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Our Dev Diaries will, as previously mentioned, cover the progress of our latest finished sprints, and any additional information that we see value in including, so let’s get right into it! 


For the upcoming sprints, we will focus on:
Other improvements to stability that have been made, are balance changes to inmate behavior, once these changes were applied we also had to do some further balancing adjustments in the Career Mode. After these adjustments were made, we were able to look into other QOL improvements, additional tutorials, and further clarifications for the onboarding process of new players in career mode.
For Frustration & Misbehavior, our testers have experienced a heightened level of destruction and misbehavior from individual inmates. The same inmates who misbehave have also had higher chances of falling back into misbehaving shortly after being handled. As the needs of an inmate are depleted, misbehavior and destruction may increase, and that is as intended. However, as it happened with too fast intervals, we have re-balanced the intervals of misbehaviors and destruction from inmates to give the gameplay a better flow, and for the frustration meter to not add up too quickly. The amount of frustration that builds up due to inmates waiting at locked doors is now also lowered due to it being filled too fast.
In earlier builds some sound effects did not play as intended, which led us to investigate the way ambient sounds and other sound effects play in the game. We want to give you the best experience of managing your prison through sound as possible.
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