Schedule I
by TVGS · 24 Mar, 2025
5,174 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,
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
Additions
Added 'exceeded quality' bonus.
Added water taps to the warehouse property.
Tweaks/Improvements
Increased Hyland Manor employee capacity from 10 -> 12.
Improved the alignment of NPC impostors when the NPC is ragdolled/unconscious.
Increased the move speed of gates at the warehouse and manor.
Tweaked the NPC ranged weapon hit chance algorithm.
Tweaked various vision system thresholds and durations.
Tweaked combat/pursuit behaviour.
Police checkpoints are now lowered if there are no officers manning them.
Introduced some extra null checks during the loading process, both as host and non-host.
Bug fixes
Fixed excessive graffiti-related network traffic causing connection issues.
Fixed impact forces not applying to ragdolls.
Fixed impact forces applying in the incorrect direction.
Fixed machete price.
Resolved some duplicate LODs.
Fixed flinch animation being delayed by the stand-up animation.
Fixed destroyed RV state not being sent to non-host clients.
Fixed manor/warehouse gate desync in multiplayer.
Fixed NPCs not sighting non-host clients properly.
Fixed NPC combat not working properly against non-host clients.
Fixed a bug that resulted in the host receiving and alerting vision events for other players.
Fixed vehicle checkpoint searches not working for non-host players.
Fixed management configuration data arriving to non-host players before the configuration itself is initialised.
Fixed misaligned power cables near the overpass.
Fixed false positives for non-host player-ocean collision.
Fixed NPCs accepting the incorrect product without any penalty when it is provided in excess.
Fixed graffiti lowering cartel influence when truced/unknown.
Fixed customers not displaying deal offer rejection dialogue.
Fixed missing disposal area for the sweatshop.
Thanks for reading,
Tyler
Additions
Added graffiti cleaner. This can be used to remove graffiti from a surface.
Added a third loading bay to Hyland Manor.
Added more graffiti locations.
Added labels to the map for Stash & Dash and Hyland Range.
Tweaks/Improvements
You can now interrupt an incremental reload (revolver + shotgun) by clicking the LMB.
Spray Paint now contains a limited amount of paint. This is mostly so that drawings with lots of strokes don't cause disconnections in multiplayer.
Adjusted 'Unfavourable Agreements' quest start conditions. This quest will now begin only once you've completed 'Mixing Mania' AND have 5 customers in Westville.
Customers now carry the cash that is required to pay for an upcoming deal.
'Spray Paint now available for purchase' is now displayed when you rank up.
Increased cartel deal payment multiplier from 0.6 -> 0.65.
Reduced storage unit cost to $4,000
Tweaked cartel deal product quantities.
Reduced graffiti draw distance.
Bug fixes
Fixed police abandoning pursuit before the player has actually escaped.
Fixed Thomas' car sometimes getting stuck outside of the map.
Fixed 'Unfavourable Agreements' quest starting for legacy saves that have already progressed past Westville.
Fixed graffiti spray audio continuously cutting out.
Fixed missing font in the Shred Shack.
Fixed Tobias' name mispelling.
Fixed Lab Oven missing material.
Fixed some missing colliders at the car wash.
Fixed the Taco Ticklers graffiti location.
Fixed texture clipping at the northern waterfront.
Fixed NPCs teleporting back to land after being thrown into the ocean unconscious.
Additions
Added graffiti system. You can spray graffiti on various surfaces around the map to reduce cartel influence and gain XP.
Added spray paint item. Purchaseable at Gas Mart. You can purchase 1x spray can each time you rank up.
Tweaks/Improvements
Adjusted cartel activity cooldowns.
Reduced the resell multiplier of all weapons.
Disable cartel passive influence gain.
Turned off JSON pretty-print for the trash save file, offering a reduction in file size.
Increased police pickpocket difficulty.
Bug fixes
Fixed missing soil material.
Fixed cartel dealers not working outside of Westville.
Fixed cartel deal cash payments not appearing for non-hosts.
Fixed manor tunnel resetting on reload.
Fixed manor state (original, destroyed, rebuilt) resetting on reload.
Fixed region unlocked popup sometimes not displaying.
Fixed region unlocked popup repeating for Westville.
Fixed cartel influence not being synced in multiplayer.
Fixed wonky compass cardinal direction indicators.
Fixed multiplayer disconnect when knocking on Pillville.
The cartel influence slider is no longer draggable by the player.
Fixed dealers not notifying you when they are out of product.
Fixed manor loading docks.
Fixed multiplayer disconnection when you fail pickpocketing as a non-host.
Fixed vehicle AI not parking.
Additions
Added off-road skateboard
Tweaks/Improvements
Skateboard stamina consumption is now gradual rather than instant.
Tweaked some IK constraints for skateboard animations.
Bug fixes
Fixed not being able to knock on the door of the tall brick building next to the overpass.
Fixed not being able to knock on the doors of the blue apartment building.
Fixed skateboard pushing consuming excessive stamina.
Fixed mis-indexed loading bays at the docks warehouse.
Fixed broken font at the French restaurant.
Fixed customers accepting unpackaged product, even when displayed success chance is 1%.
Fixed the packaging station Mk2 being slower to use for NPCs compared to Mk1.
Fixed Salvador coca seed pricing.
Fixed a networth calculation bug.
Fixed a random generation bug causing 'Aspen Death' to be a very common output.
Modified the pawn shop's pricing algorithm to be a bit less predictable.
Thanks for reading,
Tyler
Tweaks/Improvements
Community vote submissions are now tied to Steam IDs on the user-end, fixing an issue where multiple users couldn't each vote on the same machine.
Bug fixes
Fixed a font rendering bug.
Fixed Nixon statue text.
