I’m starting something new: a Prison Architect-inspired game, rebuilt from scratch with one core goal front and center: make modding first-class.

If you’ve ever created or maintained mods for Prison Architect, you probably know the struggle:

  • Want to add a new need or status effect? You’re out of luck — hardcoded.
  • Want to tweak how AI prioritizes jobs? Better grab a hammer, because there’s no real interface for that.
  • Want a new UI panel? Prepare to inject Lua into undocumented corners of the engine and pray the next update doesn’t break it.

That’s the kind of friction I’m eliminating.

This isn’t a commercial pitch (yet). It’s a solo indie devlog for a game that puts modders first:

  • runtime plugin loading
  • a clean ECS architecture
  • full control over entities, AI, UI, and rendering
  • a data-driven core with C#/MonoGame and zero hard dependencies on visuals or gameplay logic

In my project, modders will be able to:

  • Define entities, needs, jobs, floors, items — all via clean data files
  • Inject new behaviors using Lua scripts — safely sandboxed, well-documented
  • And if that’s not enough, plug in entire C# assemblies to override or extend core systems

If you really ever need, you’ll even be able to swap out the pathfinding algorithm, change sprite atlas logic, or replace the simulation loop itself — cleanly, intentionally, without having to fight the engine.

It’s still early, but the foundation is here: plugin-based, ECS-driven, MonoGame-powered, and modder-focused.

I’m working on this in my free time outside a full-time job, so progress might be steady but not fast — just setting expectations right.

Follow along if you care about freedom, extensibility, and never again duct-taping logic to onMouseDown handlers. I’ll be sharing tech breakdowns, design notes, and eventually modding docs as I go.