Schedule I
by TVGS · 24 Mar, 2025
3,945 downloads
About the Game
Schedule I drugs, substances, or chemicals are defined as drugs with no currently accepted medical use and a high potential for abuse.
- The Drug Enforcement AdministrationYou're a small-time drug dealer rolling into a fresh town with no cash, no product and no connections. Build your drug empire from the ground up in the grungy west-coast city of Hyland Point. Contend against intensifying law enforcement and deadly cartel competitors to expand your empire and reach the peak of the underworld.
Produce a range of drugs to satisfy your customers, each one with it's own unique production process. Discover special recipes to create new drug variants with special properties.
Walk, skate or drive throughout Hyland Point to get product into the hands of customers. Hire dealers to handle distribution for you.
Purchase new properties and hire employees to expand the scope and scale of your operations. Work with suppliers to build a fully automated production and distribution chain.
This is a dangerous line of work - you'll have to contend with increasing law enforcement, as well as deadly cartel competitors. Fight with fists, melee weapons or firearms.
A growing empire needs skilled management. Reach new heights in co-op multiplayer.
Screenshots
21 images
Version Information
Steam Patch Notes
Official update history
Additions
Added choice descriptions to the community vote panel.
Tweaks/Improvements
Big sprinkler is now sold at Oscar's store.
Hey everyone,
It's been a year (plus a few days) since Schedule I was released to early access! What a wild year it's been - I seriously couldn't have hoped for a warmer response. Thank you for taking the time out of your day to play our game.
As of 30th March 2026, Schedule I has been collectively played for 17,846,608,208 minutes. That's over 33,954 years. It's humbling to think that much time has been spent playing something I created.
We wanted to put out a small update in celebration of the anniversary. We've only had about a week to put this together, so it isn't huge, but we've included a few things I know people have been wanting for a while. I hope you enjoy!
Additions
Added Golden M1911.
Added Big Sprinkler.
Added reorder feature to the delivery app.
Added dynamic reticle for ranged weapons.
Added 'seeded mixing' setting.
Added notifications when deliveries arrive.
Added headshot damage multiplier for ranged weapons.
Tweaks/Improvements
Redesigned the delivery app.
Employees (excluding dealers) will now consume any bagged product left in their inventory.
Supplier relationships are now increased when you purchase items at a meetup.
Tweaked item slot filter context menu UI.
Tweaked product effect duration for NPCs:
Weed = 9 hours.
Meth = 9 hours.
Cocaine = 6 hours.
Shrooms = 12 hours.
Effect durations for players are 1/3 of these values.
The assigned employee's name is now displayed on management pop-ups.
Tweaked the spread and aim duration of all ranged weapons.
Tweaked the impact force of various weapons.
Management popups are now visible even when outside of property bounds.
NPC movement is now halted during a heavy flinch.
Tweaked the customer product enjoyment evaluation algorithm to exclude quality consideration when used in a theoretical context (generating a deal offer, evaluating counteroffers, etc).
Improved NPC threat response behaviour.
Temporarily disabled the feedback system while we migrate to a different backend. The old system was vulnerable to exploits and did not handle the volume of reports sufficiently.
Bug fixes
Fixed missing chemistry station particles.
Fixed meth, coke, and shrooms being discovered immediately in a fresh save.
Fixed clipboard hints not working.
Fixed NPCs jolting when they ragdoll while crouched.
Fixed weird collision at supplier meetups.
Fixed the sweatshop post box mesh not reflecting the actual physical position.
Fixed third-person gun animations sometimes getting stuck.
Fixed NPCs sometimes not reacting to gunshots/brandishing.
Fixed delivery duration always being 6 hours for non-host players.
Fixed the shotgun firing sound playing several times at once when heard from a third-person perspective.
Thank you for reading,
Tyler
Hi everyone,
The weather update is now fully released! There are several new weather conditions that can occur at random throughout the day. This update is one I've been excited about for ages - I think it adds a ton of life and atmosphere to Hyland Point.
