Last 7 days · history since Nov 3, 2026
Screenshots, achievements, specs, every price change and sale we've seen on Steam, and trading cards.
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100% positive of 1 · 1 user reviews · Live from Steam
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They say a soldier's spirit breaks before his body, but what happens when you shatter his mind?
Live data from Steam, tracked by SteamPlayerBase.
What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
Review score: 100% on 2026-11-03 → 100% today (1 reviews)
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Not tested by Valve yet. Results from Valve's own testing.
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Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
We come to you today with yet another update for the game that includes pathing fixes for the prisoners to remove some awkwardness. We also made the jump animation a little smoother in some situations. On the topic of prisoner animation: you have been heard. W…
We've just solved the last of the play-impeding bugs that we are aware of (and added jumping due to popular demand). Tomorrow we have a large list of changes to the content to help with the delivery of some portions of our game that people have not been clear …
Small announcement: We are, as a result of some changes in development, permanently retiring this product. All content currently available will stay available to everyone that has purchased the game, but the store page and associated will be inaccessible from …
This past month has included great changes for the game, and things are progressing rapidly. We have almost completed the art for the monsters, the level design has been entirely reworked and is re-entering construction phase, the crafting system is already co…
The past few weeks have been fairly calm. After the rapid-fire moment-to-moment craziness of expanding rapidly, we finally had a period of quiet production. Don’t mistake me, things are moving very quickly, but they are moving slowly. This devblog will mainly …
The last two months since the previous blog have been action-packed. There have been two huge events in the studios history and they will translate into a much better version of Prisoner coming soon. First, we were funded. We won a pitch competition for the ga…
The last several weeks have been huge for the studio. Things here have been so furious that there was little time left to even publish full devblogs (most of the information over the last few weeks has been pushed in the form of steam announcements). We’ve lau…
After finishing our recent trip to South by Southwest, we are moving back into more content creation and some slight fixes. We've been hearing the communities reception to the game as well as having the priceless opportunity of getting a full stress test of th…
The game was launched this morning in its full form. We've been working hard from our hotel room at South by Southwest. We've been able to get a lot of good, well sought after play data simply by interacting with fans. Its been so good, in fact, that we have a…
Just a quick announcement on this Friday evening. We are on schedule to release on the morning of March 15th (next Thursday). We will still be updating the version of the game that is live to fix bugs and preview new features. The main change shipping with the…
In a followup to the previous update, we just wanted to update everyone on the current progress. We have the second to last early access content build of the game finished. It is currently being bug-tested, and should be available for play some time this weeke…
Just to update you all on our progress in getting the next build of the game ready, we'll go ahead and give a sneak peak of what's coming! We've undergone some basic playability fixes recently, including a robust options menu, some improvements to the lighting…
Another new build has gone live with many bugfixes an QOL improvements Bugfixes: We discovered a hidden bug that was causing the monsters to not chase you after your first death in the early (first 8) days of the game. This has been fixed and now the first few…
Being live in early access means each build of the game will have room for improvement. We are very committed to our continued improvement and, as such, we have created a new discussion tab specifically for reporting bugs. T here is a stickied post with more i…
Hey guys, first of all, thank you for all your support so far on Prisoner, it means everything to us. We want you all to know we're aware of the issue with one of our monsters attacking players a bit too viciously and a bit too fast into the game. The way our …
The game is now officially live! We are very excited about finally launching our first game for early access. We will be pushing new updates from now until our full launch which is projected to become available in mid March. We want to be extremely active with…
Hi! Lead Dev here: we are currently working on fixing a last-minute issue with the game that has cropped up. We will spare the details, but know that we will be working without break until it is launched. We apologize for the delays, but know that we are worki…
Dev blog for the week of January 28 This is the big “Early Access Expectations” dev blog. If you want to know what the early access will be, jump to the second paragraph. Warning: MILD SPOILERS AHEAD. We began the long progress (that will never really end) of …
Dev blog for the week of January 14th This last week in the studio has been impossibly busy across every department. As we get closer to the release of this game, the studio is struggling to stay on top of the workload. Across the board, we are moving into fin…
This week was the week of visual improvements and fixes. Moving forward to the new version of Unreal 4 (4.18.2) from our old version (4.17.2) meant a massive amount of bug fixes, code re-writes and asset management. On the bright side, this brought us a far be…