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Feature Highlight 1 - Building Tools

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Watch CharliePryor walk us through the Building Tools in Prison Architect 2!
❗❗ Note: Visuals and gameplay footage are not a representation of the final game.

The Devs have some additional words to accompany this tutorial - read more about what the devs can tell us about the Building Tools below!

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Hello fellow architects.
The devs of Prison Architect 2 here, to provide a bit more insight and some additional cool info bits related to the topic of this week’s Prison Architect Academy video…

Going 3D
So, the decision to jump to 3D we knew would add a heightened sense of production value to Prison Architect 2 and a natural evolution for the game. But, and as Prison Architect players ourselves, the predominant factor behind the decision, was to blow up the creative and construction options for players and deliver on the no. 1 requested feature; multiple floors.

At a high level, during early pre-production, the team talked excitedly about 3D and being able to have proper bunk beds, or windows and wall decor above other furniture. Finally, ceiling and floor lights could appear as such, and how low hedges, standard walls, high perimeter walls, and guard towers could finally look proportionate with each other, how the prison compound could be housed within a 3D environment with a day/night cycle, or how the players’ design could allow sunlight entering the prison through windows and skylights.


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But much deeper than that, we started to think about how staple Prison Architect components such as; logistics, deliveries, security, and movement around the prison, could be advanced with 3D construction and multiple floors.


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Multiple Floors
Players can create proper multiple-floored cell blocks, just like the architects of real-world prisons past and present. Multiple floors also provide players more opportunities to segregate min-sec from supermax inmates with separate facilities on each floor. Or how about a Canteen above the Kitchen with a stairwell in the middle?

From an optimization perspective, if you want certain rooms close together or near the access road for deliveries, you literally have an added 3rd dimension.


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Between each floor is a layer that we think of as a crawlspace or ceiling layer. This allows for utilities, but also prisoners on upper floors to still tunnel down. Early on in development, we didn't want players to be able to just place all their cells off the ground floor to prevent escapes! :)

Of course, you also have a roof, which can be decorated as such, used for inmate or staff areas, or even a rooftop garden if you choose.


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Catwalks
Catwalks or gantries were a must-have inclusion for Prison Architect 2 early on, going hand in hand with multiple floors.

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When we think about real prisons and those in pop culture, we picture stacked multiple-floor cell blocks with indoor catwalks outside each cell door. Or a prison yard with elevated catwalks for guards to patrol around from a safe vantage point. This is all possible in Prison Architect 2, and under the hood we also developed a 3D perception system so that guards could see, hear, and respond to incidents below them. This might allow you to reduce guard numbers and save on wages, whilst maintaining coverage over inmate hot-spots.


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With catwalks, players will essentially be able to create paths above the ground. To keep guards safe, add patrols along, or create separate routes for staff, inmates, and visitors to cross the prison.

Wall & Doors
Instead of hundreds of wall variations, we provide a simple “Building” construction tool, and a separate ‘Wallpaper’ menu for quickly decorating your walls. This also allows walls to be personalized separately indoors and out. For example, you may wish for your Warden’s office to have a wallpapered interior, but a brick-look from the outside.

For Prison Architect 2’s doors, we’ve offered a few looks and styles, but now all door ‘rules’ can be adjusted how you wish - Governing whether they are open or closed, and if they need a key to open. And a separate new policy allows you to choose which staff have keys.


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Closing Comment
We love Prison Architect (1), which was developed (in part by us) and molded over a span of 12+ years, Wow! Similarly, we also see Prison Architect 2 as the start of a journey, taking fans' feedback, and feature requests along the way to grow the game for you, the passionate player base, and the modding community.

As such, if you have any queries about the construction aspects covered here, cool expectations, or ideas for the future in this area, we, the devs, would love to hear and collate them.

See you next week for more :)


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Next up: Prison Architect Academy | Rooms and Objects
We have a tutorial made by CharliePryor coming up next week the 30th January - Tune in to learn about Rooms and Objects, tap the bell on YouTube to get notified.


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Really a bit more sold on this now. Thank you!

I hope there's a reason to build higher up looking tower blocks other than making it look pleasing to the eye, I like where this is all going though. And I think we all learnt a lot from Shawshank, crawl spaces and gaps ftw.
 
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If you're looking for fan feedback I can tell you I hope you will actually care enough to bugfix this time around. I remain wary and won't pre-order or buy until it's confirmed the game is finished and polished.
 
