The Escapists 3: What The Escapists 2 Prisons Teach Us About the Next Great Escape
The Escapists 3 isn't official yet, but The Escapists 2 prisons reveal what fans want next: bigger breakouts, smarter AI, and deeper co-op.
Ask a hundred prison-escape fans what they want next and most will say the same two words: The Escapists 3. Team17's sandbox jailbreak series has stayed quiet on the numbered-sequel front, yet the appetite has never really faded. A public Steam discussion thread asking for The Escapists 3 ran from August 2017 into May 2020, collecting suggestions that ranged from a first-person camera to full-scale prison riots.
That thread is worth reading closely, because it reveals what players actually miss when they replay the older games: the routines, the crafting chains, and the hand-built tension of The Escapists 2 prisons. This guide breaks down what the predecessors got right, what the community wants changed, and how to get more mileage out of the existing games while you wait.
Is The Escapists 3 Actually Happening?
At the time of writing, there is no official announcement, store page, or release date for The Escapists 3. That does not mean the series is dead — it means the numbered sequel remains unconfirmed, and everything beyond that is community speculation.
The confusion is understandable, because the Escapists universe has grown sideways rather than forward. Team17 and original developer Mouldy Toof expanded the brand with spinoffs instead of a straight sequel, and not every release was clearly labeled. One commenter in the Steam thread insisted that The Survivalists was effectively The Escapists 3; another pointed out that the licensed Walking Dead entry was never counted as The Escapists 2, so a spinoff should not be counted as The Escapists 3 either.
Here is how the family tree actually breaks down:
| Release | What it is | Why it is not The Escapists 3 |
|---|---|---|
| The Escapists (2015) | The original top-down prison sandbox | The foundation the series is built on |
| The Escapists: The Walking Dead (2015) | A licensed story-driven spinoff | Different IP, different structure, not numbered |
| The Escapists 2 (2017) | The mainline sequel with online co-op | The current high-water mark for the series |
| The Survivalists (2020) | A survival and crafting game set in the same universe | No prison routine, no guards, no escape loop |
| The Escapists 3 | Unannounced | No confirmed date, platform list, or feature set |
The practical takeaway: if you see a headline claiming a confirmed release window, check The Escapists 2 on Steam and the publisher's official channels first. Community wishlists are useful for understanding demand, but they are not announcements.
What The Escapists 2 Prisons Taught Players About Escape Design
The Escapists 2 is remembered fondly because each lockup is a puzzle box with its own rhythm. Guards follow patrol loops, jobs hand you access to restricted rooms, and contraband has to be smuggled, hidden, and assembled. The best prisons in the game force you to learn a place before you can break it.
That is why the roster still gets discussed years later. Each setting nudges you toward a different escape philosophy:
| Prison | Setting | What it teaches about escape design |
|---|---|---|
| Center Perks 2.0 | A rebuilt version of the original tutorial lockup | Routine mastery and reading guard patterns |
| Rattlesnake Springs | A desert jail with a frontier flavor | Timing your moves around open sightlines |
| Fort Tundra | A cold-weather military compound | Layered security and multi-stage routes |
| Cougar Creek Railroad | A facility built around a working railway | Turning moving parts of the map into tools |
| HMP Offshore | An offshore facility surrounded by water | Perimeter planning when the map ends in ocean |
| Duisburg | An industrial European prison | Chokepoints, workshops, and vertical movement |
| U.S.S. Anomaly | A sci-fi vessel converted into a lockup | Compact layouts that reward precise item use |
| K.A.P.O.W. Camp | A prisoner-of-war style camp | Fences, patrols, and distraction-based escapes |
Player experience consistently points to the same favorites: the prisons with distinct themes and multiple viable escape routes hold up best. Prisons with one obvious solution tend to be finished once and forgotten.
The lesson for a hypothetical sequel is simple. More prisons is not automatically better — more routes per prison is. A lockup with three genuinely different solutions gives you three reasons to replay it; a lockup with one gives you one.
