • 3 new Quick Rooms

    • Bakery
    • Restaurant
    • Therapy Room

  • 5 new Grants

    • Bakery Production Skills - A grant that rewards building a Bakery and selling Goods to Civilians visitors.
    • Restaurant Service Scheme - Rewards building a Restaurant and serving Civilians.
    • Reformed Prisoner Initiative - Awarded for reforming a required number of prisoners.
    • Prisoner Reoffending Rate - Reducing the Reoffending rate to a specific percentage.
    • Reform Program Research - Creating the new Therapy Programs and their successful completion by prisoner enrollee's.

  • 5 new Programs

    • Includes 1 new external staff member, 1 item sprite (animal crate/box), and multiple animal sprites.
    • Juvenile Correction (meeting) - A program for inmates and troubled youth to interact, with hopes of a positive effect on both prisoners and the youth visitors
    • Juvenile Correction (training) - A training program that allows inmates to take part in the main Juvenile Correction program.
    • Former Prisoner Consultations - Former inmates who have been released and reformed will come back to prison to talk with those still incarcerated.
    • Conflict Resolution - Groups of inmates with issues on resolving conflict peacefully, will receive guidance on how to do so in the future by a former, reformed inmate.
    • Animal Therapy - A behavioural therapy session alternative with animal interaction.

  • 1 new Reform & Rehab Menu - provides information on the reoffending rates of all inmates, their work experience levels, and the number of reoffending prisoners.



  • 1 new DLC info tab - A new page will be added to the Todo list to explain each of the key features of the new DLC.
  • 2 new Prisoner Mechanics

    • An inmate's sentence can be lowered or raised depending on their actions in-game.
    • Inmates who have been released from the player's prison can be sent back after they re-offend, each time the player will be fined.

  • Prisoner Work Credentials - Ex. Cook, Craftsman that influences what jobs prisoners can take.
  • Prisoner Uniform Colour Options - Customize uniform colours for any sec type.



  • Adjustable Wages - Set wages for prisoners so they will prefer certain jobs.


The Pen Free Update


  • New objects

    • (Grass road bridge, dining table (large), dining table (small), dining chair, diner booth, saloon doors (double), Additional signs (no entry, gym, phone, visitation) ornate wall light, Chandelier, Wall Panel, Wall Panel (Wood), Wall Panel (stone), Shop Counter).

  • New Security Orders - Narcotic Search! - Similar to shakedown but searching specifically for drugs with Dog Handlers.
  • New Policy: Staff Keys - Allow additional staff to carry keys, improving efficiency but adding a security risk
  • New Quick Room - Reception.
  • Custom Intake - Allowing players to choose the intake's arrival time.
  • Relax Outdoor room restrictions - Restrictions removed from certain rooms (a limited number), allowing players to build for example an outdoor classroom or canteen.
  • Misc Improvements & Community Requests - Prisoners always use Recreational. Facilities during free time.

Other fixes and improvements


  • Going Green

    • Imported Ingredients cost stays at 0 in the Green Power Plant regardless of actual import values.
    • Crops moved to the Exports Room on Storage Shelf will not be taken off of it and it will block the Road.
    • Reputations 'Foodie' and 'Green Thumb' from DLC Going Green appear in the game without DLC enabled.
    • Criminally Insane Prisoners can do "ActionHerb".
    • "Grants" and "Green Energy Goals" tooltips inconsistency.
    • Names for Carrots and Tomatoes are swapped in the tooltips.
    • There is no sound for recent transactions until 8:15 am, in Premade Prison "Green Power Plant: Going Green".