We've worked really hard on optimisation for this update - the new weather system has almost zero performance impact, even during the most visually complex effects. We've also made a number of rendering optimisations to existing parts of the game. In our testing, FPS seems to be 5-10% higher compared to the previous version of the game.
Additions
Added new weather system:
Clear
Overcast
Foggy
Light rain
Heavy rain
Lightning
Added umbrella (usable only by NPCs at the moment).
Added a purchasable flashlight to the hardware stores.
Added more police sentry locations.
Added 'setweather' command.
Added 'setweatherspeed' command.
Added 'triggerlightning' command.
Added 'triggerdistantthunder' command.
Added weather-specific NPC greetings.
Added new UI framework in preparation for controller support (not yet enabled).
Added weather volume setting.
Added 'rainy bonus' for deals completed during rain.
Tweaks/Improvements
Rebuilt the day-night cycle system.
Changed the layout and appearance of the settings menu.
Police will now alternate between two locations during their sentry behaviour.
Increased warehouse worker limit from 10 -> 12.
Tweaked shadow settings for improved coverage and quality.
Started moving core systems into a separate assembly (ScheduleOne.Core)
Refactored audio code.
Rebuilt the equipping system to support left-hand equippables (umbrella).
Added more lights to various props and buildings.
Tweaked some overly aggressive LODs.
Replaced various static props with physics ones.
Police will no longer tase you if you're within arrest distance.
Marked more geometry as static for improved culling.
Converted several transparent materials to opaque + alpha cutoff.
Reduced the radius of the pathfinding obstacle of the pots, allowing employees to walk in between adjacent pots.
Tweaked blood splatter particles.
Changed vehicle drift particles.
Bug fixes
Fixed NPC animation resetting when switching to/from 2D impostors.
Fixed NPC ragdoll forces not working in some cases.
Fixed NPC head distortion during attack animations.
Fixed boot mesh clipping with feet.
Fixed fog being applied twice on certain objects.
Fixed avatar shape keys not applying to higher LOD meshes.
The player will no longer respawn inside the destroyed RV.
Fixed jukebox volume control not working.
Fixed missing trees in prologue.
Refactored some employee code to reduce stuttering.
Ultra settings no longer has a 2x render scale multiplier (whoops).
Fixed notification sound playing twice if two notifications are received in quick succession.
Fixed colliders blocking the knock prompt for several buildings.
Fixed wanted level getting reduced to 'investigating' when NPCs call the police.
Fixed vehicle impacts not dealing damage to NPCs.
Fixed a rare load ordering issue where grow lights would try to load in before suspension racks.
Fixed frame spike when the first vehicle pathfinding calculation occurs.
I mentioned in my last post that there would be a lot of code refactoring happening in this update. My initial plan was to do a big round of refactoring now, and then do official mod support later this year. I quickly learnt that mod support is a massive influence on code architecture. If I had done a big refactor now without proper consideration for modding, I'd end up having to do an equally large rewrite in just a few months.
For this reason, I've decided to stagger the refactor over several updates in the first half of the year instead of doing it all at once. As each major game system is rebuilt and cleaned up, it will also simultaneously be prepared for mod support. This means that when we do enable mod support, it will be a much faster and seamless process.
Stay tuned!
Tyler
Hey everyone,
This was originally supposed to be a small patch, but we ended up doing a lot more than planned. I figured it warranted a proper announcement! Here are the major points:
There are new metallic storage closets available to purchase at the hardware stores once you reach rank 'Bagman I'. These closets contain more item slots than the existing storage racks, and more importantly, they look cooler. There are four sizes: small, medium, large, and huge.
The Benzies will now occasionally spray graffiti at random locations in the world. You can interrupt them to reduce cartel influence and gain XP.
We've redesigned the dealer management app to show more useful information and make it easier to navigate.
