Tag Archives: Management

Jurassic World Evolution review

Jurassic World Evolution is a park building management sim that allows you to recreate Jurassic Park, dealing with the dangers, costs and other challenges involved in building and maintaining a zoo attraction with highly dangerous and intractable dinosaurs. And indeed, it recreates many of the film’s troupes in a compelling, gamified way, providing an experience that’s challenging yet hugely satisfying in precisely the way you’d expect a management title to be.

Building and maintaining your parks across multiple islands is an involved process, you’ll be consumed by the building of paths and structures, powering these structures, designing enclosures that fit your dinosaur’s needs, tasking your rangers and asset containment units (ACUs) to deal with problems, as well researching new technologies, hatching new dinosaurs, and monitoring the park’s income and continuing to developed it into the best, safest and most profitable park it can be. Meanwhile, the entertainment, science and security divisions will each have missions for you to complete, furthering your reputation with them and unlocking even more buildings and dinosaur options. It’s a busy game, rarely giving you the opportunity to relax and simply enjoy the view.

And what a view it is, with some absolutely incredible animation and high quality textures bringing the extinct animals to life. Meanwhile, excellent terrain and weather details makes each island you’re tasked with building a park on a believable place. But the aspect of presentation that truly stands out is the audio, specifically the sounds of the dinosaurs. Hearing the Jurassic Park roar of a T-Rex never gets old, and its inclusion here adds to the authenticity of the experience in a big way.

However, what lets the experience down is the script. Each division head, as well as the CEO, frequently communicates with you, giving you missions, making comments on your management of the parks, and adding elements to the plot. It’s often terrible, with ridiculously clichéd and inane sentences coming from these characters. Even the dulcet tones of Jeff Goldblum fails to escape the poor writing, and it hurts the immersion each time one of these characters pipes up.

Fortunately, with a little selective hearing, you can overcome this obstacle and enjoy the management aspects. Jurassic World Evolution treads the thin line of micro-management, as such you won’t be engaging with staff hiring and firing for the many guest facilities on offer and you won’t be adjusting ticket prices, although you do have the option of adjusting individual prices at these guest facilities, such as the cost of food. Instead your attention will be focused on the dinosaurs and their care, building enclosures of the right size, with the right food sources included, with the right levels of forest, grassland and water, and the right mixture of species. Meanwhile, your rangers must be tasked with repairing structures, resupplying food dispensers, and treating illness and injury. Your ACU helicopters will need to be directed to tranquilise dinosaurs that have escaped or otherwise need moving, moving the dinosaurs from one location to another, and removing dead dinosaurs. All of these tasks must be manually assigned to rangers or ACU staff, where you can then either allow them to complete their task or you can take direct control and drive/fly around and perform them yourself.

You won’t find much time to get so personally involved, however, as managing the aforementioned aspects is quite the involved and challenging endeavour. You’ll need to dispatch dig crews to find fossils that are then used in the lab to extract DNA to support your cloning of these dinosaurs. Meanwhile, you’ll need to choose which dinosaurs to hatch and organise moving them to their enclosures, which you must build and prepare to meet that dinosaur’s needs. These needs can be studied from your control menu with InGen’s information for each dinosaur, but the majority of the data you need will come from actually having a live specimen in the park. Here you’ll learn what terrain best suits the dinosaur and how social they are with members their own species as well as others. If their comfort levels drop too low they’ll attack the fences, eventually breaking out and causing harm or death to your visitors.

Furthermore, power is a constant concern. Each building requires it, as well as the electrified fences – if you choose to use them – and a power failure not only prevents these structures from functioning but can spook your dinosaurs, or provide an all too tempting opportunity for the craftier ones, which can lead to fences being broken and your dinosaurs escaping. Add to that the threat of each division possibly sabotaging your buildings if they feel you’ve not been paying attention to their missions and the list of things you needs to manage quickly adds up.

However, this is the best part of Jurassic World Evolution, it recreates the kind of situations we’ve seen in the films in a clever, division mission-driven way, and the frequent need to scan your park and task your ranger and ACU staff to deal with issues keeps you busy between the actual building of the parks. It’s great and hugely engaging.

Moreover, the controller mapping is excellent. Moving and building within your park is simple and intuitive with camera controls for zooming on the triggers and panning and tilting on the analogue sticks, and menu navigation takes advantages of designated buttons for very quick and easy access to the frequently used rangers and ACU staff, as well as fossil extraction and selling.

