
Steam news
Full Steam announcements and update articles for this title.
Additions
Added controller/gamepad support.
Added Xbox controller input prompts.
Added PlayStation DualSense input prompts.
Added gamepad-related settings.
Added new internal 'state system', integrated with all menus, interactions, etc.
Added platform-integrated fullscreen fade. (prevents unintentional input when the Steam overlay is opened).
Added virtual cursor for gamepad.
Added virtual cursor 'friction' system to make it easier to grab stuff.
Added virtual cursor 'lure' system to make click-heavy tasks less tedious on gamepad.
Added new client-side code to interface with the new in-game feedback system backend.
Added fancy new tree 'billboard' shader that closely matches the tree mesh.
Added 'quit' command.
Implemented new light source culling solution.
Added new shadow optimization tool that reduces/culls shadows at a certain distance.
Your organisation name is now displayed in the pause menu.
Combined and optimized several buildings.
Property contents culling is now staggered over several frames to minimize stuttering when approaching/leaving a property.
Tweaked the LOD distances of several buildings, props, etc, to reduce pop-in.
Created new, higher quality LODs for several buildings and props.
Property light sources now culled when distant.
Added new player 'visibility points' at the neck and hips to prevent cheesing NPC vision.
Added 'stop arrow' button to the pickpocket interaction.
Added some more grime to the police station.
Added an option to automatically pause the game when focus is lost.
Added 'restore defaults' button for input bindings.
Tweaks/Improvements
The game can now be paused in any state (in vehicle, phone open, active dialogue, etc) instead of requiring everything to be 'closed' before pausing.
Rewrote the tree shader to be way more efficient.
Police patrols, sentries, checkpoints now assign 1-2 officers instead of 2 all the time.
NPC data (name, appearance, voice, etc) is now all centralized to a single data container instead of spread across lots of separate components.
Tweaked shop UI.
Cleaned up, modularised the UI for all stations.
Rebuilt the input prompt system to support gamepad buttons.
Improved the audio blending algorithm for going inside/outside when its raining.
'Inventory empty' displayed when trying to pickpocket an NPC with nothing in their inventory.
Improved movement animations when moving slowly or diagonally.
Display settings now apply automatically instead of needing to press 'apply',
Made some visual tweaks to the phone home screen.
Optimized interaction physics checks.
Tweaked UI alignment in the deal screen.
Tweaked counteroffer UI.
Optimized lots of shadow-casting lights.
Turned off baked occlusion culling (its calculations were actually more expensive than just rendering everything).
Adjusted the compression format of lots of audio files to minimize CPU spikes due to decompression at runtime.
Separated out lobby logic from interface.
Rewrote the platform integration code (achievements, lobbies, invites, etc) to be platform-agnostic.
Increased max UI scaling to 1.5.
Turned off shadow casting for lots of tiny meshes.
Cleaned up weather code, moved several weather components to the core DLL.
Removed legacy sky system.
FOV now has a lower limit of 20.
Converted NPC deal behaviour from schedule event -> behaviour.
Increased how much trees/bushes obscure NPC vision.
Pressing 'I'm stuck' will now teleport your vehicle back to safety if you are driving.
Rebuilt the barbershop and tattoo parlour UI.
Rebuilt the 'new mix discovered' interface.
Stripped lots of shader variants to minimize memory use.
Reduced the resolution of several unnecessarily massive textures.
Optimized some UI layout calculations.
Rebuilt the vehicle repaint interface.
Optimized compass UI rendering.
The management clipboard object selector mode now multi-selects by default - no need to hold 'shift' anymore.
Rewrote a bunch of miscellaneous code to minimize GC allocation.
Police vehicles now pooled instead of spawned/destroyed.
Scripts using repeating checks now stagger their logic instead of running everything in a single frame.
Implemented Linux-compatible region check (for choosing default metric/imperial).
Optimized several distance checks to use square distance.
Tweaked texture streaming settings to minimize excessively low-res textures for certain buildings.
Bug fixes
Fixed suppliers not looking at the player.
Fixed suppliers not returning to their meeting location after being interrupted.
Fixed police sometimes not 'sharing' their player line-of-sight with other officers.
Fixed bushes not obscuring players properly.
Fixed cartel influence popup overlapping with compass warning labels.
Fixed quest UI too close to top of screen on high interface scales.
Fixed jerky vehicle movement when in 'kinematic mode' (optimization used for distant vehicles).
Fixed baggies getting caught on the packaging station hopper lid.
