Acquisition Layer
How guards, prisoners, and prison cells enter the system.
Use this page to see how Guards, Prisoners, and Prison Cells enter the system.
What you'll learn
How each asset class is acquired
What each asset class contributes to operations
Which prices, durations, and base outputs apply
Why acquisition sets scale but does not guarantee performance
Acquisition summary
Asset Class
Acquisition Method
Key Economic Input
0.05 SOL per extra slot, plus cell cost
Players obtain Guards through pack opening. Guards are required control assets. They do not produce $CELL on their own.
Guard pack pricing and allocation
Pack Type
Price (SOL)
Number of Guards
Detailed Guard catalog data is kept on Reference (Archived) for lookup only.
Prisoners are the direct production source. They determine most of the $CELL output in each active cell. They are not cosmetic or collectible assets.
Acquisition method
Players obtain Prisoners through the gacha system.
Each gacha pull costs 0.1 SOL
The result is one random Prisoner
Each Prisoner belongs to a distinct criminal archetype
Detailed Prisoner catalogs and threat rankings are kept on Reference (Archived) for lookup only.
Players start with 6 free base slots. Each extra slot costs 0.05 SOL.
Each unlocked slot allows ownership of one additional Prison Cell. This expands the total operating scale.
Each Prison Cell is defined by:
When a Prison Cell expires, it stops operating and must be repurchased to continue production.
Prison Cell duration is finite. Expired cells stop operating until repurchased.
Prison Cell types
Acquisition gives you operating capacity, but disciplined assembly and upkeep determine real output.
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