  • Other fixes

    • Player able to exploit Deliveries by Dismissing Vehicle.
    • Staff Alerts overlap with UI elements when Todo list is minimized.
    • Building objects into quick rooms not working properly.
    • Guard Tazer Certification program can now reschedule and work fine.
    • Performance improvements when placing a copy of a large area over some objects (trees, other buildings etc.).
    • Scanner machine improvements.
    • Cost of building some Walls via Planning tool is higher than the price of building them manually.
    • Players are charged twice for the construction of curtain Wall types while building them via the Planning tool.
    • Multiple copies of an object can be bought by holding LMB if the player buys it in a building that's in progress of Quick Build.
    • Building foundations with concrete/brick walls does not charge players with the cost of building walls.
    • Misaligned ingredients sprite on the fridge.
    • Horizontal Drip Pipes have got flickering water icons if those pipes are connected with vertical ones
    • Ingredients with Bacon texture are not put into a Fridge, unless Meal Variety is set to 'High'
    • Alert "The prison is not running at the maximum capacity" is showing even if there is only a Holding Cell in prison
    • Alert about missing Laundry Room shows incorrect number of prisoners and has wrong description tab.
    • Guard dog that was assigned to the area does not return to Kennels after reaching "Exhausted" status.
    • Some actions are cancelled during Sleep time.
    • Texture of Light(Solar) displays on The Ecologist/The Botanist Warden instead of Vest.
    • Staff's exhaustion in task list, Staff Well-Being Initiative and Staff list are inconsistent with each other.
    • Tab informing the Player that the map uses content from disabled DLC is not appearing properly.
    • Localisation improvements for Traditional and Simplified Chinese.
    • Noticeable stutter when opening overlays.
    • Prisoners are affected with virus/sickness when events are not enabled.
    • Building objects into quick rooms not working properly.
    • Transaction with $0 income/expenses showing in the Bank Balance summary.
    • Players can only allocate work slots if there are prisoners with required qualifications.
    • Insecure area blinking bug when multiple helipads are surrounded with walls.
    • Grant "Government Bailout" that has been accepted is re-locked after one of the requirements is not met.
    • Finance Report "Total" tab overlapping with other UI when it is too long.
    • Guard Pavilion objects are raising false room requirements.
    • Choice of dogs not having the same behavior as choice of warden.
    • Alert about adding Death Row appears, even if Death Row is already researched.
    • Accepting some grants will complete certain tasks immediately on grants.
    • Grant "Overproduction" timer resets every time the game is loaded.
    • A street lamp asset overlaps with a bench (park) asset.
    • Recruit informant button overlaps with the recent misconduct list.
    • Warden icon in the slider background in the "Choose your warden" section.
    • Missing sound when hiring/deploying staff.
    • Vertically connected drip pipes can disconnect due to adjacent horizontal ones.
    • There is no confirmation sound after deploying dog handlers and armed guards to the area.
    • A "Todo" list is shown in the Inventory tab after using the "+" or "-" button.
    • Legendary Prisoner callout icon does not disappear automatically.
    • The warning sign does not show up for inactive CCTV for the client player.
    • After choosing the category in "Objects", items are not sorted.
    • Options disappear from the window when dragged/moved.
    • NPC's are using the Office Desk from behind causing them to walk into a wall.
    • Game displays "The prison is running out of money" when playing with unlimited funds.
    • Using the +/- to resize the UI crashes the game.
    • Prisoners who died from starvation remain in prison and are counted as living prisoners.
    • The dog handler, armed guard's and orderly's status icons in 'deployment' tab remain grey for the client player despite units being deployed.
    • UI elements shifted when creating a new prison.
    • The CEO call when a large number of prisoners die reads "help_warning_prisonerreleased" instead of correct text.
    • Idle workers are making work noises.
    • [Escape Mode] Stationed Dog Handlers do not take any actions towards the Player.
    • [Escape Mode] Game crashes when clicking "Sleep".
    • [Escape Mode] The Guard Response button works in Escape Mode.


  • Known Issues:
    In the coming days, we will have some updates fixing the known Issues and also some other fixes and improvements.

    • Prisoners drop ingredients when their shift at the Restaurant ends.
    • Active programs might end when saving and loading the game.
    • It's currently possible to change prisoners with different security levels to wear the same colour using map settings in Extras.
    • NPCs walk under the Grass Road Bridge.
    • Prisoners' heads are separated from their bodies when they sit facing North.
    • Bureaucracy isn't researched in the order it's queued.
    • Single log crowding storage.
    • Overlaps and Overflows for some languages.
    • Technical text is displayed in the prisoner biography after passed of any new program.
    • Some reoffending prisoners Bio, shows a different prisoner.
    • Reform Program Research requires 10 prisoners to pass Reformed.
    • Prisoner Consultation instead of 1.

