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Prison Architect 2 News

Симулятор управления тюрьмой Prison Architect 2 перенесли в третий раз — на неопределенный срок

Ждуны Prison Architect 2, вам лучше приготовиться. Издатель симулятора управления тюрьмой Paradox Interactive объявил об очередном переносе игры. Это уже третий раз, когда запланированный релиз смещают.

Prison Architect 2 delayed indefinitely and all pre-orders refunded

Paradox's popular building sim is making a return with Prison Architect 2. However, its development has been going about as smoothly as a prison would if I were in charge. The publisher has announced that Prison Architect 2 has been delayed from its September 3, 2024, release date - and no new date has been revealed.


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Prison Architect 2 | Delayed release

[h3]Hello Architects,[/h3]

We have some difficult news to share: unfortunately, we will not release Prison Architect 2 on September 3rd because we need more time to improve both the game's performance and its content. Our continuous internal reviews and beta test groups have highlighted areas that we need to focus on more, mainly performance and content, which we need to address before launch to ensure that you, the players, get a good experience in the game. We need to raise the quality a bit more to meet the standards we'd like to achieve with this sequel.

We are confident that the sequel to Prison Architect will be great, and we're looking forward to showing you all the new ideas brought into it: the switch to 3D, multi-floors, and the new behavior system that all bring a new dimension to the game and open new gameplay possibilities for the players. However, we want to make sure the game lives up to the franchise’s legacy and is released in a state that satisfies both you, our players, and the Prison Architect 2 teams at Kokku and Paradox Interactive.

At this stage, we can’t commit to a new release date as we need to re-assess the scope of the work needed to be done before the game is release-ready. Over the next few months, we will focus on improving the game and building a more robust release timeline. This also means we will be limiting our communication with you all until we have a timeline we feel comfortable with.

With this indefinite delay, preorders on all platforms will be refunded, and the preorder items will be added to the base game.

This decision aligns with our commitment here at Paradox to reviewing and improving the quality of our released content. We are confident that delaying Prison Architect 2 is the best path forward for the game, allowing us more time to deliver a high-quality experience that honors the legacy of Prison Architect.

This is not the announcement we hoped to make, but it is necessary, as we believe this will result in a better game for you. Thank you for your patience, and we’ll see you again soon.

The Prison Architect 2 Team

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[h2]QnA[/h2]

What is the new release date? There is no new release date for Prison Architect 2 at this time. We will work on the game and as soon as we have a set timeline we will communicate it to you.

Is the game canceled? No, the game is not canceled. We are confident in the game but we want to raise the quality before release, mainly the performance. We will communicate a new release date as soon as we have reworked the game’s scope and have a timeline we are confident in.

Why is there another delay? To raise the game’s quality by enhancing performance and also improving its content. During our latest rounds of internal reviews and from gathering feedback from our beta testers, some specific issues regarding performance and content were highlighted. We believe it is important that we address these before releasing the game to ensure that it lives up to its legacy.

What happens to pre-orders? All pre-orders will be refunded in the upcoming weeks. The option to pre-order the game will be removed and the bonus will instead be added to the base game for all players to enjoy.

If you want the refund faster there are ways to go about this depending on which platform you’ve pre-ordered the game on:

If you have made your pre-order through Xbox, PlayStation, or Steam, you can reach out to the platform you made the purchase through and they will help you sort this out.

Players who purchased the game directly from paradoxinteractive.com will receive the reimbursement automatically, which may take a few weeks. If you want to get it earlier than that, go to wallet.xsolla.com and log in with the same Paradox account you used for the purchase. There, you will see all purchases listed, and from there you can request a refund before the automatic re-payment.


Why is it taking time to fix the game? Prison Architect is a game with deep systems that all interact with each other, and this is also something we want to bring with us into the sequel, Prison Architect 2. Having systems like this in a game also means that a small change in one area will also affect one or more other areas, which we then also need to apply fixes to. Improving the performance has proven to be a task that will take time.

Is there going to be Early Access or Beta Access to the game? There will not be an early access or extra beta access right now. We know what things we need to work with, and facilitating Early Access or Beta access for players takes a lot of resources from the development team. Right now we want to put full focus on the development and solving the underlying issues that we have gotten feedback through our internal tests and from our beta testers.

Will we get updates on the game? While we re-assess the scope of the work needed to be done we will be having limited communication. We do plan, with time, to continue with dev diaries and other updates so that you, the players, can stay up-to-date on the progress of the game.

Kokku's Intake

[h2]Hello Architects, [/h2]
This week the developers at Kokku will tell you more about how it started for them and how they work. You will also get more in-depth information in the accompanying dev diary below the video, enjoy!

[previewyoutube][/previewyoutube]
As you heard in the Dev Diary video, we work in sprints, but what is that? In the following text, we will explain what a sprint is, what we have focused on during these past weeks, and what the upcoming focus will be.

[h3]What is a Sprint?[/h3]
Let’s begin by taking a look at the process we go through when making a game. Generally speaking within the gaming industry, developers work agile in something called sprints which is part of a framework called SCRUM. These sprints can be different in length and what content should be included depending on what studio you are working with, working this way is also very common within IT. With Prison Architect 2 specifically, we work with sprints that span across 2 weeks.