We've added an 'undo' feature to the graffiti system. You can also now choose from 4 different stroke sizes.
We've also fixed a ton of bugs and made a lot of QoL improvements - check out the full changelist below.
Additions
Added Small Storage Closet.
Added Medium Storage Closet.
Added Large Storage Closet.
Added Huge Storage Closet.
Added Benzies graffiti activity.
Added particles to indicate bud/leaf quality while they are drying.
Added XP award for creating a new mix.
Added 'setdayduration' command.
Added 'setpoliceignoreplayers' command.
Added 'setquantity' command.
You can now use the arrow key to repeat previously executed commands in the console.
Added hint for botanist supplies.
Added hint for handler routes.
Added more grime textures to various buildings and world surfaces.
Added a threshold setting to the drying rack.
Added graffiti stroke size setting.
Added graffiti undo feature.
Added a new graffiti location to the bungalow roof.
Added a 'done' button to the graffiti menu.
Added a couple more loading screen hints.
Added 'export player.log' button (Settings -> Other).
Tweaks/Improvements
The dealer management app now uses a dropdown to select the dealer.
The contacts app now displays more information about customers (most ordered products, weekly spend, etc).
You can now compensate for inadequate product quality by providing an excess quantity.
Customer regions are now displayed in the dealer management app.
Customer standards are now displayed in the dealer management app.
Your dealers will now sometimes notify you if a rival dealer is attempting a deal.
Amount per packaged product is now displayed in brackets after the product's name.
Supplier debt is now shown in the Messages app.
Supplier debt is now shown in the contacts app.
Dealer customer limit increased from 8 -> 10.
Improved dealer logic for choosing what products to give to a customer during a deal.
Dealers will now reserve items that are needed for accepted deals.
Drying rack speed can now be boosted by warm temperatures.
Customer conversations are now automatically marked as read once their deal has been completed.
Increased the priority of the botanist's 'apply additive' task.
All dealers now walk slightly faster.
Dealers will now sprint if they are running late to a deal.
Dealers will now only book 2 deals per deal window instead of 3.
Tweaks various customers' order timing to be better distributed throughout the day.
Supplier meeting storage racks now disappear when you sleep, instead of immediately when the meeting ends.
Reduced lighting brightness in the warehouse marketplace.
Adjusted the font of the vehicle speed label.
Slightly increased the physical size of the mixing station mk2.
Updated the logos in the intro cutscene.
Tweaked the standing position of the police sentry location outside Taco Ticklers.
Tweaked vehicle suspension settings.
Improved hedge LODs.
Object icons are now displayed for object lists and routes (management clipboard).
Skin color now affects nipple color (very sorry that this vital change was not made sooner).
Skin is now slightly shiny/smooth.
Curfew/4 AM warning is now faded out while under pursuit.
Tweaked a bunch of LODs to be less jarring.
You can now spray graffiti on your vans.
Customers will now walk faster when heading to a deal.
Reduced tick interval from 1s -> 0.5s.
The RV explosion now affects player health.
Tweaked Mick's pawn dialogue.
Item slots now 'bop' when an item is inserted.
Tweaks the volume of the pot sprinkler and soil pourer.
Expected product quality is now displayed in the deal completion screen.
Modified botanist's 'use mushroom spawn station' behaviour to loop cleanly.
Modified Mick's valuation randomization method to use 'elapsed days' as the random seed instead of 'day index'.
Improved dealer product splitting logic to be more space-efficient by eliminating unnecessary splits.
NavMesh sample results are no longer cached during the loading process.
Tweaked the pathfinding obstacles of several built objects.
Increased the suspension stiffness of Uncle Nelson's truck.
Bug fixes
Fixed mixing station mk2 threshold being 10 instead of 20.
Fixed drying racks not progressing during sleep.
Fixed deliveries not progressing during sleep.
Fixed the deal-completed pop-up displaying incorrect information when two deals are completed in quick succession.
