How to build a prison that pays for itself and doesn't burn down: the opening build order, prisoner needs, the regime, security, reform programs, prison labor, grants, and the DLC systems (Gangs, Psych Ward, Island Bound and more).
Researched September 2026 — current as of the final PC build after The Sunset Update (May 16, 2023). The game is no longer receiving patches; Prison Architect 2 is still listed as "To be announced" on Steam. Live games change; check the linked sources if something differs.
Prison Architect (Introversion Software, later Double Eleven, published by Paradox Interactive) launched on October 6, 2015. Paradox ended active development with The Sunset Update on May 16, 2023. The game still sells, runs fine, and keeps a big Steam Workshop scene, but there will be no new balance changes. The sequel, Prison Architect 2, was delayed indefinitely from its planned September 2024 date and its Steam page still shows no release date as of September 2026.
That makes the current build stable. Guides from 2023 onward are still accurate.
Every prisoner has a set of needs. When a need goes critical, their mood drops and dangerous behavior becomes more likely. The main ones:
| Need | How to satisfy it | If it goes critical |
|---|---|---|
| Bladder / Bowels | Toilet in the cell, dorm, holding cell, or the room they're in | Mess on the floor, soiled uniforms |
| Food | Kitchen with Cooks, then Canteen serving tables at Eat time | Starvation, anger |
| Sleep | Bed or bunk during Sleep or Free Time | Tiredness, bad mood |
| Hygiene | Shower room during Shower or Free Time | Bad mood |
| Clothing | Clean uniforms from a working Laundry | Bad mood |
| Comfort | Beds, benches, chairs, reading mail | Bad mood |
| Exercise | Yard with laps, weights benches | Bad mood |
| Safety | Guards nearby, low danger | Prisoners seek weapons |
| Freedom | Free Time, open doors, arcade cabinets | Tunnel digging |
| Family | Phone booths, Visitation room | Bad mood |
| Recreation | Pool tables, TVs, radios in a Common Room | Bad mood |
| Environment | Clean floors (Janitors or prisoner cleaners) | Bad mood |
| Privacy | Personal cells instead of dorms or holding cells | Bad mood |
| Literacy | Library, bookshelves | Bad mood |
| Spirituality | Religious services in a room with an altar | Bad mood |
| Drugs / Alcohol | Addiction programs, or smuggling | Withdrawal |
| Warmth | Radiators in cold climates | Bad mood |
| Luxuries | Prison Shop | Bad mood |
The Needs screen (and the prisoner profile) shows the worst needs across the population. If one bar is red for everyone, fix that before building anything else.
The Regime is the 24-hour schedule. Slots are Sleep, Lockup, Eat, Shower, Yard, Free Time, Work/Free Time and Work/Lockup (plus Programs/Free Time for insane prisoners with Psych Ward). Reform programs run during work hours rather than in their own slot. Rules of thumb:
| Staff | Role |
|---|---|
| Warden | Unlocks Bureaucracy research, other department heads, grants |
| Accountant | Finance reports, a third grant slot, advanced grants |
| Chief of Security | Deployment, Patrols, Dogs, Armed Guards, Contraband research |
| Foreman | Workers, Janitors, Gardeners, Prison Labor |
| Psychologist | Prisoner profile and reputation reveals, mood tracking, Behavioural Therapy |
| Lawyer | Legal matters: death row, parole, and lawsuits |
| Guards | Escort, search, break up fights, open doors |
| Workmen | Build, repair, carry deliveries |
| Cooks | Run the Kitchen |
| Janitors | Clean |
| Doctors | Heal injured prisoners and staff |
| Teachers | Run Foundation and General Education, among others |
Each department head needs their own office and unlocks new Bureaucracy options. Deployment (Chief) is the single most valuable: paint guard zones and set patrols so guards are posted near the canteen, yard, and cell blocks.
Prisoners come in categories: Minimum (grey uniform), Medium (orange), Maximum (red), plus Protective Custody, Supermax, Death Row and (with Psych Ward) Criminally Insane, depending on settings and DLC. Each carries a different Grant income per day, with higher categories paying more and being far more dangerous. Room access is set per room (Deployment tab) using these colors, so you can keep Max prisoners out of the Min yard.
