Update log
Full Project Prison update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Greetings, everyone! I’ve been hard at work refining the core experience. This update focuses heavily on combat fluidity, AI behavior, and cleaning up the economy and UI. Here is the full breakdown of what’s changed:
Extracted changes
- Balance
- Gameplay
- Fixes
- Security
- UI and audio
- Workshop
🥊 Combat & AI Improvements
Multi-Attack Logic Rework: Enemies now coordinate their strikes more realistically. Instead of overlapping attacks, one enemy will engage the player while others wait for an opening to swoop in, creating a more tactical "flow" to group fights.
AI Dynamic States: NPCs are now more reactive to their vitals.
Exhaustion: When low on stamina, NPCs will play exhausted animations rather than standard idles.
Injury: When health is critical, NPCs will visibly show pain and injury.
Taunts: If the player is low on stamina, NPCs may now mock or taunt you.
- Urgency & PathingImproved NPC acceleration. Enemies will now close the distance with urgency when attacking, rather than walking at a constant, slow speed.
Finisher & Combo Balancing: Completely rebalanced the rewards for finishers and combos to ensure high-skill play is rewarded appropriately without breaking the game economy.
- Perfect Block FixResolved an issue where body composition differences prevented Perfect Blocks from registering. Perfect Blocks are now consistent across all character types.
- Combat Camera FixFixed a bug where the camera would remain stuck at a high angle if a fight moved from under a roof to an open area.
- Stashroom SecurityImproved NPC pathing to ensure they no longer follow you into the stashroom your hideout is now a safe zone from pursuit.
🏃 Animation & Visuals
Combat Power Walk: Replaced the standard "idle-to-walk" transition during long-distance combat encounters with a dedicated "Power Walk" for a more aggressive look.
- Tactical DuckingAdded a reactive "Duck" animation that can trigger during final hits for a more cinematic combat finish.
- Combat OverlayIntegrated a new forward-moving strut that overlays with your fighting idle, allowing for more fluid movement while staying in a combat-ready stance.
💼 Economy & Crafting
- Local Market "Insta-Buy"Added the ability to instantly purchase items in the local market for faster restocking.
Crafting UI Improvements:
The crafting menu now correctly pauses the game.
Fixed a bug where the "Craft Recipe" button would randomly disable.
If you are missing ingredients, the UI will now specifically list what is lacking.
- Inventory ManagementAdded a red highlight to the Cigar count when in an "Overflow" state to indicate excess stock.
- New Progression GoalsAdded new objectives to guide players through the crafting loop from crafting a recipe to utilizing shelves and successfully selling products.
🌍 World & UI
Deep Gang Negotiations: Each gang now features a unique, Civ-style negotiation system. You will need to manage individual relationships and strategies for different factions rather than using a universal approach.
Wanted Level HUD: Redesigned the "Wanted Level" display to be much clearer and more intuitive.
Zone Info Accuracy: Renamed "Laundry Room" to Workshop in the Map Zone info to better reflect the gameplay area.
Workshop Logic: The "Kickout" mechanic now only triggers in legal workshops.
Gang Negotiations: Each gang now features a unique negotiation system, moving away from a "one-size-fits-all" approach.
- UI SafetyThe interaction panel and trading menus are now automatically disabled the moment combat begins to prevent UI overlapping during fights.
💪 Character Progression (Arthur)
- Gymnastics OverhaulAdjusted the muscle-gain curve to make it more challenging to reach peak physical condition.
Muscle Decay: Arthur will now naturally lose a small amount of muscle mass over time, requiring consistent training to maintain your physique.
Source