Jurassic World Evolution isn’t the most unique title, 15 years ago Jurassic Park: Operation Genesis pulled off the dinosaur zoo management concept successfully and Jurassic World Evolution shares many of the same mechanics and features. However, it’s still an absolute treat to experience this kind of management title again, with hugely increased performance and visuals thanks to the marvels of modern hardware. Additionally, Frontier have done a tremendous job of weaving the Jurassic Park and Jurassic World film’s lore into the experience, making you feel like you are part of this world. And running a park with dinosaurs as the attraction is just superb fun, both when everything is going well and, possibly even more so, when the dinosaurs escape and it all goes wrong.

Thanks to Xbox and MAVERICK PR for supporting TiX

Strategy game Mars Horizon announced

Intrigued by rocket building, mission control, space agency management and space in general, then Auroch Digital have you covered with their upcoming strategy game Mars Horizon, due for release in Q4 this year on PC, PlayStation 4, Xbox One, and Nintendo Switch.

Mars Horizon is a strategy game in which players control a government space agency. Picking between the space agencies of either Europe, Russia, or the United States, the players then control the agency to collaborate or compete in a decades-spanning campaign to expand humanity’s reach further into space. With each game an alternate history begins to be shaped and guided by the player’s actions, building iconic rockets, probes, and satellites that transmit crucial scientific data back to your customisable Earth HQ, all the while researching, investing in, and bolstering your space flight capabilities.

During the player’s version of the space race, perhaps Europe work with Russia, sending satellites into orbit? Could it be that the US get this first satellite into space but that Russia achieves the first moon landing? Who will be best poised to venture to Mars because of learnings from earlier missions? Players will research new tech, expand their agency base, build rockets, send satellites into orbit, and launch a variety of missions throughout the Solar System. The game culminates in the first crewed mission to Mars, setting the stage for humanity to become a multiplanetary species.

The UK Space Agency provided support in the form of a grant plus advice and information on space exploration and the running of an actual space agency for Mars Horizon. Auroch Digital are advocates for video games both as entertainment but also as a medium with the power to explore real world issues and ideas. Speaking about the game, Auroch Digital’s Design Director, Dr Tomas Rawlings said…

We wanted to distil the wonder, drama, and the galaxies of possibility that space offers us as a species, into game form. Mars Horizon is our love-letter to the race into space and the challenges and triumphs of humanity on the way to becoming a multiplanetary species.

If the teaser trailer and screenshots aren’t enough to satisfy your curiosity, then you can check out the Auroch Digital podcast detailing the games’ production. You can listen and subscribe to the Auroch Digital podcast HERE – get to know the team, the process, and learn about how space engineering has been translated for the video game medium in Mars Horizon.

Dungeons 3 review

For those of us who gamed in the 90s, Bullfrog’s Dungeon Keeper is a title that is fondly remembered. The concept of building an intricate dungeon consisting of multiple rooms that cater to and therefore attract different creatures to live within it, all the while laying traps for heroes who ventured in, was a wonderfully compelling take on the management genre. Over the years some developers have tried to revive the dungeon building sub-genre but haven’t quite struck gold. Realmforge Studios, with their third dungeon building title, just did.

Indeed, Dungeons 3 takes many of the key features of Dungeon Keeper and injects enough fresh ideas. It’s a game that taps into the same compelling dungeon building and management as Bullfrog’s much loved title, while introducing a gripping new story and some RTS elements to set it apart. Add to that precisely the kind of modern day visuals you’d expect and we have a title posed to impress.

Dungeons 3 carries on the story from the previous two titles in the series, recapping you at the very beginning of the lengthy campaign. Its light-hearted, funny story full of fourth wall breaking moments and pop culture references. It can be a bit hit and miss as to whether the jokes land with you, but for the most part they’re witty and genre appropriate to satisfy the intended audience, with nods towards things like Supernatural, Buffy, Warcraft and Lord of the Rings but to name a few. The story pits you, the Ultimate Evil, against a nation of good citizens, their leaders and heroes, with you possessing and corrupting one of their own to lead your invasion. This results in some excellent, comedic moments between the corrupted dark elf Thalya and her paladin father figure.

