- Crafting System Update - 30 August 2026
Hello, it's been a while. The last few months I was constantly trying to figure out how to properly convey my vision throughout the game. I watched testers play and realized there are many places where they find the game complicated, or keep wondering how does this work? What do I do now?It helped me a ton to figure out a way to make everything feel connected properly.I have tons to share but today I'd like to talk about the new crafting system. With crafting there were two major problems:It felt complicated. Many times the player had to read the UI to understand what to do next, so it didn't feel immersive enough.The visual effects, like what you are making and the end result, weren't really satisfying. And while crafting there wasn't any challenge. It felt very analytical.I'd like to show you the new physical, tactile system we have now :) No more UI. Everything is now controlled thro…
- Dogs, Drugs and Dialogues - 24 May 2026
I'd like to thank everyone who played the playtest and left feedback.The loop to sell contraband was simple: roam the yard, find someone, try to sell. I absolutely hated it. Almost felt dread while playing my own game. I thought long about what I could do to make it better.The biggest problem? There's no real relationship between the player and the prisoners. Why would anyone buy from a nobody when the gangs are already selling? I wouldn't say the old system was terrible it was decent enough but something was always lacking. I figured I was doing it the completely wrong way.We needed two things: a place where customers come to YOU, and a reason for them to keep coming back.The DispensaryYour corrupt cop contact introduces you to the prison's head doctor equally corrupt. The doctor puts you in charge of the infirmary dispensary. Supplies come through official channels. You dispense medic…
- What Six Months of Your Feedback Built - 4 April 2026
Hello everyone,Six months ago I released the demo. Since then I've received a lot of important feedback from players and I'm truly grateful for all of it. Your feedback has improved the game tremendously and I can't wait for all of you to play the prologue and see for yourselves. Now let's get into the changes. 1. In Game Phone This has to be the biggest change. All UI now routes through the phone. Your character has a phone in the prison and you can use it to call your gang members, read messages, and access other important information. No more annoying popups. You'll get messages directly whenever there are opportunities or literally anything worth knowing. Best part? It is smartly woven into the gameplay. As you can see in the gif, you're smoking while still using the phone. It just feels natural. 2. Autocranking Feature All crafting machines now have an autocranking feature. You don…
- Looking for Testers! - 25 March 2026
Hello everyone, it's been a long time, almost 6 months after the demo release. I'm gearing up for the next version of the game and I'm really happy with how it turned out. I think the game has shaped up a lot better now, with all the systems coming together. I'm going to release the prologue next month, but I'm looking for some testers who are willing to spend some time playing it. I'm looking for honest feedback. If you could post an unlisted video of your gameplay on YouTube, that'd be even better, but even written notes and your experience would help me a lot. If interested, DM me on Discord or let me know here. Can't wait to show you what I've been working on for the past 6 months!
