Life Sentence
Learn the routine. Make your tools. Get out. You're Cole Mercer, inmate #24-0917, serving life at Cold Creek State Penitentiary for a robbery-homicide you didn't commit.
Do your time, then don't
Cold Creek is a 1950s granite cellhouse in a rainy Pacific Northwest river valley, ringed by a stone wall, a double razor-wire fence and four gun towers. Bells and counts run the day: breakfast, work duty, yard, lock-up, lights-out. Keep to the routine and nobody looks twice. Miss a count and the whole prison comes looking.
Everything is a tool
A dime and tape make a screwdriver, a spoon and a broom handle make a shovel, a pillow and a towel make you, asleep in your bunk. Hide it all in your mattress, behind a loose brick or in the toilet tank.
Guards notice things
Vision cones and hearing, frisks and shakedowns, flashlight checks on the tiers, searchlights from the towers, cameras and dogs. Rain hides your noise and fog hides you from the wall.
The Long Way Out
Ten chapters with Deacon, your lifer cellmate, the Iron Saints, a crooked guard and Captain Hale. Your choices decide your allies, your way out and your ending.
Life Sentence mode
No story, no markers, no hints, and a shuffled prison every run. Get caught and Cold Creek adapts: your hole gets bricked up and that vent gets welded shut.
Pick your sentence
3rd Degree
Forgiving guards, markers and hints, more loot, and a checkpoint retry when a plan goes wrong.
2nd Degree
The prison as it runs: standard guards, the current objective marked, and a search when you miss a count.
1st Degree
Sharp guards, no markers, metal detectors, frequent shakedowns, and you save only at your bunk after lights-out.
Life Sentence
The randomized sandbox. Just you, a prison, and the days you've served.