Prison Architect: Second Chances Announcement!



Wardens, it's time for prison reform!

Prison Architect: Second Chances, the 5th expansion from Paradox and Double Eleven, will bring an evolution to the game's reform and rehabilitation system on June 16th! Don't forget about The Pan free update releasing on the same day!

More information: https://www.prisonarchitect.com/dlc/second-chances

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Arts In Corrections Creative Contest


It's time for the Prison Architect "𝐀𝐫𝐭𝐬 𝐒𝐧 π‚π¨π«π«πžπœπ­π’π¨π§π¬" Creative Contest!

We’ve been developing new Prison Architect merchandise that is finally ready for the big reveal! To be in with a chance of winning a set of branded goods, we’d like you to create something in return. Your entry has to be primarily visual, in one of four categories β€” K-9 Pet, Video, Fan Art and Cosplay on a Budget which means it can be a photo of your canine or feline friend, a drawing, a meme, or perhaps an attire of
your own.

We’ll pick several winners from each category and the chosen few will receive a memorable gift and a chance to be reviewed by the Prison Architect Committee at PDXCON! We should note that the winners will be chosen by the subjective tastes and whims of the Community Team.

Submission period: April 20th, 2021, 7PM CEST to May 10th, 2021, 6PM CEST

You can post your entries in the dedicated forum threads:
Steam Submission thread
Discord: Under the dedicated PDXCON Contest section
Paradox Forum Submission thread

Don't forget to include your Discord server name when posting your entries.

Good luck Wardens and let your creative juices flow!

Rules: https://pdxint.at/32xSdA5

Going Green Update 3 Changelog

Wardens,

A new patch with even more improvements and fixes has arrived!

PC

  • The game no longer crashes after clicking outside the map during the process of selecting prioritize area (Gardener) and prioritize (Janitor).
  • The campaign mission "Death Row" can be progressed normally if the Power Station is dismantled and replaced: the objective "Turn the Power Station back on" is no longer blocking the level from being completed.
  • Fixed the issue with Polaroid remaining when it's meant to fade once β€œDeath Row” mission is triggered.
  • The bug that prohibited books and goodies to use the Library and Shop top shelf but not the middle and bottom shelves is fixed.
  • Paper Lanterns give off light now.
  • Dismantling Transformer no longer results in leaving one Electrical Cable.
  • Fixed the tile of a Concrete Wall being visible in Staff Alerts.
  • Quick Build's UI is no longer overlapping with room name text.
  • Fixed: Objects that can be built on water can be built on the opposite of Ferry Dock.
  • Players are no longer able to use the Prison Labour tab if it is locked.
  • Fixed the issue with the murdered Guard not being counted as one kill in Legendary Prisoner's Grading tab.
  • Fixed the issue with the Wall Light (Solar) staying indoor despite being an outdoor object.
  • Fixed: Library Staff Alert mentioning about the lack of the Library does not disappear.
  • Fixed the issue with the Lunar New Year Dragon related objects (Head, Body and Tail) can be built on the same spot as objects that can be built on walls.
  • Fixed the issue with storage Shelves having a tray dispenser when rotated vertically.
  • Fixed: Campaign cutscene playing twice in a row.
  • Fixed: Empty Ingredients page can be visible after opening the Reports menu for the first time.
  • Fixed: Boxes aren't shown in the middle of the shelf when the shelf is set in the vertical position.
  • Disabling game events after receiving an event task no longer causes the task to not be completed and to remain on the To Do list.
  • Number of prisoners awaiting release from solitary punishment is now displayed correctly.
  • The Worker will no longer put Materials and Crates into and around the Guard Tower that is placed in the outdoor Storage room.
  • Staff Alerts now disappear from the To Do list after turning them off.
  • Fixed the issue with workmen not removing the objects under buildings which were built by Quick Build menu if Build Menu is open.
  • Fixed the issue with the game crashing when adding Water (Large) at the corner of a Quick Island and increasing speed.
  • Fixed the issue with The Sniper not entering the Guard Tower again after the Guard Tower is occupied by materials or crates before moving to other places.
  • DLC Grants can no longer be exploited by turning DLC on and off.
  • Fixed: minor localization issues.
  • Quick clone will no longer delete the original wall with attached items
    Issue with the description tab of a Transformer flickering at night time fixed.
  • When clicking on the arrows to change increments in the report tabs they now change accurately (0.5 instead of 1)
  • Programs from DLC Going Green are no longer visible in Scheduler if DLC is not enabled.
  • Fixed incorrect Continuous Fertilizer Pricing and Quantity: a new pack of fertilizer being ordered for every crop is no longer requesting continuous fertilizer.
  • Fixed: Placing helipad in outdoor storage room causes helicopter export & import issues.
  • Issues with trucks delivered ingredients by small batches fixed.