This order works on a default map with the two starter grants.
Use utilities from day one: electricity (Power Station, Capacitors and cables) and water (Water Pump Station and pipes) feed kitchens, showers and toilets. Big prisons run power through Capacitors and keep a backup.
Income comes from three sources:
| Grant | Advance | On completion | Notes |
|---|---|---|---|
| Basic Detention Centre | $20,000 | $10,000 | Your first build. Always take it. |
| Administration Centre | $5,000 | $5,000 | Warden + Accountant, unlocks more grants |
| Health and Well Being | $10,000 | $10,000 | Infirmary and a Doctor |
| Reform through Education Initiative | $15,000 | $40,000 | Classroom + education programs; biggest payout |
| Staff Well-being Initiative | $0 | $10,000 | Staff Room |
You can run two grants at once (three once you have an Accountant). A strong early sequence is Basic Detention Centre + Administration Centre, then Health and Well Being or the Education grant.
Contraband comes in through deliveries, visitors, the trash, and from items prisoners pick up in the kitchen, workshop or garden. The counters:
Riots start with a few angry prisoners. Keep Riot Guards or Armed Guards for later, lock down the affected area, and fix the need that caused it afterwards.
Programs run in Classrooms, Common Rooms, the Workshop and other rooms. They cost money per session but lower reoffending and unlock labor. The ones worth running first:
| Program | Why |
|---|---|
| Workshop Safety Induction | Required before prisoners can work in the Workshop |
| Kitchen Safety and Hygiene | Required for prisoners working the Kitchen |
| Foundation Education | Base qualification; leads to General Education |
| General Education | Improves reoffending and unlocks further programs |
| Behavioural Therapy | Calms violent prisoners |
| Alcoholics Group Therapy / Pharmacological Treatment of Drug Addiction | Deal with Alcohol and Drug needs |
| Spiritual Guidance | Covers Spirituality |
| Carpentry Apprenticeship | Needed for the Carpentry workshop line |
The DLC released between 2019 and 2023:
| DLC | Release | What it adds |
|---|---|---|
| Psych Ward: Warden's Edition | Nov 2019 | Criminally insane prisoners, Psych Ward, Psychiatrists, Padded Cells |
| Cleared for Transfer | May 2020 | Smaller content pack (check the store page for its exact contents) |
| Island Bound | Jun 2020 | Islands, bridges, ferry deliveries, weather |
| Going Green | Jan 2021 | Farming, green power, solar/wind |
| Second Chances | Jun 2021 | Parole, rehabilitation and prisoner reintegration |
| Perfect Storm | Jan 2022 | Natural disasters, emergency tools |
| Gangs | Jun 2022 | Gang systems, turf wars, gang reputation |
| Undead | Oct 2022 | Zombie-themed scenario content |
| Future Tech Pack | Nov 2022 | Futuristic objects and robots |
| Jungle Pack | Feb 2023 | Jungle-themed objects and biome |
None are required for the core game. Going Green (farming for food) and Gangs add the most gameplay depth. Island Bound is great if you want a new layout challenge.
Is Prison Architect still updated? No. The Sunset Update (May 16, 2023) was the last update. The game remains on sale and playable.
What happened to Prison Architect 2? It was delayed indefinitely from its September 2024 date. The Steam page still says "To be announced" as of September 2026.
Why won't my prisoners eat? The usual causes: not enough cooks, no fridge or cooker, the Eat slot is too short, or the canteen isn't reachable. Check Logistics to confirm the Kitchen serves that Canteen.
How do I stop tunnels? Build the perimeter with a gap between two fences, patrol it with dogs, and shake down cells regularly. Tunnels show up once the dog handlers find them.
How do I get prisoners to work? Research Prison Labor (Foreman), then assign rooms to prison labor in the room's settings. Workshop and Kitchen jobs require their safety programs first.
Do I need the DLC? No. The base game is complete. Going Green and Gangs are the best extras.