- Patch 2.0: New Negotiations & Combat Flow - 10 February 2026
Greetings, everyone! I’ve been hard at work refining the core experience. This update focuses heavily on combat fluidity, AI behavior, and cleaning up the economy and UI. Here is the full breakdown of what’s changed:🥊 Combat & AI ImprovementsMulti-Attack Logic Rework: Enemies now coordinate their strikes more realistically. Instead of overlapping attacks, one enemy will engage the player while others wait for an opening to swoop in, creating a more tactical "flow" to group fights.AI Dynamic States: NPCs are now more reactive to their vitals.Exhaustion: When low on stamina, NPCs will play exhausted animations rather than standard idles.Injury: When health is critical, NPCs will visibly show pain and injury.Taunts: If the player is low on stamina, NPCs may now mock or taunt you.Urgency & Pathing: Improved NPC acceleration. Enemies will now close the distance with urgency when attacking,…
- V1.99 Patch Notes - 31 January 2026
🏃 Physics & MovementBody Composition: I’ve introduced body composition logic. Now, when you're running and pushing into things, your physical build actually matters for the impact.Better Ragdolls: I’ve overhauled the ragdoll system to be much smoother and more realistic.Standing Up: I fixed that "horrific" animation when standing up from a ragdoll state. You’ll look a lot more like a human and less like a glitching mannequin now.🍳 Cooking & RecipesQuality Estimates: When you're putting a recipe together, I’ll now give you an estimate of the potential rating (between X and Y) so you aren't flying blind.Ingredient Info: I improved the tooltips. Instead of just showing you a bunch of tags, they actually explain what each ingredient is.🛠️ The Workshop & SurvivalStatus Effects: I’ve refined how "problems" like hunger affect you during minigames. I wanted to make sure the game handles it l…
- v1.98 Patch notes - 30 January 2026
Gang Management & EconomyGang Manager AI Overhaul: Fixed a bug where the Gang Manager was displaying incorrect data. Zone-specific top recipes and gang statistics should now reflect accurately.Market Intelligence: Players can now properly view product information for items produced by rival gangs.Negotiation Logic: Removed the "Negotiate" option when interacting with your own gang members to prevent menu clutter.Trade Stability: Resolved a mismatch in interactable objects that occasionally prevented trading from initiating.NPC Interaction & Social SystemsNew Disposition UI: Added a visual indicator to show exactly how an NPC feels about you.Social Memory: NPCs will now correctly recall past interactions, providing context and reasons for their current behavior toward the player.Combat & Technical FixesFixed a visual bug where certain NPC body types (e.g., larger character models) would…
- v1.97 Patch Notes - 29 January 2026
v1.97 Update NotesCombat and Body TypesI have overhauled the fighting system so your physical build actually matters. Now, your moveset, how you tackle, and how you defend yourself depend entirely on your character's body type.New Skills Different builds have unique moves like throwing players around or heavy tackles.Stats Your body type now controls your health levels and how quickly your stamina runs out.Animations I added specific animation sets for blocking and countering based on your size.Difficulty High level muscular prisoners are now much harder to beat. You can no longer win easily just by managing your bars.Group AI I improved how enemies handle you when multiple attackers are involved so they coordinate better.World and CraftingFaster Crafting I turned up the speed on crafting because it was way too slow.NPC Arrivals Shelf NPCs now show up at the 30 minute mark instead of on…
- Version 1.96 Patch Notes - 28 January 2026
🛠️ Systems & MechanicsPersistent Crafting (Save/Load): The contraband machine now retains its state. If you stop crafting mid-process, the machine will no longer reset; you can pick up exactly where you left off.Tiered Unlock System: Progression is now synced with Gang Reputation. Specific goals, quests, and crafting ingredients will remain locked until you reach the required reputation level.Dynamic Choice Popups: Integrated a new MCQ (Multiple Choice) popup system. Players will now encounter interactive decisions that influence various parts of the gameplay.🐞 Bug Fixes & BalancingInfirmary Logic Tweak: Fixed a bug where "Critical" status alerts (Bladder, Hunger, etc.) would trigger while the player was in the Infirmary. These notifications are now suppressed in that zone to reflect the care being received.Objective Tracker Fix: Resolved an issue in the mission cycle where all object…
- v1.95 Patch notes - 27 January 2026