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congratulations on abandoning the last bit of charm the game had left for this sims-tier slop, if you believe anybody in their right mind is going to buy, let alone pre-order this, then I have a bridge to sell you. instead of keeping with the original grimdark and simplistic design that defined an entire genre, you thought this was acceptable instead.

if your gonna sink the IP like this after a decade, you can at least fix the millions of bugs you introduced in the first game- oh wait, you won't. :rolleyes:
 
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I want this game to succeed. That's why I've taken the time to create an account on this useless forum to write this.

If any Paradox management are lurking here, you MUST fire whoever is running your steam page and community hub IMMEDIATELY.

The community is becoming more and more furious due solely to your handling of the annoncement and the feedback it elictited. You had the opportunity to address the challenges and shortcomings of the way you handled taking over PA1. Instead you've chosen to ignore it and stupidly pat yourselves on the back, ignoring the concerns of the community and blaming them for being upset. I highly suggest you take a look. Have you seen a more upset community? Quite an acomplishment.

If you think this game will be met with anything other than "overwhelmingly negative" reviews if you don't change something, you're in for a huge suprise. I suspect for anyone who plays this, they will obtain it via the highseas just to avoid supporting you.

This is all fixable.

You have to do the right thing though and take responsibility. I'm assuming that you lot haven't yet as you're just not the kind of people who are able to do that. It's everyones fault but yours, right? Great people lol
 
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I want this game to succeed. That's why I've taken the time to create an account on this useless forum to write this.

If any Paradox management are lurking here, you MUST fire whoever is running your steam page and community hub IMMEDIATELY.

The community is becoming more and more furious due solely to your handling of the annoncement and the feedback it elictited. You had the opportunity to address the challenges and shortcomings of the way you handled taking over PA1. Instead you've chosen to ignore it and stupidly pat yourselves on the back, ignoring the concerns of the community and blaming them for being upset. I highly suggest you take a look. Have you seen a more upset community? Quite an acomplishment.

If you think this game will be met with anything other than "overwhelmingly negative" reviews if you don't change something, you're in for a huge suprise. I suspect for anyone who plays this, they will obtain it via the highseas just to avoid supporting you.

This is all fixable.

You have to do the right thing though and take responsibility. I'm assuming that you lot haven't yet as you're just not the kind of people who are able to do that. It's everyones fault but yours, right? Great people lol
Hey,

Thank you for taking the time to write this feedback to us. We are continuously reading and moderating our community spaces. We are currently collecting some of your community questions and putting them all together for an FAQ. If you have any particular questions you'd like us to answer, please share them!
 
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I'm not really in the crowd of people unhappy with the original Prison Architect, mainly because I didn't play a lot of it, after an hour or so of building a prison, it felt a chore so I would stop, there were times things didn't work as I expected though.

Still, I thought I'd say, given some of the responses, maybe its some feedback to Double11, that maybe they could answer how they may do things slightly differently compared to however-long-ago and get people more on their side and not disappoint people. You know what they say, always listen to your biggest critic and be answerable to them. Maybe that's something too early to comment on but as we get to that release date, could do both PDX and Double11 a favour. :)
 
If any Paradox management are lurking here, you MUST fire whoever is running your steam page and community hub IMMEDIATELY.

The community is becoming more and more furious due solely to your handling of the annoncement and the feedback it elictited.
Steam forums is pretty much always a cesspool of permanently unhappy players regardless of what game its for. Most of them would probably improve their lives if they stopped playing games that apparently make them this angry.
 
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Hey,

Thank you for taking the time to write this feedback to us. We are continuously reading and moderating our community spaces. We are currently collecting some of your community questions and putting them all together for an FAQ. If you have any particular questions you'd like us to answer, please share them!

1. What is your plan going forward to quell the anger on Steam over handling the comments?
2. Paradox has a foul reputation for DLC, How will you deal with this issue?
3. (same vein) What is the roadmap for upcoming DLCs? so we, as a community can better understand the direction it is taking, helping (possibly) shape the future of this game.
 
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If any Paradox management are lurking here, you MUST fire whoever is running your steam page and community hub IMMEDIATELY.

The community is becoming more and more furious due solely to your handling of the annoncement and the feedback it elictited. You had the opportunity to address the challenges and shortcomings of the way you handled taking over PA1. Instead you've chosen to ignore it and stupidly pat yourselves on the back, ignoring the concerns of the community and blaming them for being upset. I highly suggest you take a look. Have you seen a more upset community? Quite an acomplishment.
Tbh, Steam forums were always full of... unique (to say the very nice way) people so it's best to ignore them completely and focus on those who provide constructive criticism, feedback, etc without using the generic of 'PDX is s#cks" and the likes.

What PDX or D11 did was the right move to contain the toxic cesspool. This forum, Reddit or Discord are great places for feedback and suggestions because there are also moderation teams to filter out those who aren't here to provide anything meaningful other than being disruptive.
 
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