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Project Prison News

V1.99 Patch Notes

[h3]šŸƒ Physics & Movement[/h3]
  • [p]Body Composition: I’ve introduced body composition logic. Now, when you're running and pushing into things, your physical build actually matters for the impact.[/p]
  • [p]Better Ragdolls: I’ve overhauled the ragdoll system to be much smoother and more realistic.[/p]
  • [p]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.[/p]
[h3]šŸ³ Cooking & Recipes[/h3]
  • [p]Quality 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.[/p]
  • [p]Ingredient Info: I improved the tooltips. Instead of just showing you a bunch of tags, they actually explain what each ingredient is.[/p]
[h3]šŸ› ļø The Workshop & Survival[/h3]
  • [p]Status Effects: I’ve refined how "problems" like hunger affect you during minigames. I wanted to make sure the game handles it logically—deciding whether to end the game or apply a penalty—rather than it just feeling broken.[/p]
  • [p]Closing Time: When the workshop hours are over, I’m kicking you out! Don’t worry though, I’ve made sure the game saves your state as you leave.[/p]
  • [p]Entry Fixes: I fixed the issues with entering the workshop where popups were pausing the game at the wrong times.[/p]
[h3]šŸ› Bug Fixes[/h3]
  • [p]Stashroom Pause: I finally fixed that bug you remember—the game will no longer stay stuck in a paused state when you head into the stashroom.[/p]

v1.98 Patch notes

[h3]Gang Management & Economy[/h3]
  • [p]Gang 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.[/p]
  • [p]Market Intelligence: Players can now properly view product information for items produced by rival gangs.[/p]
  • [p]Negotiation Logic: Removed the "Negotiate" option when interacting with your own gang members to prevent menu clutter.[/p]
  • [p]Trade Stability: Resolved a mismatch in interactable objects that occasionally prevented trading from initiating.[/p]
[h3]NPC Interaction & Social Systems[/h3]
  • [p]New Disposition UI: Added a visual indicator to show exactly how an NPC feels about you.[/p]
  • [p]Social Memory: NPCs will now correctly recall past interactions, providing context and reasons for their current behavior toward the player.[/p]
[h3]Combat & Technical Fixes[/h3]
  • [p]Fixed a visual bug where certain NPC body types (e.g., larger character models) would glitch during close-up combat.[/p]
  • [p]Crafting Machine Fix: Resolved an issue that prevented players from reloading old recipes while using the crafting station.[/p]

v1.97 Patch Notes

[h2]v1.97 Update Notes[/h2][h3]Combat and Body Types[/h3][p]I 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.[/p]
  • [p]New Skills Different builds have unique moves like throwing players around or heavy tackles.[/p]
  • [p]Stats Your body type now controls your health levels and how quickly your stamina runs out.[/p]
  • [p]Animations I added specific animation sets for blocking and countering based on your size.[/p]
  • [p]Difficulty High level muscular prisoners are now much harder to beat. You can no longer win easily just by managing your bars.[/p]
  • [p]Group AI I improved how enemies handle you when multiple attackers are involved so they coordinate better.[/p]
[h3]World and Crafting[/h3]
  • [p]Faster Crafting I turned up the speed on crafting because it was way too slow.[/p]
  • [p]NPC Arrivals Shelf NPCs now show up at the 30 minute mark instead of only appearing when the hour changes.[/p]
[h3]Performance[/h3]
  • [p]Optimization I fixed the Goal Manager so it stops wasting resources creating UI text. The game should run much smoother now.[/p]

Version 1.96 Patch Notes

[h3]šŸ› ļø Systems & Mechanics[/h3]
  • [p]Persistent 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.[/p]
  • [p]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.[/p]
  • [p]Dynamic Choice Popups: Integrated a new MCQ (Multiple Choice) popup system. Players will now encounter interactive decisions that influence various parts of the gameplay.[/p]
[h3]šŸž Bug Fixes & Balancing[/h3]
  • [p]Infirmary 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.[/p]
  • [p]Objective Tracker Fix: Resolved an issue in the mission cycle where all objectives would occasionally disable or disappear. The UI will now consistently display a valid objective.[/p]
  • [p]Recipe Navigation: Fixed the "Cycle through O" bug that was incorrectly sending players to the recipe menu and disabling controls.[/p]

v1.95 Patch notes

[p]Update v1.95 is Now Available![/p][p]Crafting & Recipes[/p]
  • [p]When 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.[/p]
  • [p]You won't get an instant review anymore. You actually have to sell your batches to people first before a report is generated.[/p]
  • [p]Fixed logic to ensure old recipe details and related dialogue are properly stored and loaded back in without getting wiped.[/p]
  • [p]Fixed the bug where clicking a recipe wouldn't pull up the info panel.[/p]
[p]NPCs[/p]
  • [p]NPCs no longer "resurrect" or lose their pose when loading a save.[/p]
  • [p]Fixed the issue where ragdolled NPCs would warp to random locations on the map after loading a save.[/p]
  • [p]NPCs will no longer just stand there awkwardly after getting beaten.[/p]
  • [p]Fixed the "gliding" issue where characters/NPCs would slide across the floor after a social animation finished.[/p]
[p]UI & Systems[/p]
  • [p]Fixed the issue where the cursor would disable while the purchase popup was still on screen, soft-locking the player.[/p]
  • [p]The "Congratulations" popup now correctly closes the vending machine menu.[/p]
  • [p]Removed the messy ASCII characters from the Tier system.[/p]
  • [p]Fixed the tracker so tutorial goals actually update and complete now.[/p]