Update v1.95 is Now Available!Crafting & RecipesWhen mixing ingredients, the UI now remembers if you’ve made that combo before. It’ll show a Good/Okay/Bad rating based on your past results.You won't get an instant review anymore. You actually have to sell your batches to people first before a report is generated.Fixed logic to ensure old recipe details and related dialogue are properly stored and loaded back in without getting wiped.Fixed the bug where clicking a recipe wouldn't pull up the info panel.NPCsNPCs no longer "resurrect" or lose their pose when loading a save.Fixed the issue where ragdolled NPCs would warp to random locations on the map after loading a save.NPCs will no longer just stand there awkwardly after getting beaten.Fixed the "gliding" issue where characters/NPCs would slide across the floor after a social animation finished.UI & SystemsFixed the issue where the curso…
- January Recap: The Crafting System & UI Overhaul - 25 January 2026
Hello everyone! It has been quite a while since our last Steam update. Due to some personal matters, development was paused for a month after the demo launched, but I have been back at it since December.I’ve been sharing smaller updates on Discord, but today I want to recap the major changes I’ve implemented over the last two months. These changes are available in the demo right now. While things might be a bit "unstable" as I fine-tune the balance, you’ll clearly see the new direction the game is taking.1. Total UI OverhaulThe biggest change you’ll notice is the UI. I’ve rebuilt it almost entirely from scratch. It’s now much more functional, providing clearer information to help you manage your operations efficiently.2. From "Reseller" to "Producer": The New Crafting SystemI wasn't satisfied with the original trading loop (buying from smugglers and immediately reselling). It lacked cha…
- Overhauling the UI: Less Clicking, More Playing - 8 November 2025
Last two weeks I've been working on improving the usability of the game. The biggest pain point was the UI. It was horrendous. It wasn't something permanent; it was a placeholder, and I was planning on improving it but just didn't get the time as I wanted to push the game for Next Fest. I'll explain how the UI is getting changed and how it will improve the gameplay experience.1.Map System: So now we have a 3D representation of the map. It shows all zones and buildings. It also shows all gang holdings, like which gang owns what part of the map. When you click on any building, it will show detailed information about that zone.Trade Panel: Before, if you wanted to trade, the flow was something like this: You go near an NPC, press E/Interact, dialogue menu is shown, you have to find the Trade option, find and select whether you want to gift/sell or buy something and click on that, it opens…
- Patch 1.83: Facial Animation, Map Update - 20 October 2025
Made looting easier with visual indicators on dead bodiesImproved waypoint system - now possible to set waypoints from anywhere to anywhere (e.g., directly from prison wing to shower)Added facial reactions when attacking or getting hit, with animations showing pain and other expressionsAdded slight variations to give each NPC a slightly different faceAdded looting icon displayed on dead bodies for easier identificationAdded instructions in "How to Play" section on how to change camera viewSlight change in facial structure for larger body types Fixed arrest bug when getting arrested during sleep scheduleFixed ragdoll bugFixed wall clipping issues while performing tackles
- Patch 1.81 - Reduced Solitary time, Cores reduction rate - 18 October 2025
Reduced maximum solitary confinement duration to 1 dayTweak hunger, hygiene reduction rateAdded popup notification to guide players on where to go next while playing minigamesBladder and shower stats now start at 100%Reduced contraband loot from defeated enemies to prevent excessive stockpilingInmates no longer buy excessive amounts of items from player to balance economy and prevent exploitationAdjusted exercise stamina experience gain rate (was increasing too quickly)Adjusted exercise minigame speedFixed issue where player would automatically wear all clothes again after removing them and starting a fightFixed typo when player rejects cloth request from prisonerFixed issue with generic request in laundry jobFixed issue where laundry job doesn't award correct money amountFixed audio glitch with stamina level upFixed saving/loading issue when character reaches the roof through physics g…
- Patch 1.8 - Improved Camera, In-Game Guide & Story Removed - 17 October 2025
Removed the story. Game will now directly start simulating. It didn't land like I hoped it would. I will improve it and come back with something better.How To Play Section: Added How to Play section in the game. It will explain how things work and hopefully clarify some confusing mechanics.Camera Angle: No more janky camera angles. Camera view is now much better and will give a better view while performing combos or finishers.Improved fighting mechanics while fighting against multiple enemies.Fixed issue where NPC doesn't walk properly while holding dinner plate in the canteen.Fixed issue with dinner plate when player attacks any NPC while holding it.Hunger will now be at 100% at the start of the game.Better looking loading screens.Fixed issue with tackle attack.Fixed audio problem with the door. Now door audio is linked to main audio settings.NPCs will no longer start to cheer while th…
