The PC game was made by Introversion. It first appeared back in September 2012 and was then made available via Steam's Early Access programme in March 2013. Introversion released updates approximately monthly, adding and balancing a host of new features, before finally releasing Version 1.0 (with Escape Mode) in October 2015.
The console ports were made by Double 11. They were based on the current build of the PC game when they began development which is around Alpha 35 - before Escape Mode was available. They include a lot of features that were added in the later updates such as shops and gangs (Alpha 34), cell quality and mail rooms (Alpha 33), chapels and libraries (Alpha 29) and execution (Alpha 31).
For a while Introversion maintained the frequency of their updates, adding a few new features to the PC game. However they admitted that they'd reached the stage of adding unnecessary "bloat", particularly with the whole temperature/heating system which had to be patched to make it optional.
Do you have issues with quality or just quantity? The console games are missing way less than half the PC content and they got one of the better new features - sniper towers from Update 3 on PC - as part of a free content update.
The full text change-logs for all the PC alpha builds and later updates are available via these links. If you have the time then check out some of the update videos too which are really insightful and entertaining. I think Chris - the guy who originally conceived Prison Architect - is hilarious.
Before Version 1.0: http://www.introversion.co.uk/prisonarchitect/builds-alpha.html
Version 1.0 and beyond: http://www.introversion.co.uk/prisonarchitect/builds.html
Double 11 successfully recreated the core gameplay and visuals of the PC game, completely rebuilt the user interface to make it work on console and made the game more accessible by better explaining the features (Introversion are content to let you learn by failure). They also added a few innovations of their own, at least a couple of which were copied back into the PC game.
I accept that there are a range of factors - logistical, economic and otherwise - that determine how much work a studio can put into the development of a game and its subsequent support. I don't know how big the console user-base is but I'm sure it's a lot smaller than the 2+ million PC owners.