Dungeons 3 is split between two levels: the underworld and the overworld. In the underworld you build you dungeon, mining veins of mana and gold, building rooms to house your creatures and meet their needs, and recruiting creatures. In the overworld you can control your creatures to invade the region, destroying settlements to prevent so many heroes invading your dungeon, and securing special points of interest to generate evil points, which can then be used to further upgrade your dungeon and creatures. The upgrade web allows you to spend gold and evil points to unlock new rooms, new creatures, and enhance what you already own, including increasing the amount of creatures you can have at any one time. It’s a complex system made palatable by its gradual introduction throughout the campaign.

Managing it all between these two levels is an enjoyable challenge. Initially there’s a lot of digging for your so called ‘little snots’ to do, building rooms, mining veins and exploring in the dark, but soon you’ll have no choice but to send some creatures top side to secure evil points or it’ll all come to a halt. Balancing your invasion of the overworld and expansion in the underworld against invading heroes means planning your creature’s movements and preparing your dungeon, it can really keep you on your toes, especially in the later campaign missions, and despite this ultimately being a repetitive set of tasks that change very little each mission, it rarely feels like it due to how much fun it is.

The campaign balances the difficulty brilliantly and dishes out new features at a nice pace. You’re never overwhelmed with new things to figure out and mastering the basics comes naturally as you re-build your dungeon, manage the upgrade web, and fight heroes each mission. In fact the repetition helps to reinforce good tactics and building strategies. It all feels very intuitive.

Unfortunately, there are a few issues that can ruin the fun a bit. The occasional bug when using menus can result in those menus not popping up. Meanwhile, path finding is often terrible, especially in the overworld with large groups of creatures. Finally, the framerate takes a pretty big hit when dealing with a lot of creatures and heroes at once. However, these issues are only minor nuisances to an otherwise excellent game.

With its 20 mission campaign, and with each mission taking 30 minutes to an hour to complete on average, there’s a huge amount of playtime here. And with skirmish and multiplayer options to satisfy your dungeon building needs even further, there’s plenty here to keep you occupied once the story has wrapped. The technical issues are a blemish but ones that can be easily forgiven thanks to how much fun it is and how delightful it is to play a dungeon management game that takes the best of Dungeon Keeper and injects some fresh ideas into the mix.

Thanks to Xbox and Kalypso Media for supporting TiX

Cities Skylines review

There’s phenomenal complexity to Cities Skylines. From building residential, commercial, industrial and office zones, connecting them all up with power, water and sewage, then linking them via road and ensuring they’re catered for by police departments, fire departments, hospitals and schools. Of course, on top of all of that you need consider future expansion, traffic management, pollution from power plants and industrial zones, and the cleanliness of the city’s water source. Indeed this is a micromanager’s dream and a very well-crafted city building sim to boot.

Fortunately, for those who enjoy the genre, this is precisely the kind of tasks and complexity you’re looking for from these kinds of titles, and the enjoyment and immersion is through the roof, monopolising your time and gripping you entirely. It is, however, an experience of trial and error in the early game, as you figure out how all the systems fit together and how best to build your bustling metropolis.

The aforementioned complexity can mean myriad of problems, can hurt your city in its infancy, and some design choices to facilitate this console version can exacerbate these problems. It’s all too easy to suffer unknown problems that drain your funds, prevents districts growing, or poisons your people, and it’s hugely frustrating to not find the cause until it’s too late, or even not find it at all.

Cities Skylines

This is due to the city status screen not drawing your attention to certain issues, with the onus on you to check the Inspector tab frequently in case something occurs. Meanwhile, some problems, such as poisoned water sources, point you to the problem but not how to fix it, failing to show you where and why a water source is compromised. Largely this is a UI issue with the Xbox version hiding the Inspector tab, however, with some practise, it becomes easier to diagnose a problem in your city and plan around it. As frustrating as it may be to be building up a small town after hours of work only to have to start again, this trial and error process results in your ability to build a much better city, and indeed this is a big part of the fun.

Cities Skylines

Understanding the complexity of it all becomes challenging by satisfying quests, and the payoff of a large, self-sustained city is a superb prize in the end. You can then start to experiment and building different kinds of cities; different shapes, different sizes, with different policies. And it becomes hugely compelling. And while the UI can make troubleshooting city issues a little tricky, it’s otherwise a well-designed system for the gamepad. Large icons make up the different building categories at the bottom of the screen, selectable through the D-pad, with population, money and city name below them. Meanwhile, the rest of the screen is dedicated to the city itself, allowing you to move the camera around freely, zooming in and out to see the streets alive with pedestrians and vehicles.