Fixed customers sometimes rejecting a deal even when the requirements are met.
Fixed lab ovens not progressing during sleep for non-host players.
Fixed botanists applying additives to fully grown plants/shrooms.
Fixed employees sometimes duplicating items when moving them.
Fixed customers sometimes requesting a deal at the exact same time.
Fixed dealers repeatedly telling you that they're out of product.
Fixed employees saying they need to be assigned to a bed, instead of a locker.
Fixed various missing UI textures.
Fixed slot machine missing font.
Fixed selected resolution sometimes not being applied.
Fixed sprint 'camera bobbing' while on a ladder.
You will no longer stop sprinting when running over a manhole cover.
Fixed player collider not resizing accurately when crouched.
Fixed AC unit particles not playing.
Fixed the payphone sound not playing.
The 'exit' input prompt is no longer visible while you're sleeping.
Fixed 'new region unlocked' popup showing incorrect number of dealers.
Fixed gas bottles clipping into the floor in the warehouse.
Fixed props clipping into the floor at the west apartment block.
Fixed brake light and reverse light desync for non-hosts.
Fixed missing point-of-interest for 'rent a motel room' quest.
Fixed overlapping texture in Northtown.
Fixed NPCs pathfinding through the diner.
Fixed various occlusion culling bugs.
Fixed NPCs referring to midnight as 12:00 PM.
Fixed customer deal dialogue sometimes not being active while walking to the deal location.
Fixed delivery van contents being invisible.
Fixed notifications gradually shifting downwards.
Fixed barn employee standing locations being obstructed by delivery vehicles.
Fixing various clothing items clipping with the camera when the pump shotgun is equipped.
Fixed vehicle repainting UI not scaling correctly.
Fixed 'bag trash' UI prompt not scaling correctly.
Fixed graffiti Ui not scaling correctly.
You can no longer harvest buds/leaves belonging to other plants during the harvest task.
Punching NPCs will now reduce their relationship with you instead of improving it.
Fixed customer sample cooldown not resetting on sleep.
Fixed camera jitter when uncrouching.
Fixed some missing colliders in the prologue.
Basketballs will now no longer bounce for eternity.
Fixed illuminated windows sometimes not working.
Fixed NPCs causing doors to get stuck open or closed.
Fixed the camera sometimes being too close to the wall when spraying graffiti.
Fixed some NPCs using the incorrect impostor texture.
Fixed time being slightly out of sync in multiplayer.
Fixed vehicle wheels sinking into the floor for non-hosts.
Oscar will now return to his table after he has been scared.
Fixed NPCs sometimes clipping through each other in multiplayer.
Businesses, RV, and motel room are no longer shown in the deliveries app destination dropdown.
Fixed NPCs getting 'stuck' on one another.
Fixed curfew not working after exiting and reloading at 4 AM.
Fixed various quests not progressing at 4 AM.
Fixed weird customer logic causing them to repeatedly teleport if fleeing whilst waiting for a deal.
Fixed dealers sometimes incorrectly splitting products into smaller packaging.
Fixed Cash for Trash machines not working at 4 AM.
Fixed employees not stating that their shift ends at 4 AM.
Fixed cauldron particles not playing after leaving and returning to a property.
Fixed various built objects not culling when distant.
Fixed loading screen backgrounds not fully enveloping the screen for certain resolutions.
We've also set up 'default-previous' and 'alternate-previous' branches, which will respectively hold the last major default and alternate release. E.g., when 0.4.4 is released, these branches will contain 0.4.3.
Thanks for reading,
Tyler
Hello everyone,
The shrooms update has been fully released! As always, thank you for your patience as this update was completed. You can now grow and sell magic mushrooms. The production process involves several new pieces of equipment and tools, and tasks. All steps of the production process can be assigned to botanists. Shrooms are introduced after meth, and before cocaine. The supplier for shroom supplies is in the downtown region.