- Patch 1.79 - Bug Fixes & Improvements - 15 October 2025
Bug Fixes & Changes:Fixed: NPCs going to the infirmary were causing frequent crashes (including when eating)Fixed: Critical bug causing death from hungerFixed: Gang members will now only buy items if you're selling them for less than what their gang sells them forFixed: NPC names are now hidden in the trade panel until you've met themAdded: Taxation rate now displays in the trade panelFixed: Taxation is now properly deducted when selling itemsFixed: Dead NPCs on the ground could still be attacked after entering the downed stateChanged: Moved "Trade" to the first category and "Social" to the last in the menuFixed: Camera panning issues with headbutt - camera now pans to the opposite direction instead of rotating 360 degreesFixed: Health cure items not increasing health properlyFixed: Stamina and other supplement-related issuesFixed: Stamina drain issues when using melee combat camera (re…
- Demo Update & Roadmap - 13 October 2025
Hello! Demo was released yesterday. I've made the following changes in the recent build (1.77) based on the feedback I received. Before that, let me share the bug a player sent me. I was laughing at the absurdity of it I hope you'll enjoy it too and maybe it will bring a smile to your face like it did for me. Recent Changes:Game will now start from 11 AM. The problem was the game started at 7 AM when other prisoners were asleep, which made the game very slow.Removed at least half the tutorial notifications players get. Continuous tutorial popups make the game annoying to play. I've made changes, and in the future I'll think of and create a better way to explain the game.Each dialogue option will now explain what it means. Rather than just saying "Friendly/Annoying/Neutral," it will let players know about their choices and what each particular dialogue option means.Fixed bug where the ga…
- Early Demo Build Released! - 27 July 2025
Hello! It's been a long time, but an early demo build is now available for all players. I've fixed major game-breaking bugs and progression blockers. Fighting now feels more approachable and smooth, and there is also a tutorial which explains to players what to do and when to do it. Honestly, there is still a long way to go from my end goal, but I'm pretty happy with the way the game is turning out. Here are all the changes:Game Development Checklist🔧 Bugs / GlitchesFix NPC flying/jumping state issueFix weird walk animation for AI NPCs in yardFix action in progress issue when player misses attack (target can't be attacked after)Fix two NPCs constantly performing social simulation between themselvesFix outlines not working in the buildFix social interaction not ending when attacking one of the NPCsFix colliders in dining room (player walking over objects)Fix quest target getting false v…
- New in April: Police Patrols, Shivs, Guns, and Enhanced Quests - 11 May 2025
Hello everyone, First, I'd like to apologize for the lack of updates in the last month. I lost someone extremely precious to me, so I needed to take a break to get back to normal. Moving on to the update: Police System We finally have cops in the game now!! You will see them randomly patrolling around the prison and arresting anyone caught committing crimes. The system works with several wanted levels: - At level 1: If spotted doing any petty crime, they will give a warning but won't actively chase the player. - At level 2: If they spot the player, they will run and attempt to arrest them. - From level 3 onwards: Cops will actively come after the player, and at higher wanted levels, they'll use lethal force (GUNS!) rather than try to make an arrest. After arrest, based on the wanted level, the player will be sent to solitary confinement. Not only the player, but any prisoner arrested wi…
- Crafting Dynamic Quests - 8 February 2025
Hey everyone! I'm thrilled to announce that the long-awaited quest system is almost ready for playtesting! It's scheduled to go live next week, and I can't wait to see how you all interact with it. Because the quests are dynamically generated, it's been a challenge to test them thoroughly within a single in-game day. To address this, I'll be increasing the number of in-game days available for playtesters to give you more time to explore the system. The core idea behind the quest system is to make the prison feel truly alive. Instead of static, pre-scripted missions, quests emerge organically from the actions and interactions of the prisoners themselves. For example: Prisoner A decides to buy contraband from a gang. Prisoner B witnesses the transaction. Prisoner B might then rob Prisoner A. This triggers a potential quest for Prisoner A to recover their stolen item. The system uses a var…