Unfortunately, there are some technical limitations with this version, with the ability to accelerate time entirely removed, making the early game extremely slow paced. As your city increases in size and more and more demands are asked of you, the pacing kicks into gear but the early game drags. Additionally, the busier your city becomes, the more hazardous zooming in becomes, with your frame rate taking a huge hit as industrial zones kick out more smoke, more traffic swarms your roads networks, and even the lights of the city as the sun sets. Keep the camera back a bit and the frame rate remains reasonably stable.

Cities Skylines

There’s no denying the compelling nature of building and maintaining your own city, and Cities Skylines is an exceptionally enjoyable title with a huge range of possibilities to explore. However, once the challenge of the early game is overcome, the late game can feel far too easy and inconsequential. Managing the many aspects of your city becomes less of a chore once the cash starts rolling in, in Cities Skylines, and while the included After Dark DLC adds some nice considerations and differences to how your population acts in your city depending on the time of day, it’s crying out for something more akin to the PC version’s natural disasters expansion. Still, Cities Skylines is a rare example of the city building genre on consoles and its transition to the platform, while not perfect, brings with it all the enjoyment of its PC brother.

Thanks to Xbox and Paradox Interactive for supporting TiX

Graveyard Keeper announced

In the mood for a humorous, pixel art, medieval cemetery management sim? Then Graveyard Keeper could be for you.

Coming out later this year on Xbox One, Graveyard Keeper lets you build and manage your own graveyard while finding shortcuts to cut costs, expand into entertainment with witch-burning festivals, and scare nearby villagers into attending church. This is a game of capitalism and doing whatever it takes to build a thriving business.

Cities: Skylines coming to Xbox One this spring

Publisher Paradox Interactive have today announced that Cities: Skylines, the hugely popular PC city management game, will release for Xbox One this spring.

Cities: Skylines – Xbox One Edition will be ported by Tantalus Media and optimised for play on a controller, allowing you to build and manage everything from small towns to sprawling metropolitan cities. Along with the core Cities: Skylines game, the Xbox One Edition will also include Cities: Skylines – After Dark, the game’s first expansion, which adds tourism and nightlife options to the feature list.

Paradox is a company that’s proud to publish and support ‘niche’ games, and we’re happy to be able to bring those specialized experiences to console as well.

said Fredrik Wester, CEO of Paradox Interactive.

Cities: Skylines has built one of the biggest and most active communities we’ve seen among Paradox’s fans, and that’s saying a lot. We can’t wait to welcome Xbox One players into that group, and I’m eager to see the towns and cities they can build.

Some of the features we can expect to see in the Xbox version will be:

•Build the city of your dreams: Plan road networks, bus lines and parks. Bring on a smog-filled industrial revolution or create a quiet beach town ideal for tourists powered by renewable energy. Bring education, healthcare and safety to your citizens. Build it your way!

•Multi-tiered and challenging simulation: Playing as the mayor of your city, you’ll be faced with balancing essential requirements such as education, water electricity, police, firefighting, healthcare and much more, along with your city’s economy. Citizens within your city react fluidly, keeping you on your toes with ever-evolving demands.

•Extensive local traffic simulation: Managing traffic and the needs of your citizens to work and play will require the use of several interactive transport systems – use careful road planning alongside buses, trains, subways, and much more.

•Districts and policies: Be more than just another city hall official! Create a car-free downtown area, assign free public transport to your waterfront, or ban pets in suburbia.

Team 17 to publish Aven Colony on Xbox One

I’m a big fan of management titles, so the idea of managing a new colony on an alien planet, as is the premise of Aven Colony, sounds right up my street.

And fortunately, Team 17 will be publishing Mothership Entertainment’s colony building management sim on Xbox One in the second quarter of this year.

Set on Aven Prime, an alien world of deserts, tundras and wetlands light-years from Earth, Aven Colony is a rich simulation of an extra-terrestrial colony. Build, customise and maintain your settlement, manage your resources, encounter a variety of alien life forms and look after your citizens – all while dealing with the challenges of life in an entirely new solar system. Will your plucky settlers survive and prosper on this exotic alien world, and uncover its many secrets?