A sprint is usually focused on one main goal which is then split into tasks by discipline, art, programming, design, and so forth. The devs then set out to complete these tasks and once they’ve done so, it’s time to evaluate the work. When doing this you go through all your tasks, was there something that you were unable to finish due to something missing from another discipline? Was there something that you finished but realized needed more attention? This is the time to bring it up in your retrospect which then helps plan the next sprint. This way of working is essential to make sure to always evaluate the work as you go but it is also for developers to take some time to appreciate their work, do some game tests of the new fixes, or features they’ve worked on, and also a way to make sure we always improve our workflow and work methods.

Let’s have a closer look at the different aspects of the SCRUM framework using a visualization of it and some definitions to explain the different areas.


[h3]What is a Game Backlog?[/h3]
The backlog is where you store all of the game’s unfinished tasks. When you plan a sprint you can either withdraw a task from the backlog and put it into your current sprint. You can also add tasks to your backlog that you discover are unfinished or not being able to be completed at this time during your Sprint Review.

[h3]What is Sprint Planning and Goal - Backlog?[/h3]
This is when you plan out what tasks your team will be working on during a sprint. You define a goal and put fitting tasks in the sprint drawn from the backlog or you create new tasks that suit the goal and game’s needs at the time to fulfill the sprint’s goal which you have defined.

[h3]What is the Scrum Team and Daily Scrum?[/h3]
The Scrum team is your developers, your product owner, and your scrum master! In the shortest of definitions, the devs are the ones making sure tasks exist and get done, the product owner is making sure the game’s goals are being met and also that the backlog is up to date and well used by the devs during their sprints, finally the scrum master is leading and coaching devs and product owner through the scrum framework, making sure to get the best use out of it as possible!

Daily Scrum is a short daily meeting where the team makes sure they’re on track to reach the Sprint Goal but also a time to raise awareness of potential issues that may need adjusting in order to stay on track.

[h3]What is Increment - Definition of Done? [/h3]
An increment is a collection of tasks that the team have defined as done during the sprint. You can have multiple increments during a sprint and they are then presented during the Sprint Review.

[h3]What is Sprint Review?[/h3]
During this stage, the team presents their sprint results, what tasks are done, and which are not. There’s also a discussion if the sprint goal was reached, essentially you review your sprint! :D

[h3]What is Sprint Retrospective?[/h3]
This is the stage to improve your workflow. The team reviews their workflow and work practices rather than their results as they do in the sprint review and tries to find ways to improve their quality and effectiveness. It’s used as a way to always evaluate your workflow to not get stuck in unhealthy or unproductive ways of working.

[h2]Now let’s have a look at what we did in our latest sprint: [/h2]


Our Dev Diaries will, as previously mentioned, cover the progress of our latest finished sprints, and any additional information that we see value in including, so let’s get right into it!

This week it’s our two latest sprints we’ll be sharing some takeaways from with you all. During these past weeks, the focus has been steered towards an overhauling memory investigation (yes, developing games can occasionally include some detective work 🕵️) by our engineering team and preparations for bug and performance fixes for the next upcoming build.

Let’s get into a little bit more detail:

[h3]Launching a memory investigation[/h3]
Some of the main focus points for our engineering team have been on stability, performance, and optimization. On the performance side of things, the engineering team has focused on improving memory allocation and memory leaks, so that the game performs well across all platforms and on different configurations. The team split up into task forces to cover different areas of the game and get a better overview, this way they could cover all aspects of Prison Architect 2. The focus was on identifying problems - sometimes they hide very well, providing evidence of the occurrence of these problems - laying out all the facts, and raising possible solutions - brainstorming is the way to go!

While some investigations are still in progress and will carry over to the next sprint, there are already plans set in motion being worked on during this sprint to address some of the things found in the Memory Investigation.


[h3]Improving the user experience using tutorials and challenges! [/h3]
We took a closer look at the game’s tutorials, and even though they were good to go, we wanted to enhance the player experience further in both the tutorials and in the scenarios you find within the Career Mode.

After the balance changes that we made in the Career Mode during our last sprint (read more about this in the previous Dev Diary), we also had to update the Scenarios to reflect the new balance changes. In game development, fixing something in one feature will in most cases affect something in another feature. Everything is connected which means that balance changes in one area often lead to having to balance something in a different area as well, however, this is something we were ready for.

At first glance, before the balance changes were made, the mechanics taught in the Main Scenarios were harder to follow and execute for new players. To battle this we initiated an investigation to determine if it was only balance changes that had to be made, or if there were other aspects we had to add or remove to make the scenarios more approachable for all players, while also providing a challenge as you progress. Within this investigation, the conclusion was not only that there was a need for the balance changes, but there are now also additional Challenge levels that are added to the Main Scenarios within the Career Mode, added for the player to explore the mechanics presented more in-depth which will result in our new architects, and more experienced ones, becoming even better at building their penitentiaries!