Changed some Windows-specific file path code to work for other OSes.
Fixed z-fighting when building objects.
Fixed weird lighting on environmental graffiti and grime.
Fixed weird shadow pop-in for trees at sunset/sunrise.
Fixed volumetric light beam flickering.
Fixed environmental text causing stuttering when enabled/disabled.
Fixed lens flare excessive CPU usage.
Fixed CPU/memory spike due to audio sources subscribing to an event on enable/disable.
Thank you to everyone who participated in the latest community vote!
Special customers won with 142,287 votes. Drivers came in second at 125,314 votes, and police improvements was a close third at 117,677.
This update will introduce several travelling customer groups, such as:
Bikers
Businessmen
Hippies
Party bus
Rock band
Each group will have one or two preferred drug types, which they will purchase in large quantities whenever they're in town. This will provide a fast method of offloading bulk quantities of product, albeit at a slightly lower profit margin. I think this will be a great addition and will add a lot more 'rhythm' to the gameplay.
This will be quite an art-heavy update, so we're expecting it to land in June-July. At the moment, we're working on gamepad support + Steam Deck certification, which should be done in about a month. Development for special customers will likely start in about 2 weeks.
Thanks for reading,
Tyler
Hi everyone,
The third community vote is now open! In the main menu, you'll be able to vote on what you want to see in the next major update. This time, the three options are:
Driver employees who can transport items between your properties, businesses, and dealers.
Dynamic police intensity, federal agents, outlaw status, and heavier consequences when caught.
Special customer groups (bikers, hippies, businessmen, etc.) who periodically visit town and buy large quantities of product.
The voting period will run for one week, and we'll announce the results shortly after that. You'll also be able to view the results in the main menu.
Thanks for reading,
Tyler
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
Additions
Added Golden M1911.
Added Big Sprinkler.
Added reorder feature to the delivery app.
Added 'seeded mixing' setting.
Added dynamic reticle for ranged weapons.
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.
Hi everyone,
We're doing a Cranky Frank plush with YouTooz. It's available to order for the next 30 days.
Just like our last collab with YouTooz, 100% of TVGS's share of revenue will be donated to charity: SSDP Australia (Students for Sensible Drug Policy).
We're also working on an update for the Schedule I's 1st anniversary. It should be ready to go in the next day or two.
Thanks 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
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.
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
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!
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. 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 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.
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.
Thanks for reading,
Tyler
Hey everyone,
I'm back to work, and have some exciting news - TVGS is now an actual game studio! We've got an office in Sydney, and a new developer, Rob, who has just started. We're also in the process of recruiting a 3D/technical artist. By the end of the year, there will likely be 4 people working on Schedule I.
I want to say a big thank you to everyone who has played Schedule I - you're the reason I'm able to grow the team and work in this awesome space. I've had the opportunity to turn my hobby into a career and spend my days doing work that I genuinely enjoy. I'm truly thankful to each and every one of you for that.
It's a really nice space - pretty empty right now, but we're getting there.
We're going to put a ping pong (beer pong) table in the middle.
We've also got a pretty sweet collection of boxes.
We're going to release a patch next week focussed on bug fixing and QoL improvements. After that, the remainder of January is being dedicated to cleaning up the codebase and onboarding Rob (poor guy needs to catch up on 120k+ lines of code). This will be the final round of major refactoring and will leave the game in a strong position for future development. It's also a vital step towards proper mod support.
After that's done, we'll get to work on the next update, which we will leave as a surprise. I'm estimating it will be done in late February, but I've (finally) learnt my lesson from all of the delayed updates, and we'll only confirm a date once we're confident we'll hit it on time.
Our collaboration with YouTooz has been extended by a week. The last day to place an order will be January 13th. Grab yourself a Benji, Uncle Nelson, or Jessi before they're gone. Available here.
Thanks for reading. I hope you have an excellent year!
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.
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.
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.
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
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. You can now rename stations, pots, storage racks, etc.
Added temperature system.
Added temperature system 'heatmap' visualisation.
Added randomly spawning shrooms in the sewer.
Added mushroom hat.
Added Fungal Phil.
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.
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 (20 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.
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.
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.
Hey everyone,
We're doing our first-ever official merchandise drop - Schedule I x Youtooz! Three collectible figures are now available to order:
I'm happy to say that 100% of TVGS's share of revenue will be donated to charity: SSDP Australia (Students for Sensible Drug Policy). SSDP does excellent work on drug policy reform and harm minimisation, and it's an honour to be able to contribute to their cause.
