These are internal prototype builds of a placeholder project. Nothing here is a released game version.
Prototype 20 · 2026-11-09
Map fix and driving UI
- Map layout closer to the reference: no mountain or tunnel north of the prison, rolling forest hills instead
- New Village Road from the prison junction east over the creek bridge to the village, which moved east by the river
- The highway now curves north-east to the village; more cars parked in the city, village, prison and depot
- Driving UI: round key buttons (lights, siren / roof / bounce, nitro, horn, flip, exit, brake, gas) you can also click
- Speedometer with car name, nitro bar and trip distance; Q nitro with flames and a speed boost
- New centre messages in a blue box, red for warnings (like 'Slow down to flip your vehicle')
Prototype 19 · 2026-11-09
Real car bodies and drivers
- Cars have rounded bodies, see-through glass, pillars, roofs, wheel arches and an interior with seats, dashboard and steering wheel
- You can see your Floppa sitting in the car, the steering wheel turns and the driver looks into corners
- V flip now works every time, even while the car is still sliding on its side
Prototype 18 · 2026-11-09
Classic HUD, 20 vehicles and a garage
- New HUD: top bar with clock, prison schedule and money, key hints, round item slots, minimap with health and car health bars
- 13 new vehicles: hatchback, jeep, SUV, electric sedan, lowrider, two supercars, monster truck, camper, semi, police SUV, quad and dirt bike
- V flips your car back onto its wheels, G opens the jeep roof or bounces the lowrider
- Fast cars get an overdrive boost at high speed, the dirt bike leans into corners
- Garage menu: buy cars with cash and spawn them next to you (not as a prisoner)
Prototype 17 · 2026-11-09
Real escape routes
- Yard rebuilt: one tall fence with barbed wire instead of confusing double fences
- Punch box: punch it 3 times and the yard wall gate opens for a few seconds
- Sewer manhole in the yard that comes out behind the wall
- Crouch hole in the yard fence, and the main gate opens for cars
- Getting outside the prison wall now counts as escaping
Prototype 16 · 2026-11-09
Caracal fixes
- Characters now use the Caracal look (tan fur) instead of plain white
- Characters face the way they walk
- New crouch and crouch-walk animations, punch animation, gun held in the hand while aiming
- Crouch hitbox now matches the character
Prototype 15 · 2026-11-09
Floppa characters
- The player and the police are now real Floppa characters instead of capsules
- Two outfits: orange prisoner jumpsuit and blue police uniform with cap
- Idle, walk, run and jump animations
Prototype 14 · 2026-11-09
Two-floor cell hall and safe doors
- New cell hall with two floors, 36 cells, catwalks, stairs and a bridge
- Doors slide open by themselves when you walk up and close behind you
- Doors can no longer push you through walls
Prototype 13 · 2026-11-08
Robberies, guns and police
- Test world with every car, a bank, a jewelry store and a criminal base
- Bank vault and jewelry cases fill your cash bag, deliver it to cash in
- Three guns, health, punching, ladders and getting knocked over by cars
- Car damage, flat tyres, horn, lights and a police siren
- Test police patrol, chase, arrest and can be pickpocketed for keycards
- Notifications for robberies, arrests and more
Prototype 12 · 2026-11-08
New look for the prison
- Warmer lighting and colours
- Our own textures for brick, concrete, asphalt, dirt, grass and roofs
- New guard towers with red domes and searchlights
- Bleachers, lights, trees, crates and flower beds in the prison
Prototype 11 · 2026-11-08
Fences, doors and road fixes
- See-through chain-link fences
- Cell doors, gates and keycard doors
- Roads at the prison gate no longer float
Prototype 10 · 2026-11-08
Prison rebuilt
- New prison layout with a police station, yard, main building and parking lot
Prototype 1-6 · 2026-11-08
The start
- First open world with terrain, roads, a lake, a city and a mountain tunnel
- Main menu, pause menu and settings
- Footsteps, engine sounds and the first HUD