There is also a new temperature system - you can use AC units to warm or cool an area, the latter being necessary for mushroom cultivation. Additionally, plant growth speed can be boosted by warm temperatures.
There are also a few new QoL improvements and handy features:
You can now rename stations, pots, storage racks, etc, using your management clipboard. This will make it much easier to distinguish different objects.
Cartel dealers will now take smoke breaks, making them easier to find and ambush.
Cleaners can now be assigned to 6 trash cans (up from 3).
You can now which between metric and imperial units. This setting should automatically default to the appropriate choice for your region.
Additions
Added shrooms.
Added mushroom bed.
Added mushroom spawn station.
Added mushroom substrate.
Added spore syringe.
Added grain bag.
Added AC unit.
Added shroom spawn.
Added spray bottle.
Added shrooms visual effects.
Adding a renaming feature to the management system.
Added temperature system.
Added temperature system 'heatmap' visualisation.
Added randomly spawning shrooms in the sewer.
Added mushroom hat.
Added Fungal Phil.
Added Irene Meadows (new customer, uptown).
Added Kelly Reynolds (new customer, docks).
Added Sherman Giles (new customer, docks).
Added Bruce Norton (new customer, downtown).
Added 'units' setting under display. This allows you to toggle between imperial and metric.
Added shroom introduction quest.
Added a 'remove' button to object list entries (management system).
Added some dirt particles when soil is used up.
Added cartel dealer smoke breaks.
Added Santa hats to dealers.
Tweaks/Improvements
Cartel influence in Westville is now limited to 500/1000. Old saves will automatically have Westville influence scaled down to reflect this.
Changed coca plant yield from 9 -> 12 (18 when boosted with PGR).
Cleaners can now be assigned to 6 trash cans.
Plant growth speed can now be boosted by warm temperatures.
Modified a few existing customers preferences to favour shrooms.
The filing cabinet can now actually be used to file stuff (you can put items in it).
Explanation now displayed when a tap can't be interacted with.
Moved 'use drying rack' botanist behaviour down the behaviour hierarchy.
Improved jar glass material appearance.
Improved baggie material appearance.
Improved brick wrapping material appearance.
Changed the appearance of applied additives.
Optimized employee logic to reduce unnecessary pathfinding calculations.
You can now use the teleport command to teleport to NPCs (e.g. 'teleport benji_coleman').
'Pickpocket' interaction is now replaced with 'view inventory' if the NPC is unconscious.
Refactored some dealer code.
Refactored a lot of botanist code.
Removed bomb from item filter.
Made the moisture-preserving pot a bit lighter.
Cleaned up tap code.
Refactored watering can code.
Added more random items to cartel goon inventories.
Added some extra safety in the loading code to prevent loading the same object or employee twice.
Added 'fully grown particles' to the coca plant.
Staggered some tick functions to reduce recurring lag spikes.
Bug fixes
Fixed some customers having no favourite effects.
Fixed objects sometimes getting stuck highlighted when using the management clipboard.
Fixed built object initialization sometimes happening twice.
Fixed pupil dilation not resetting to default after sobering up.
You can no longer apply additives after a plant is fully grown.
Fixed coca leaves sometimes falling behind the cauldron
Fixed mixing station 'preview product' having a different appearance from the actual product.
Fixed item instance data being sent to a joining client before created product data.
Fixed NPCField replication error (management system).
Fixed delivery vans having no items visibly displayed in the trunk.
Fixed drying rack items sometimes not aligning correctly.
Fixed excessive LODs on some lights.
You can no longer open/close the management clipboard while you're selecting an object or setting a transit route.
Fixed outline renderers getting occluded.
Fixed NPC combat behaviour sometimes not resetting the NPC's vision component when combat is done.
Fixed first-person arms not synchronising with your skin color.
Added a missing collider to the fire station.
Fixes missing info on the Veeper's sale sign.
Fixed some bugs in NPC schedules in the tutorial.