Otherwise, the Shrooms update is nearing completion - I'm expecting it to be ready for open beta testing next week, and the full release not long after that. Thanks for your patience with this update. There's lots of cool new stuff coming, and I've also snuck in some handy QoL improvements and bug fixes.
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
Hey everyone,
The Halloween update is here! This update adds a new sewer system under the Hyland Point. You'll need to get ahold of a sewer access key to get down there. The sewers offer a new way to navigate Hyland Point without having to worry about police and cartel members, but it isn't without it's risks...
There's a new ladder system which opens up a bit more vertical navigation - these ladders can be found in the sewers, as well as on several buildings around the map.
There's also been some work done towards optimization. Most of this work is in the form of small tweaks and reworks, but it should all add up to provide a decent (10-15%) boost framerate.
Sorry this update is a couple of days late - I was originally planning on skipping the open beta and going straight to full release. At the last minute released I should probably play it safe and publicly beta test it for at least a day.
Additions
Added sewer system.
Added climbing system.
Added ladders to various buildings.
Added sewer maintenace office property.
Added sewer access key.
Added 2x1m plastic table.
Added trash crown.
Added garbage throne.
Added water step sound.
Added 'sewer king' NPC.
Added 'sewer goblin' NPC.
Added meth LODs.
Added new 'replication queue' system to help stagger network traffic when a player joins a multiplayer game.
Added loading dock to west Gas-Mart.
Added 5 more graffiti locations.
Tweaks/Improvements
Refactored the environmental FX and post-processing system to support transitioning between different visual zones.
Changed fog color and density to be controlled by day-night timeline instead of a basic curve/gradient.
Tweaked occlusion settings for more aggressive culling.
Tweaked shadow cascades.
Tweaked various LODs.
Disabled vehicle FixedUpdate calculations when vehicle is static.
Optimized compass rendering.
Disabled a light optimization technique that wasn't actually providing any performance improvement.
Changed a lot of calculations to be on-demand instead of every frame.
Disabled additional light shadows when quality is set yo medium or below.
Changed various cooldowns to use global time (Time.timeSinceLevelLoad) instead of manual time tracking.
Removed unnecessary update loops from a number of scripts.
Replaced some MeshColliders with primitive colliders.
Cached animation string hashes on start instead of recalculating on use.
Turned off shadows for a bunch of small objects.
Tweaked graffiti surfaces to only generate texture data when required instead of when the game starts. This was causing a ~1s hitch and unnecessary memory allocation whenever loading a game.
Reorganised the structure of the main scene. This shouldn't have any visible impact but makes my job easier in the future :)
Bug fixes
Fixed police global vision events not working properly (this allows police to 'share' their knowledge of where a wanted player is.
Fixed a bug where NPCs would shoot at the player even when not visible.
Fixed some duplicate GUIDs.
Fixed police officer vision getting bugged if killed while searching for the player.
Fixed 'cuke effects' and 'energy drink effects' utility items being usable in item slot filters.
Fixed not being able to pickpocket unconscious NPCs if you have recently failed a pickpocket.
Fixed null reference error that occurred when inserting cash into a storage entity.
Remove some unnecessary Player.log spam.
I've discovered that a lot of the connection issues in multiplayer are likely due to bandwidth limits being exceeded - I've made an effort in this update to mitigate this, but there's still some more work to do. This will be my focus for the next week or two, and a patch for this will be releasing before the Shrooms update.
Thanks for reading, and happy (late) Halloween!
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
Thank you to everyone who participated in the latest community vote!
Shrooms won with over 269,000 votes. Drivers came in second with 139,000 votes, and fishing received 85,000 votes.
Shrooms will be the fourth drug type added to the game, and will have a totally new and unique production process. This update will also include:
A new supplier.
New shrooms-specific production equipment and tools.
Some new multi-use production equipment, which can be used for shrooms as well as some of the existing drugs.
New effects and ingredients.
New customers.
This update will land somewhere from mid-October to late November. I'm leaving this window quite open-ended, as I want to avoid having to repeatedly delay the release (I have learnt my lesson from the cartel update lol). I also need to allow some time for the Halloween update, which will be landing on October 31st.
I'm flying back home to Australia next week and will be getting to work on these two updates almost immediately. But before that, I'll release a patch for the cartel update, fixing a number of bugs and making some tweaks suggested by the community.
Don't worry if your preferred choice wasn't selected; non-winning choices will be available again in a future community vote!
