Prison Architect’s First Post-Launch Update Adds Dorms

As far as Early Access games go, Prison Architect [official site] is one which did it right. Over three and a bit years, developers Introversion Software have added, tweaked, and tuned, and now it looks and plays now so very different. It may have left Early Access and formally launched in October, but Introversion are still fiddling away and yesterday released the first post-release update to add even more. Naturally, they have another long video developer diary explaining what’s new too:

If you don’t have a full half-hour to spare, I’d still recommend watching the first ten minutes if you can, they’re really insightful and caught me a little by surprise. While the rest of the video speaks directly to the update itself, the opening segment explores Prison Architect’s launch on a very personal level as producer Mark Morris and director Chris Delay talk of how hectic launch was, their own tendencies towards depression, how that’s not an uncommon by-product among fellow developers who’ve just released a game, and how they hope to get back into the cycle of developer videos.

“It’s a funny feeling, we had this mad launch, this huge launch, when all we did from about June was focus on the launch,” says Morris. “Yeah, it was non-stop for about six months, basically,” agrees Delay. Morris continues: “Yeah, every minute was just full on. My life was like a John Woo film without the bullets.”

In the typical comedic style that made the alpha diaries so endearing, it’s nice to know Morris and Delay will be picking these back up even after Prison Architect’s full release. Speaking to the update itself, highlights include: Shared rooms – now, prisoners can share dorms of three of above, and can fight for the top bunk; tweaks to prisoner intake – new settings ‘Closed’, ‘Full Capacity’, ‘Total Prisoners’, ‘Num Per Day’ or ‘All’ govern your intake of felons; a range improvements to Escape Mode to increase difficulty and balance; and a list of minor bug fixes. Full details can be found here.

4 Comments

  1. noodlecake says:

    I would say I enjoy these more than I enjoy the actual game. They are really entertaining! A career doing podcasts is definitely a viable option for these two.

  2. Josh W says:

    Nice chat at the start about post-performance downers, I’m amazed how many different fields that seems to apply to; people doing project management tend to get it, people publishing papers, singers, artists, that same push towards doing something and then dropping off a cliff as you let your “I must keep working” go, and try to get back to some level of sane working balance again.

    One of the things that I used to find awful about the xfactor, and that other talent shows have blindly copied, is giving feedback to someone immediately after their performance stops, where almost anyone will actually need to go somewhere quiet or rowdily anonymous for a while. When you’ve made something, you probably do want to know what people think of it in theory, but man are you not in the state of mind to process it.

    It’s funny I’d say that the same reason alcohol is a terrible accompaniment to that state of mind, places where people get drunk fit it perfectly. You want to be in places where the world doesn’t matter, where conversation is nonsense or unable to be heard anyway, and where you can get away with being a bit of a twat.

    That’s not the best summary in the world, but when you’ve been trying very hard for hours or weeks or months, it’s nice to be in places where you don’t really have to try very hard at all, but you can still use your remaining adrenaline or energy.

    • Arexis says:

      You’re really right about how common this is in other fields. Depression post-projects is becoming so common that the Forming, Storming, Norming, Performing theory in group dynamics has the possibility to have Mourning attached to it.
      I wish I was joking, and that I didn’t know that.

  3. Capt. Bumchum McMerryweather says:

    What a superb team, and a superb they’ve created. It really speaks volumes about the industry that devs like these are making games of this caliber, some getting virtually no recognition, while publishers are making a fat pile of cash off of Shootybang Bastard 15. This really can’t last; we need people who love what they are doing to be given control of their projects, not gargantuan devil snakes with dollar signs for eyes and satan’s black worm jizzum working his way into their already rotten minds.