[h3]Balance Adjustments[/h3]
Additional balance adjustments have been made since the last Dev Diary. As our testers continued to play Prison Architect 2, some parts of the game were experienced as extra punishing to new players, and experienced players also commented on these aspects.


[h3]Infirmaries[/h3]
The prisoners took too long to recover from wounds when their needs were not met. This made the hospital beds ineffective, as they didn’t provide enough positive stats for the prisoners before they left the infirmary, creating a loop of being constantly sick or misbehaving just after being healed. To solve this, the infirmary efficiency has been increased.


[h3]Mindfulness Class and the Mindful Trait[/h3]
The mindfulness class inmates can enroll in only needed one successful course to give the prisoner the mindful trait.
If an inmate got this trait, it removed 50% of the frustration increase. Feedback given regarding this was that the game felt too easy if played this way, to the point of it starting to be boring. To fix this we added some more difficulty to increase the fun. With our new balance adjustment, the prisoners now need 3 successes to gain the trait, and it was nerfed to grant only a 20% reduction of the frustration increase.

[h3]What is our focus for the upcoming Sprints?[/h3]

For the upcoming sprints, we will focus on:
  • Memory improvements taken from the Memory Investigation.
  • Bullet trails.
  • Ponds and lakes.
  • Over-all optimization.


As we continue our work ahead, we look forward to sharing more of our progress with you and receiving your feedback. Please continue to share your thoughts and feedback with us!
Prison Architect Dev Team


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Say hello to the devs and read more about our progress!

[h2]Hello Architects,[/h2]

We are now starting up Dev Diaries with the Developers at Kokku! Today, the developers at Kokku are sharing some information about themselves in video format, and we will also be talking a little bit about what has been worked on during the past few weeks.

Let’s begin with meeting three of the developers working on Prison Architect 2 over at Kokku:

[previewyoutube][/previewyoutube]

We are super excited to share more from Kokku with you all going forward in shorter videos. If there is something specific you would like to see or know, add your questions in the comments below!

[h3]Let’s jump right into what has been worked on since we last chatted back in May;[/h3]
Let’s jump right into what has been worked on since we last chatted back in May;
Looking back at the past couple of weeks, the main focus has been on the overall stability improvements and the reduction of crashes for lower-spec configurations. To do this, we have looked closer at what affects the game’s FPS (Frames per second) and found that the lakes and ponds had a bigger impact on the frame rate. The framerate mostly affected the lower spec configurations, and to heighten the player experience, there has been a re-work of lakes and ponds.


Other improvements to stability that have been made, are balance changes to inmate behavior, once these changes were applied we also had to do some further balancing adjustments in the Career Mode. After these adjustments were made, we were able to look into other QOL improvements, additional tutorials, and further clarifications for the onboarding process of new players in career mode.

Some of the inmate behavior and balance adjustments include changes to Freedom, Frustrations & Misbehaviours, walking speed, and building speed. Here is a little bit more information on some of the changes:

For Freedom, we have looked closer to the parameters of which freedom is gained specifically in yards. With the changes made, the freedom meter is now being filled faster, and tasks by inmates in the yard take less time to finish. This change was made as our testers experienced issues with how the freedom meter behaved even though measures were given to try to make the meter go up.


For Frustration & Misbehavior, our testers have experienced a heightened level of destruction and misbehavior from individual inmates. The same inmates who misbehave have also had higher chances of falling back into misbehaving shortly after being handled. As the needs of an inmate are depleted, misbehavior and destruction may increase, and that is as intended. However, as it happened with too fast intervals, we have re-balanced the intervals of misbehaviors and destruction from inmates to give the gameplay a better flow, and for the frustration meter to not add up too quickly. The amount of frustration that builds up due to inmates waiting at locked doors is now also lowered due to it being filled too fast.

All walking speeds for inmates and workers have been doubled, and now prisoners reach their destinations faster, and guards reach doors faster.

Building Speed is now also doubled, and broken items are more quickly repaired. Which also prevents further frustration from inmates. As we have doubled the building speed, players now also require a smaller number of workers to maintain prison maintenance.


In earlier builds some sound effects did not play as intended, which led us to investigate the way ambient sounds and other sound effects play in the game. We want to give you the best experience of managing your prison through sound as possible.

[h3]What is our focus for the upcoming weeks?[/h3]


Some of the things being looked into are what has been given as feedback from the community, our playtests, and our beta testers while playing the game. However, the main focus is still on the memory and performance improvements, improvements of already existing features, and QOL updates. Going forward there will also be continuous checks of the LOD (Level of Detail) on in-game models, to investigate additional ways of optimizing performance for lower-spec configurations.

There will also be a continuous work on the Career Mode, as there are still a few balance adjustments we’re investigating.

Additionally, UI and other visual updates to make the gameplay experience smoother, not only for new players but for returning players is also something that is being focused on going forward.

Lastly, Riots squads and Paramedic squads will also be getting more attention, as we believe that there are some QOL updates we can implement here before the release.

As we continue our work ahead, we look forward to sharing more of our progress with you and receiving your feedback. Please continue to share your thoughts and feedback with us!

Prison Architect Dev Team

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