From The Escapists 1 to The Escapists 2: How the Series Evolved
The jump between the two mainline games is the best available preview of what a third entry would need to improve. The original built the loop; the sequel widened it.
| Feature | The Escapists (2015) | The Escapists 2 (2017) | What players want next |
|---|---|---|---|
| Multiplayer | Single-player focus | Online and split-screen co-op, plus versus modes | Larger-scale group escapes and riots |
| Prison roster | A handful of themed lockups | A bigger roster, including a returning classic | More routes inside each prison |
| Escape routes | Usually one main path per prison | Multiple routes, some multiplayer-only | Solo-friendly versions of every route |
| Customization | Basic character setup | Expanded appearance and stat options | Deeper progression and perks |
| Crafting | Core tool and item chains | Broader recipes and crafting stations | Smarter, less grind-heavy systems |
| Narrative | Sandbox-first | Sandbox-first, with DLC experiments in story | Quest-style escapes woven into the sandbox |
Two patterns stand out. First, co-op changed how players approach the game: a four-person crew can divide labor, with one inmate digging, one crafting, and one running interference. Second, every expansion of the formula has come with a cost in complexity, which is exactly the tension a sequel would have to manage.
Community reports also highlight a recurring frustration with multiplayer-only escapes. If a route requires a partner and you play solo, content is locked behind matchmaking. Any future entry would need to solve that cleanly.
The Community Wishlist for The Escapists 3
The Steam suggestion thread is a useful snapshot of player priorities, even though it is unofficial. The original poster wanted a first-person, more realistic, more complicated game; replies added riots, bot allies, and more escape routes. Treat all of this as player experience and speculation, not confirmed features.
| Community request | Why players want it | The design challenge |
|---|---|---|
| First-person perspective | More immersive, tenser jailbreaks | Loses the top-down planning view the series depends on |
| Prison riots and mass breakouts | Team up with NPC inmates for a Great Escape-style finale | Coordinating many AI characters without wrecking performance |
| Solo-completable escapes with an AI ally | Players without a co-op partner still see everything | Making a bot helpful without solving puzzles for you |
| Five or more routes per prison | Replay value; three routes feels thin to veterans | Level design costs climb fast with each branch |
| Quest-style escapes | Story beats, similar to the Wicked Ward DLC approach | Blending scripted narrative with an open sandbox |
| Reworked riot and heat systems | More ways to destabilize a prison before escaping | Balancing chaos so escapes stay earned |
The most interesting idea is also the riskiest. A first-person mode would fundamentally change how you scout a prison: no more reading the whole map at a glance, no more spotting a guard's full patrol loop from above. It could be thrilling, or it could break the planning fantasy that makes the series work. A hybrid approach — top-down planning with first-person execution — might satisfy both camps.
How to Revisit The Escapists 2 Prisons While You Wait
If The Escapists 3 is still unannounced, the smart move is to squeeze more out of what already exists. Most players never finish every route in every prison, and the game rewards self-imposed challenges.
| Goal | What to do | Why it helps |
|---|---|---|
| Learn the routine system | Survive a full in-game day without breaking a single rule | Routine mastery is the backbone of any escape |
| Fully clear one prison | Complete every available escape route in a single lockup | Shows how routes share tools and timing windows |
| Attempt a stealth run | Escape with zero guard alerts | Forces cleaner timing and better item planning |
| Run four-player co-op | Assign roles: digger, crafter, scout, distraction | Multiplayer escapes reward discipline over chaos |
| Build a contraband pipeline | Establish a steady source of tools before attempting a breakout | Cuts downtime between failed attempts |
| Try a themed challenge | No-shop runs, no-violence runs, or speedruns | Creates fresh problems inside familiar maps |
A quick tip from experienced players: pick a prison you already know and change one variable at a time. Adding a no-detection rule to a map you have memorized teaches you more about guard behavior than starting a brand-new prison ever will.
FAQ About The Escapists 3
Is The Escapists 3 confirmed? No. There is no official announcement, release date, or confirmed platform list at the time of writing. Any specific date circulating online should be treated as rumor until the publisher confirms it.
Was The Survivalists secretly The Escapists 3? No. It is a survival and crafting game set in the same universe, not a prison escape game. Community members pointed out that the licensed Walking Dead spinoff was never counted as a numbered sequel either, so a spinoff does not fill the slot for The Escapists 3.
Which Escapists 2 prisons should I play first? Start with Center Perks 2.0 if you are new, since it teaches the routine and guard systems gently. Veterans looking for a challenge should head to the compounds with layered security, where a single mistake can reset an entire route.
What is the most requested feature for The Escapists 3? Based on player experience in public forums, the top requests are a first-person perspective, large-scale prison riots, solo-completable escape routes, and more escape options per prison. None of these are confirmed — they are community wishlist items, not a roadmap.
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