Cedar Hollow Correctional, cell block C. You took a fall you didn't earn — the night watch found a body and a planted knife with your name all over it. Eighteen years. Your cellmate Diaz tells you the first thing you have to unlearn: nobody walks out of Cedar Hollow at ground level. What this place has instead is a basement — the Undercroft, thirty feet of boilers, breakers and black water, with one storm outfall running under the wall. Every way out goes through it. The power is dead, the sump is flooded, the tool crib is locked, and the count is every four hours.
The soundtrack is an adaptive minor-key score that tightens as the alarm climbs. Prefer quiet? Turn Music off — sound effects and the alarm siren stay on their own toggle.
Get spotted and the alarm climbs. Fill it and you're grabbed — you lose a night and the window you were standing in. The third grab, or swinging on another convict, puts you in D WING: segregation, on your own, with your property in a cage at the end of the corridor. You have to work your way out of it and back to the block. A full heat gauge, a second stretch in the hole, or three write-ups inside it, and you're transferred. Press J for the plan — every thread, every step, and what's still locked. Standing water is slow and loud. Nothing goes out except during a blackout, and nothing goes out at all until there's something in your bunk that looks like you sleeping.
One player hosts a cellblock and shares the 4-letter code. Up to 4 convicts. The host runs the guards and the clock; everyone shares the alarm. Reach an exit as a crew.