Prison Break: Thirty Walls
Launches 4 October 2026 · PC · Action, Indie, Strategy

Being seen somewhere you shouldn't be is the beginning of the problem. Thirty procedurally built prisons, each with one way out. Learn the routine, find the shovel, dig — and when the shovel isn't enough, find another way through the wall.
Story
Learn the day. Then break it The prison runs on a clock, and the clock decides what counts as suspicious. In the yard at yard time you are furniture. In the yard at lockdown you are the alarm. Every guard, camera, searchlight and drone asks the same question, and the answer changes four times a day. Find the shovel. Get it back to your cell. Dig. By level twelve the shovel is behind a locked door and the key is on a guard; by eighteen the guard has a club. Every prison you beat makes the next one a link longer. Get caught and you wake in solitary at the far end of the building, with the walk back to think about it. Thirty prisons, none drawn by hand Every prison is generated from a plan and a seed. Play the same seed twice and you get the same building. Move to the next one and you'll never see it again. Towers, yards, cell blocks, fences and floodlights are laid out fresh every time, so what worked last prison only half works in this one. Trouble is also an opening Yard fights pull every guard who can see them, and the routes they were covering go uncovered while it lasts. A man with a shiv may decide today is the day. Survive the next ten seconds and every guard in the...
Gameplay
Learn the day. Then break it The prison runs on a clock, and the clock decides what counts as suspicious. In the yard at yard time you are furniture. In the yard at lockdown you are the alarm. Every guard, camera, searchlight and drone asks the same question, and the answer changes four times a day. Find the shovel. Get it back to your cell. Dig. By level twelve the shovel is behind a locked door and the key is on a guard; by eighteen the guard has a club. Every prison you beat makes the next one a link longer. Get caught and you wake in solitary at the far end of the building, with the walk back to think about it. Thirty prisons, none drawn by hand Every prison is generated from a plan and a seed. Play the same seed twice and you get the same building. Move to the next one and you'll never see it again. Towers, yards, cell blocks, fences and floodlights are laid out fresh every time, so what worked last prison only half works in this one. Trouble is also an opening Yard fights pull every guard who can see them, and the routes they were covering go uncovered while it lasts. A man with a shiv may decide today is the day. Survive the next ten seconds and every guard in the prison is converging on one spot, and none of them is on their route. One guard carries a pistol. Six rounds, no reload, and every shot is heard across the whole prison. It's a plan, not a weapon. ...
Features
- Single-player
- Multi-player
- Co-op
- Online Co-op
- LAN Co-op
- Steam Achievements
- Family Sharing
Developed by Zitherian Studios. Published by Zitherian Studios.