Going Green DLC

  • The bug that allowed to bypass the "Only outdoor" requirement for the Going Green DLC plants and grow and harvest crops indoors is fixed.
  • The bug that allowed the player to sell seed from farmer's hands during "Plant Crop" Action is now fixed.
  • Staff alert about being able to house 0 more prisoners despite having many available spots no longer pops up on the Green Power Plant premade map.
  • The bug that covers various objects & NPCs by Light (Solar) when they move through it is fixed.
  • The bug that showed the incorrect prices for Seeds of Flowers, Crops and Fertilizers bought via the Cloning tool is now fixed.
  • The bug that allowed to put plants on all types of outdoor floors is now fixed.
  • "Crop cost" and "Crops per day" in the Ingredients menu are now counted properly.
  • Fixed "Check the Ingredients menu" text being displayed in the Policy menu without Going Green DLC enabled.
  • Saving and loading game no longer causes the reset of crops status "Crop need to be watered to continue growth".
  • Fixed the issue with the "Over Production" grant that is available from the start of a new game, even if the player has not yet completed the "Basic Farming" grant.
  • Fixed the bug that allowed Criminally Insane prisoners to plant plants.
  • Fixed the issue with Auto scythe activating out of schedule whenever the savefile is loaded.
  • Fixed the issue with Practice Solar Panels overlapping with each other.
  • Auto scythes are no longer able to harvest fruits when trees are within harvesting range.
  • Fixed: Dismantling a second Green Power Source from a row of Green Power Sources, does not disconnect the rest of the row from the Transformer.
  • Fixed: Compost Fertilizer purchased automatically via Continuous Fertilizer doesn't count for "Self Sustaining" objective.
  • Fixed: the Reception room in the premade map Green Power Plant is not connected to the roads under Deliveries in the Logistics tab.
  • Contraband confiscated within the last 24 hours is now updating properly in Premade Prison 'The Work Fields: Going Green'.
  • he Compost Fertilizers task now completes 100% when producing 10.
  • Organic waste is now showing after harvesting Crops.
  • Herb plant no longer appear in the game.
  • Plants that reach 15% of damage are no longer dumped by Workmen.
  • Green power sources were able to connect to the power station without creating a blackout.

Warden Mode

  • Hiring an Accountant in Warden Mode and pressing the inventory button (bottom right) no longer causes expanding land crash.
  • Fixed the bug that made the Warden disappear at the end of the map when expanding the land while standing on the road.
  • Fixed the issue with Warden not returning to his office after dying.

Escape Mode

  • Fixed the fruit trees being replanted in incorrect spots.
  • The bug that resumed the game without prisoners after changing the game language at the Game Over scene in Escape Mode is not fixed.

Multiplayer

  • The data about the prisoners’ participation in programs is now shown the same for host & client
  • The Notebook Page now disappears after being read once.
  • Issues with the cloning tool (available for Hosts) is fixed
  • [GOING GREEN] The Working range of the Auto Harvester is now visible for the Client
  • Client can now reconnect the Power Export Meter after disconnecting it.