Thanks for reading,
Tyler
Tweaks/Improvements
Consuming Cuke now applies 'energizing' effect.
Consuming Red Balls now applies 'athletic' effect.
Footsteps are now quieter when under the effects of 'sneaky'.
Energizing and athletic now prevent the player from sleeping while they are active.
The client-side community voting interface is now in the game - you'll see it pop up as soon as the first vote opens later today.
Bug fixes
Fixed Albert Hoover's message conversation being preemptively visible.
Fixed the drug effect wear-off timer not working at 4 AM.
Thanks for reading,
Tyler
Additions
Added the following options to the new filter configuration menu:
- Copy filter
- Paste filter
- Apply filter to sibling slots
- Clear filter
Tweaks/Improvements
- Employee lockers now have a slight colour differentiation depending on the type of assigned employee.
Bug fixes
- Fixed employee quests still saying 'assign bed'.
- Fixed employees not leaving the property after being fired.
- Fixed supplier messages sometimes disappearing.
- Fixed an incorrect statement regarding how dealers are unlocked.
Thanks for reading!
Tyler
- You can now access the inventory of your employees by talking to them and selecting 'I need to access your inventory'.
- Added some new graffiti art.
- Broken vending machines and ATMs will now repair after only a single sleep (previously it took 2 days).
- Removed the optional email from the feedback form. This was rarely used and mostly just unnecessary clutter.
- Renamed suggestions -> feedback in the feedback form.
- Consolidated a number of saved entities into larger, combined files. This should improve save time, reliability, be less prone to bugs, and improve Steam Cloud sync time. The following types of entities were consolidated: your mixes, vending machines, ATMs, store pallets, and dead drops.
Bug fixes
- Fixed chemists sometimes causing cauldrons to become unusable.
- Fixed botanists sometimes causing drying racks to become unusable.
- Fixed NPC summoning not working on Mick's house.
- Fixed some issues in Mick's schedule that may have been the cause of him sometimes not appearing at the pawn shop.
- Fixed the first 'escape' button click being ignored.
- Fixed OG Kush being listed for sale by default in a fresh save.
- Fixed save game version label alignment.
- Fixed items in pallets, dead drops, etc sometimes persisting across different saves files.
- Fixed ATM/Vending machine being unusable, but not visually broken after exiting and reloading the game.
More bug fixes and refinements coming next week ːsteamhappyː And more content coming after that - I'm planning to introduce a new property as well as a new purchaseable jukebox/radio object. Stay tuned!
Tyler
Hey everyone, here's the 6th post-launch patch. I've fixed a number of bugs and made a couple of minor tweaks. I've also created what I'm calling the alternate version of the game for anyone who is experiencing crashes. You can read more below.
Alternate version
The alternate version is identical to the normal version, except it uses a different scripting backend (Mono instead of IL2CPP). This scripting backend isn't quite as performant as the normal version, but it generally handles errors a bit better and is less prone to crashing. If you're experiencing consistent crashes in the default version, I'd recommend trying it out. You can opt into the alternate version the same way as switching to the beta version - a video tutorial can be viewed here.
If people find that the alternate version results in fewer crashes, I'll continue to maintain this version and keep it updated to match the default version. Even if the alternate version doesn't fix the crashing, it'll at least send me bug reports with more info compared to the default version.
Additions
- Added alternate version.
- Added 'cleartrash' command. Useful if you're experiencing performance drops due to lots of trash items.
Tweaks/Improvements
- Chemists can now be assigned up to 4 stations (up from 3).
Bug fixes
- Fixed mixing colliders behind the Slop Shop.
- Fixed not being able to knock on the door of the tall building next to the overpass.
- Fixed player speed multiplier not resetting after exiting and reloading.
- Fixed warehouse NPCs not returning to their jobs after attacking the player.
- Fixed employees being able to be assigned to stuff at other properties.
- Fixed being able to pick up items while on a skateboard.
Thanks for reading,
Tyler
I hope you've had a great weekend! The 5th post-launch patch is here. In this patch, I've fixed a number of employee bugs, multiplayer bugs, and casino bugs. I've also implemented a number of pathfinding validity checks to hopefully prevent a lot of crashes.
Tweaks/Improvements
- Added an active display setting to choose which monitor the game displays on.
- Botanists will now automatically move product from their supplies to drying racks.
- Owned vehicles are now visible on the map app.
- Implemented a few validity checks/failsafes for NPC pathfinding and warping. I think this was one of the primary causes of crashing on certain chipsets (thanks to Chi Chi on Discord for bringing this to my attention).
- Refactored employee item movement behaviour to be a bit smarter.
- Implemented NPC effects culling at a certain distance to improve performance.
Bug fixes
- Fixed non-host clients sometimes not being able to hit/stand in blackjack.
- Fixed a quest UI bug that was sometimes causing infinite loading screens in multiplayer.
- Fixed clipboard selections not reassigning without first manually clearing the existing selection (employee beds, botanist supplies, etc).
- Fixed the dealer sometimes preemptively revealing its hand to non-host players in blackjack.
- Fixed first-person jacket looking janky.
- Fixed 'Master Chef' achievement being rewarded prematurely.
- Fixed some property null references that were causing multiplayer loading/desync issues.
- The drying rack 'dry' button is now non-interactable if the input slot is reserved by an employee.
- Fixed NPC 'stay in building' behaviour sometimes causing errors for non-host players.
- Fixed NPC voiceover emitters sometimes throwing a null reference.
I've started work on the first content update and am planning to release it this weekend. I'll be posting some sneak peeks soon - stay tuned!
Thanks for reading,
Tyler
Current Release
Build 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
B5A5BD02
2ae776d0658e139cce836d0522b8f1e95e10fa97af74ebc0a745932ce1979a31
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