Featuring a dedicated mission objective system which gradually introduces colony management during the campaign mode, Aven Colony welcomes and enables both novice and experienced players alike to acclimatise to life on Aven Prime. Advance from Colony Governor through the ranks to achieve the prestigious title of Expedition President. There’s also an in-depth sandbox mode with a variety of unique maps to choose from and a full suite of options to customize the game experience.

We’re thrilled to have the opportunity to partner with Team17 and bring Aven Colony to PS4 and Xbox One,

said Paul Tozour, founder of Mothership Entertainment.

Team17 shares our values and our passion for serving the customer. The itch.io beta has helped our tiny 4-person team engage with the community and grow the game significantly as we build toward some big new features we plan to unveil in the coming months. The Team17 partnership will help us grow that community even further and allow us to serve console customers in a way that we could never have done alone.

Debbie Bestwick, MBE, CEO of Team17 added,

The talented team at Mothership Entertainment have been incredibly focused on delivering a solid, fun and unique city-building experience with Aven Colony. As we continue our global expansion, we’ve spent a lot of time looking for the right partners and they’re definitely the right fit so we’re delighted that they are the second US team to join Team17’s games label. We’re excited to work with them and contribute our wealth of expertise in bringing the game to PC, Xbox One and PlayStation 4, as Mothership Entertainment have created such a fantastic game that deserves to be shared far and wide.

Kingdom: New Lands review

Kingdom: New Lands is purposely obtuse, providing a mere slither of context in the beginning and nothing more. As such, it can get frustrating figuring out what you need to do and how to go about doing it. Moreover, this often turns into a trial and error learning curve, inevitably ending in your character’s death. However, this is part of Kingdom: New Land’s narrative: the struggle to keep the crown and conquer each island.

It’s a compelling experience; however many times you die you’ll find yourself quickly yearning to try again, fresh with the knowledge you gleaned from your last attempt. A single mistake, such as building the wrong kind of unit or expanding your kingdom too early, can be extremely difficult and often impossible to come back from, but there’s joy in the discovery and challenge that keeps you playing. Despite the lack of clarity and punishing difficulty, Kingdom: New Lands is also hugely satisfying and fun.

You are tasked, as the new king or queen, in building a kingdom. On each of the islands of the world you must build a settlement, repair your ship, then sail to another land to do it all over again. It’s a cross between a management title and a tower defence game; you recruit citizens to your settlement by giving nomads a gold coin, then you can turn them into engineers to build things, archers to shoot things, farmers to farm things, or knights to lead armies of archers against the things that come out at night. Once the sun has set you’ll be beset by demons, coming from a portal – or set of portals – deep in the forest. These foal things mean to take gold from your citizens, as well as their weapons and tools, and most importantly your crown. It’s imperative that you defend against these raids whilst you complete repairs to your ship.


Turning your citizens into useful members of your kingdom requires you to purchase their tools or weapons. In the early game this is limited to engineers and archers, with you buying hammers and bows respectively, however, as the game progresses, farmers require scythes and knights require shields. Your settlement adds these new features and stalls as your upgrade the centre, and things get expensive fast. Fortunately, your archers can hunt rabbits and deer to provide cash, a trader visits town daily and generates more gold, and farmers bring in a healthy income after a few days of tending to their crops. Your engineers can get you a little bit of extra spending money from cutting down trees, and deep in the forest lies a couple of chests full of gold, but managing your income and your settlement’s growth is a tricky challenge.

The Nomads for recruiting into your kingdom are found in campsites in the forest. Cut down the trees surrounding them and that campsite disappears. The same goes for the traders hut. And whilst the raiding demons never kill your people, when they do attack them they strip them of their gold, turning them back into nomads. Furthermore, upgrading your settlement costs a pretty penny, as do the walls and archer towers needed to defend your settlement. Controlling your expenditure whilst maintaining a well defended and prosperous settlement proves very difficult.


With every passing night, the raiding demons become more numerous and introduce variants, putting a strain on your defences, so ensuring you upgrade your defences swiftly is important. However, in order to efficiently and effectively upgrade and manage your settlement you need to understand the layout of the island you’re on, encouraging you to explore from end to end. Here is where Kingdom: New Lands aesthetic really impresses.

