one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

core loop

build cells, canteens, and yards -> set the hourly regime -> prisoners pursue needs within the schedule -> unmet needs raise misconduct, contraband, and riots -> hire staff, run programs, and claim grants -> expand capacity for more prisoners and income

design notes

Control is indirect: the player cannot order prisoners, only shape the regime, the buildings that satisfy each need, and the staff who enforce rules. Each of about 21 needs is a charge from 1 to 10 satisfied by specific objects for set durations (a phone booth takes 25 minutes, a shower 20), and needs left at the top charge produce side effects. Information itself is a staffed system: features such as viewing finances unlock only after hiring the matching staff member, such as an accountant. Prisoners fall into five security levels with different temperaments, sentence lengths, and cashflow, and reform and labor programs reduce recidivism, which feeds the prison's grade.

relations

20 stored edges
influenced by
influenced by
uses

Crime and policing

Guards, dog handlers, armed guards, and snitches counter contraband, gangs, and escape attempts through patrols, searches, and lockdowns.

core
uses

Daily schedules

Hiring a Warden unlocks an hourly regime per risk category with Lockup, Sleep, Eat, Yard, Shower, Free Time, and Work blocks; each block confines prisoners to areas rather than forcing actions, so needs are met only where the current block lets prisoners go.

core
uses

Building placement

The prison is drawn tile by tile: foundations, walls, doors, and objects are placed, then workmen build them, and room types are assigned to enclosed areas that contain required objects.

core
uses

Needs decay

About 21 prisoner needs (bladder, food, sleep, hygiene, freedom, family, privacy, spirituality, and others) each charge from 1 to 10 and are reset by specific objects or activities; a need at 10 triggers its side effect, and reports color needs from green to red.

core
uses

Stability and unrest

Needs left unmet for long periods make prisoners irritated, then likely to fight, attack staff, attempt escape, or riot, and violence spreads to nearby prisoners until guards restore order.

core
uses

Agent pathfinding

Crowd flow through doors and corridors shapes congestion and fights.

supporting
uses

Treasury and budget

Income per prisoner per day against staff wages and construction.

supporting
uses

Content sharing

Player prisons are shared online, and Escape Mode lets players break out of shared prisons.

supporting
uses

Contracts and orders

Federal grants pay out for meeting stated construction or program objectives.

supporting
uses

Fire spread

Fires spread through the prison and must be fought by firemen.

supporting
uses

Fluid pipe networks

Water pumps and pipes supply showers and toilets.

supporting
uses

Modding API

Data files and Lua scripts distributed through Steam Workshop.

supporting
uses

Population strata

Five security levels with different temperaments, sentence lengths, and cashflow, plus death row.

supporting
uses

Power grid

Generators and cables power doors, lights, and kitchens.

supporting
uses

Staff hiring and rosters

Staff such as guards, cooks, janitors, doctors, psychologists, and lawyers are hired individually, and administrators unlock features.

supporting
uses

Tech tree

A bureaucracy research tree unlocked through administrative staff.

supporting

backlinks

computed from other records

sources

4
Wikipedia contributors (2026). Prison Architect. Wikipedia
Introversion Software, Double Eleven (2026). Prison Architect on Steam. Steam
Prison Architect Wiki contributors (2026). Needs. Prison Architect Wiki (Fandom)
Prison Architect Wiki contributors (2026). Regime. Prison Architect Wiki (paradoxwikis.com)

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gbcatalog
2026-10-24
reviewed2026-10-24-review-fixesmaintenance
2026-10-25
reviewed2026-10-25-contributor-readinessmaintenance