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Project Prison News

Looking for Alpha testers

Hello, I'm looking for Alpha testers to check the general performance of the game. The scale of the game has become much larger than I can handle on my own. Although I've been managing it pretty well, I think it's time to listen more to the community. Many features are disabled, and you will likely encounter many bugs. It might feel like things are broken, but I really hope you will see what I was aiming for with the game. I'm working towards a stable alpha, but before making an open playtest, I really need a few people who can play the game and tell me about the overall performance they're getting on their system. I would really appreciate it if you could take 10-15 minutes this weekend to play and tell me about the performance you experienced. If you're interested, please fill out the form below (it's very short I just need to know where I can contact you to send you a Steam key).

Google Form

The Simulation Dream: End Of the year update

Hello everyone, it's been a while! My goal with this game has always been to create a truly living, breathing world where every action has its own set of consequences. I envisioned a sandbox, open-world experience where each character possesses a unique persona, background, needs, and ambitions. If you've played The Sims, you'll recognize the core idea: characters react based on their needs. I've implemented a similar system here, where all 300 prisoners have their own individual goals and needs, and their behavior reflects those. One of the most crucial aspects of this is the social activities that the AI can perform.

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

In the following video, you'll see us follow a prisoner as he moves from one area to meet his friend. They greet each other, have a chat, and then head off to do another activity. This could be anything from working out together in the yard to playing checkers or chess. There's a variety of social activities for the AI to engage in, like playing games and conversing. And if they're part of the same gang, you'll even witness a special gang hug animation—it's pretty cool! Also, prisoners now move using the "lobby" system which will improve immersion, unlike in the last video where they were disabled upon reaching a door.
[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

As you can see, different prisoners are engaged in various activities, from lying in bed to doing crunches in their cells. You'll also often find gang members standing near ledges, keeping watch over their territory and dealing in contraband.

In the same way, you can witness a range of dynamic events unfolding in the game. For instance, a prisoner named John might purchase contraband from a dealer. Another prisoner, a bully, might then attack and steal John's stash, or maybe he'll hire the player to do it. Conversely, John could ask the player for a favor to help him get his stash back. There are currently 12-13 different quests, and while the complexity and animations limit the number for now, I'm planning to expand this significantly during early access. I hope this gives you an idea of the possibilities, as if the player defends John before he gets mugged, the bully might try to hire someone else (or a friend) to attack the player.

Each prisoner has a unique criminal history and background, and you will find a different set of dialogue options when interacting with them depending on the situation.
[previewyoutube][/previewyoutube]

I've added varied dialogue options that change based on the context – for example, a prisoner sitting or showering will have different dialogue choices that will lead to unique reactions based on your selection. In the dialogue video, you can see these options, as well as some icons – this is the prisoner's log, a quick information sheet about them. It tells the player about the prisoner's background, the crime they committed, and their family history. You'll need to interact with them to uncover this information. This knowledge will come in handy when you need to blackmail them to smuggle contraband or extort money from them.

There are also 20-30 different crime types, each with its own severity. Prisoners will behave accordingly – for example, those who committed crimes against minors or assault will be treated badly by other prisoners, you'll see them spending their time alone and getting bullied.

There are subroutines and routines that the AI will also follow. They will only go to work, shower, or dinner during the times when these routines are active.

We've also added a running tackle mechanic to the game!
[previewyoutube][/previewyoutube]


I've added a few combo and block moves (though the camera shake is a bit extreme right now, and I will fix that).
[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]


If the player collides with someone while running, they'll push them. The severity of the push will depend on the player's speed. If you are jogging then the other character will likely stumble a little but keep going on their path.
[previewyoutube][/previewyoutube]

I've also added footpaths in the yard to connect most major buildings. You'll notice that the AI tends to prefer walking along these footpaths.
[previewyoutube][/previewyoutube]

If player's stamina is low then you will see different effect on the scree to indicate that
[previewyoutube][/previewyoutube]

I've also added washbasins, as now the AI has a hygiene need. Prisoners will brush their teeth after waking up and wash their hands after using the toilet.
[previewyoutube][/previewyoutube]


There's still so much more to share! I sincerely apologize for the delay. I hope you will give the beta a chance and help me out with the testing.

Gameplay Preview

[previewyoutube][/previewyoutube]
Hello everyone!

I'm happy to showcase the first gameplay preview of Project Prison. I wanted to create a devlog or showcase video to demonstrate how the game actually looks. In this video, you'll see that there are a total of 8 different prison wings, though I only visited 3 in the footage. I've also captured some scenes from the yard. I didn't want to stretch the video beyond 20 minutes, so I'm only showing part of the yard and 3 prison wings. Additionally, in the yard section, I'm showcasing different weather conditions, and at the end, I'll demonstrate the inventory system and the use of contraband.


Inventory actions are completely independent of general player actions. For example, you can smoke while running or sitting on any interactable object. The same applies to drinking, eating, and other actions.

Note that there's an addiction system in the game. If you start drinking, smoking, or taking drugs, these needs will be added to your character. They're more demanding than general needs and have severe effects. You can read more about this in our previous Steam blog posts.

Prison Layout:
There are over 300 prisoners and 8 prison blocks in total. Gangs that control specific wings can more easily recruit soldiers from those areas. Other territories, like areas in the yard, provide access to unique contraband items.
When you start the game, you can select the population count in the prison. The maximum limit is 320 prisoners, and the minimum limit is around 150. This selection will help with performance.

Before interacting with a prisoner, you can see general information about them, including their status, info, and opinion of you.