The whole game is on a 2D plain, with tremendously detailed and animated pixel art bringing the people of your kingdom and you, upon your trusty steed, to life. What starts off as a set of lush green forests and plains becomes dull and lifeless in autumn, snow covered in winter, before being reborn in spring and back to glory in summer. It’s wonderfully complex and beautiful. Furthermore, the canopy of trees in the forest blocks the light from the sun and forces you to light a torch as you explore. The torches are once again branded at night by characters and buildings. Meanwhile, the action from the middle of the screen is superbly reflected in the flowing water of the bottom third of the screen. It’s a remarkably well-designed and thought-out, showing a level of visual complexity and beauty seldom seen in pixel art. It’s outstanding.


Despite the stiff challenge, Kingdom: New Lands can easily get its hooks into you, and this is largely because the challenge is fair. The procedural generation is limited to certain features to prevent unwinnable scenarios, and once you crack the mechanics, it’s a matter of planning the most efficient repair of your ship and/or defence of your settlement to claim victory. However, The AI can occasionally make things a little more difficult than they should be. Even when the demons only attack from one side, your forces will split themselves to defend each side of your settlement evenly. Moreover, occasionally a citizen will run off into the wild for no reason at all, only to return a little while later – assuming they aren’t attacked – empty handed and looking foolish. Additionally, archers sometimes won’t mount empty defence towers, hurting your defensive strategy somewhat, and your engineers have a nasty habit of wandering outside your walls and getting ganked by demons.


Indeed, Kingdom: New Lands is a challenging game that withholds the information you need to survive and prosper, forcing you to explore and experiment to figure it all out. And as frustrating as this can be, it’s also a big part of the fun and works to keep you engaged, and the satisfaction you receive for conquering one of the six islands is rewarding enough to keep you coming back for more time and time again.

Thanks to Xbox and The Fun Pimps and Iron Galaxy for supporting TiX

Prison Architect preview program review

Don’t let the aesthetics fool you, Prison Architect may look jolly and light hearted but there’s some dark storytelling and concepts explored here. It’s a bit tonally inconsistent but certainly proves to be a fun and fascinating management game.

In Prison Architect you, unsurprisingly, build and manage prisons. This involves building cells, offices, power rooms, showers, execution chambers and every other structure within the prison; as well as ensuring the facility is powered, has running water, and that each room is equipped and furnished. This is alongside managing your budget, researching and implementing programs to help rehabilitate and care for your inmates, hiring guards, quelling riots, searching cells and plenty more. It’s a comprehensive management game that covers every aspect of running a prison.

This can be overwhelming, and if you jump straight into the sandbox mode you’ll struggle to make progress. However, jump in to Prison Stories and you’ll be eased in with a set of narrative driven tutorials that teach you how to build and run a prison. These tutorials follow a connected story told over multiple parts and quickly introduce you to the darker side of this management title, exploring prisons in a surprisingly in-depth way.

Prison Architect 1

Prison Architect often throws its darker side to the forefront, with each inmate possessing a unique rap sheet and set of requirements that would best suit them during their incarceration. And with riots, prison violence, and death row inmates, you’re often put in the position of executing prisoners, placing them in solitary, turning out their cells, and even authorising lethal force to maintain control. Additionally, as your prison grows and the budget tightens, you’re forced to make decisions on how to manage what you offer your inmates; making decisions on what, if any, programs you support to help rehabilitate and care for them. It’s an involved management title that interestingly explores how easy it is for a person to become a number.

In addition to Prison Stories and the sandbox mode, you can also jump in and manage pre-built prisons, if you don’t fancy building one from scratch. Currently ten pre-built prisons are available to manage, but the World of Wardens mode is due to be updated in the near future with the ability to submit prisons of your own creation as well as play those built by other players.

Prison Architect 2

With the tutorial under your belt, running, building and upgrading prisons becomes fairly intuitive and engaging; there’s always something to aim for and do and the prisoners are intractable enough to encourage your vigilance in keeping on top of things. However, there are a few bugs present that can break your immersion, such as audio cutting out and workers getting stuck and being unable to complete construction. Of course this is still in the Preview Program, so the odd bug is to be expected.

Indeed Prison Architect is a fun and engrossing management title, one that explores the concept of prison life in a deeper way than you may expect. The tone feels a little ‘off’ due to the cartoon aesthetic but despite the darker side there’s still a great deal of fun to be had managing the many aspects of a prison. I can’t wait to see the full release this spring.

Thanks to Xbox and Double Eleven for supporting TiX