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New in April: Police Patrols, Shivs, Guns, and Enhanced Quests

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 will be sent to solitary where they have to spend time alone waiting for their sentence to be over. This adds an interesting dynamic to the game and makes it more immersive (you can actually see cops arresting and handcuffing AI prisoners and then escorting them to solitary). I'd like to thank Darkwolf for this idea.
Combat System Overhaul
The fight system has gone through a major overhaul. While guns aren't really the focus of the game (as it's set in a prison), it's still possible for the player to kill and steal guns from cops to use them. I wouldn't claim the gunplay is sophisticated as it's not exactly the focus, but it works really well. An important feature is that players can perform takedowns with guns in close combat.



We now have shivs which players can buy from other prisoners. In close combat, if you want to kill a prisoner, you'll need to use a shiv on them. While fist fights only knock out targets, guns or shivs can actually kill characters. Shivs have normal attacks and also special takedown moves.

For the fight system, all counters and combos have been slightly reworked to feel consistent with the main attacks. You'll now notice targets falling to the ground with big attacks and some new moves like headbutts or extended kicks. This improves immersion in the combat system, as with this update I've made it slightly more arcade-like so players can enjoy beating down prisoners while still keeping it challenging.
Quest System Improvements
There are also several new mechanics, especially with the quest system. As I mentioned last time, there are over 14 different types of core quests in the game. Some quests are investigative, where players have to look for targets. To support this, there are now grabbing and threatening mechanisms where players can intimidate other prisoners to extract information from them.

All quests are posted on the noticeboard, so players need to go there to accept quests and meet quest givers at the specified time and place.

There are still many other improvements I've added, like enhancements to the gang system, but I'll save those details for next time. I'm hoping to push this update in the upcoming weeks before the demo release.

I sincerely hope you all will enjoy it. Thanks a lot for reading!