Regime System:
The regime system is a crucial part of the prison life simulation. There are two main schedules:
1. Sleep
2. Freetime

During Freetime, there are 3 sub-schedules:
* Work
* Shower
* Eat

You'll notice an icon when a particular sub-schedule is active. Importantly, specific areas like the shower, canteen, or work-related areas are only accessible when the corresponding sub-schedule is in effect. This system ensures a realistic flow of prison life and adds depth to the gameplay.


Gang System Overview
On the minimap, you'll notice areas with colored overlays. These indicate gang-controlled territories. Each zone in the prison is controlled by a specific gang, and the color coding helps you navigate these complex social dynamics.
You'll have the opportunity to join a gang and compete for rival territories. Gangs have a three-tier structure:

  • Leader: The gang owner
  • Lieutenants: Manage assigned territories and have their own soldiers
  • Soldiers: Sell contraband and protect territory


I hope you enjoyed this blog! This is my first time creating something like this, and there's still so much more to show, including:

  • Quest system
  • Gang warfare
  • Political system
  • Various minigames for prison work


But those will have to wait for next time.

Changelog Version 0.18

Hello everyone,

Based on the feedback from the playtest, here are some important upcoming changes

I've received reports of performance issues, especially in the interior levels where there are too many prisoners. I was aware of this issue. With the new update, you should experience at least a 50% performance boost compared to the previous version. I've also updated all interior levels, and now they all have different layouts.

If you find any issues with incorrect lighting or shadow pop-ups, please let me know on Discord.

Another change is the addition of noticeboards in all prison wings, making it easier to manage work schedules.

One more piece of feedback was about the interaction system. I've started working on improvements, so you won't need to go to the dictionary to view other prisoners' details while interacting with them. These details will now be shown when you select them. Additionally, I'm planning to make the overall selection of interactable much smoother.

Prison Simulator: Immersion with New Features and Optimizations

Let's start with the attribute system. I've already discussed the traits/attributes that I'm including in the game. Today, I will share more information about it and a few GIFs to show the effect it will have on the gameplay.

There are two types of attributes:

Primary: Stamina and Health
Secondary: Bladder, Hygiene, Hunger, Smoking, Alcohol, Drugs


We now have multiple effects to show if the player is running low on any of the attributes. For example, for low Stamina (wobble effect).


When a character drinks too much alcohol


After consumption of pills



In the past, I've written about how I'm planning to deal with Smoking, Alcohol & Drugs. They are unlockable with levels attached to them. For example, if a player smokes, only then do they get the Smoking attribute.
Here are the withdrawal symptoms for each of them. They are animation effects with adverse effects on other attributes. For instance, if you have diarrhea, your character's Bladder attribute will keep falling down quickly. For insomnia, even when you go to sleep, your character will be forcefully woken up after a few minutes. As I said, I don't want to keep punishing players, but neither do I want to encourage the consumption of these substances. Don't worry, there are ways to fix them. You can have non-alcoholic beer or nicotine gum to reduce symptoms and slowly bring down the level, or you can keep buying and consuming them. The end result will be an accidental death with a heart attack or cancer (this is an extremely rare scenario, though). I will keep improving and changing these features during Early Access with your participation.

WITHDRAWAL SYMPTOMS:

Smoking withdrawal:

Slower stamina recovery or reduced maximum stamina until the craving is satisfied
Increased appetite and weight gain


Alcohol withdrawal:

Nausea and vomiting, with appropriate animations and sound effects
Headaches, represented by the character holding their head or squinting
Insomnia


Drug withdrawal:

Insomnia, leading to slower stamina recovery when sleeping or resting
Nausea, vomiting, and diarrhea
Abdominal cramps
Fatigue and sleepiness


Ragdolls:
The game now supports ragdolls, bringing out realism in the player's falling animation. It looks natural when someone pushes them or collides with them while running.


UI Improvements:

We now have a nice circular tab for the inventory system.

You can easily consume items or trade them with other prisoners.

Each character attribute will have its own indicator. You can see the current state with nice transitions.
As shown in the below GIFs, once the player goes to sleep, their other attributes like hunger, hygiene, and bladder will pop up. They are tied to the time system in the game.


MISC:

I've added a face mask. If you are going on a raid or going to commit a crime, it's better to wear it before doing so, as it will make your character anonymous. You won't have to worry about payback from rival gang members or the police.

The interaction part is also done. Each and every character (player & AI) can now sit on a chair, use the toilet, sleep, and perform all interactions.

We also have an FOV slider for the camera and settings to let you control almost all graphical aspects of the game.


Added a blood effect when you hit a player in the head. Looks cool, lol.

Another simple but amazing addition is to let the player control the camera distance.

The player can do exercises like weightlifting. There are a total of 4 different exercises included in the game for now. Doing them will improve the stamina level of the character.



Here are the items you can buy from other prisoners:

  • Candy bars (Snickers, Twix, etc.)
  • Chocolate bars
  • Protein Bars
  • Canned Food (Veg/Non-Veg)
  • Apples, Pears, Peaches
  • Biscuits
  • Beer, Whiskey, Rum
  • Tonics, Health tonics (different types to cure different traits like diarrhea, etc.)
  • Non-alcoholic beer, Nicotine gum, Ginseng or valerian root supplements



Performance Improvements:

  • Each character will consume 15 fewer draw calls. I've finally figured out a way to fake shadows for each character. It will be helpful for anyone running the game on low-end hardware. Also fixed shadow culling, so no more shadow pop-ups, and it looks much more natural.
  • Added vision to each character, which also helps reduce the overall load on the CPU and GPU.
  • Added an LOD system for the motion matching system. It helps a lot when we have multiple characters on the screen. The work is multithreaded, so they will be more efficient.


I've submitted the game build for playtesting. Hoping to get it accepted by Steam sometime next week, so hopefully, I can start playtesting soon.