Fixed a bug where handlers would prevent other NPCs from removing items from stations.
Fixed a quest UI null reference.
Fixed mixing station hints reappearing.
Fixed a bug where the final prologue cutscene would get stuck.
This will be the final update of the year. I'm going to take about 10 days off and will be resuming work in early January. I'll also have some exciting news to share then. Merry Christmas, and happy New Year!
Thanks for reading,
Tyler
Hey everyone,
This patch delivers a number of bug fixes and tweaks, particularly for multiplayer. I've spent the past two weeks rewriting a bunch of yucky code to make it less error-prone and easier for me to work with in the future. You likely won't notice any significant changes, but behind the scenes, things are a lot tidier now!
I wasn't originally anticipating doing this patch before the Shrooms update, but I thought it'd be best to do some 'cleaning' and bug fixing before more content is introduced. Because of this, there's a good chance the Shrooms update will be pushed back into early-mid December, sorry. As always, I'll try my best to get it done on time, but I want to acknowledge the possibility of a delay sooner rather than later.
Additions
Added a network replication queue system, which staggers the data being sent whenever a player joins a multiplayer game.
Added an optional quest entry to the 'Deal for the Benzies' quest advising the player how to break the truce.
Tweaks/Improvements
Refactored a lot of networking code to minimise bandwidth usage.
Refactored how visuals are applied to mixed products in different states (unpackaged, baggie, jar, stored, equipped, etc). The old system was way too brittle and needed to be cleaned up before another drug type was added.
Cleaned up a variety of product meshes, combining separate meshes into one where possible.
Actions against the cartel now lower influence a bit faster, making it less tedious to unlock new regions.
Moved the vehicle color code to a separate, dedicated script. This has allowed me to replace all the static, decorative vehicles around the map with simplified versions that don't contain a bunch of unused scripts and components.
Modified how vehicles apply colors to avoid unnecessary instantiation of new materials.
Tweaked vehicle sounds.
Refactored how vehicles decide if they should currently be physically simulated or not.
Adjusted the friction properties of vehicle wheels when the handbrake is applied, making it a bit more effective at bringing vehicles to a stop.
Enabled physics for post boxes.
Bug fixes
Fixed bagged meth and coke using the wrong consume animation.
Cartel dealers no longer send 'inventory depleted' notifications to the player.
Fixed the cartel deal quest UI not reactivating.
Fixed merchant dialogue sometimes not working for non-host players.
Fixed purchased cars spawning in mid-air.
Fixed the main volume mixer failing to silence in-game sounds while the loading screen is active.
Fixed the lag spike that occurred as the loading screen closed.
Fixed vehicle wheels not spinning for non-host players in multiplayer.
Fixed Jessi never being selected as the random sewer key possessor.
Fixed skateboard and vehicle inputs not working when you have rebound the main movement keys (WASD) to something else.
The player no longer gets XP for deals completed by cartel dealers.
Fixed customers being listed several times in the customer selection menu for dealers.
Fixed a missing collider in Stash & Dash.
Fixed drying rack management UI mislabelling.
Fixed non-host graffiti not lowering cartel influence in multiplayer.
Fixed missing font and incorrect text color in the vehicle repaint interface.
Fixed a multiplayer bug where removing an item from a slot and quickly inserting another would cause the item to disappear.
Fixed some null reference errors that happen when a player leaves the game while wanted or in combat.
Fixed police sometimes not noticing non-host players breaking curfew.
Fixed dead/unconscious cartel goons respawning and standing around doing nothing after a day passes.
Fixed NPC behaviour/schedule update methods not running at 4 am.
Thanks for reading,
Tyler
Current Release
22829923
Uploaded Apr 27, 2026
System Requirements
How to Install
Schedule I.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
2.3 GB
22829923
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View AllDownload Schedule I for PC with a direct link or via torrent. Get the full version of Schedule I for free. Schedule I is a Action released by TVGS.