Thanks for reading,
Tyler
Hey everyone,
The second community vote is now open! Launch the game, and from the main menu, you'll be able to select what you want to see in the next major update. For this vote, the three options are:
This new employee can transport items between your properties, businesses, and dealers. You'll be able to designate automatic transit routes and specify the required conditions (e.g. number of items in the vehicle) for a route to begin. This update will also include some QOL improvements to the delivery system.
Who doesn't like a classic fishing minigame? Reel in fish (and maybe some other special items), which can be sold at Randy's Bait & Tackle for a tidy profit. This update will also include several new ingredients and effects.
Manufacture and distribute a brand new drug type - Magic Mushrooms. This update will introduce a funky new drug, unique equipment, new effects, and a new supplier.
The voting period will run until this coming weekend, and I'll announce the results shortly after that. You'll also be able to view the results in the main menu.
Thanks for reading,
Tyler
Hey everyone,
Before I get into the details about this update, I'd just like to apologise for my lack of timeliness with this update. This is releasing about a month later than I originally intended - due to a variety of factors, but mostly me underestimating the amount of work involved in implementing certain features, as well as me deciding to add more stuff (graffiti, pump shotgun, etc) at the last minute. I've also been moving house and getting through my University exams - safe to say it's been a hectic couple of months!
Thanks for your patience as I've gotten this update wrapped up. In the future, I'm going to try my best to provide due dates only when I'm really confident that I'll actually be able to make that deadline.
Added the Benzies family - a powerful rival cartel in Hyland Point. You will first encounter them once you have unlocked a number of customers in Westville. Interactions with them include:
Cartel-player deals (only while truced)
Ambushes
Dealer robbings
Dead drop theft
Cartel-customer deals
Added new purchasable property - Hyland Manor. Keep in mind that the Benzies' family storyline must be completed before this can be purchased.
Added new vehicle 'Hotbox'.
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.
Added graffiti cleaner. This can be used to remove graffiti from a surface.
Added pump shotgun.
Added shotgun shell.
Added 'close buzzcut' hairstyle.
Added 'Tony' hairstyle
Added 'long slicked back' hairstyle.
Added 'setgravitymultiplier' command.
Added 'setregionunlocked' command.
Added 'forcesleep' command.
Added an automatic save game backup feature. This will automatically generate a backup of your save file when you first load it on a new version of the game. This is enabled by default, and can be turned off in Settings -> Other.
Added some more loading screen hints.
Added 'Urban Artist' achievement.
Added 'Finishing the Job' achievement.
Changed how you unlock new regions. Each region now has a 'cartel influence' level associated with it. You must reduce this influence to a certain level before you can progress to the next region.
Stan now uses a shop interface instead of dialogue for selling weapons.
In multiplayer, you can view the dialogue of other players talking to NPCs.
Deals are now cancelled when the assigned dealer is dead/unconscious.
Unconscious NPCs who drop into the ocean are now killed.
Dead/unconscious NPCs can now be pickpocketed.
You can now pickpocket police.
If you attack a customer, they will not order from you for 72 hours.
Tweaks the braking properties of all vehicles.
Non-police NPCs can now use ranged weapons.
Police and NPCs in combat will now sometimes predict future target position instead of pathing directly to the target.
Tweaked flashlight brightness.
Turned off JSON pretty-print for the trash save file, offering a reduction in file size.
Reduced the resell multiplier of all weapons.
You can now interrupt an incremental reload (revolver + shotgun) by clicking the LMB.
Customers now carry the cash that is required to pay for an upcoming deal.
Fixed various mislabellings in employee tutorial quests.
Fixed two light beams being visible when the flashlight is equipped.
Fixed scuffed NPC ragdoll LODs/culling.
Fixed some missing walls at Hyland Medical.
Fixed third-person recoil animation for the M1911 and Revolver.
Fixed the networth calculator algorithm not factoring in some item quantities.
Fixed vehicle impacts doing too much damage to NPCs.
Fixed some missing fonts.
Fixed textured z-fighting on the northern waterfront.
Fixed dealer/supplier recommendation dialogue starting even if the customer was served by a dealer.
Fixed a bug where item stock limits could be ignored by using the custom amount selector.
Fixed missing colliders at the car wash.
Fixed Tobias' name misspelling.
I'm flying from Australia to Seattle later today to attend PAX West, and I'll be in the US until mid-September. We'll be running another community vote next week, and I'll get to work on the winning update as soon as I'm home next month - lots more cool stuff coming this year. I'm also looking into getting some office space and bringing on one or two full-time developers. Stay tuned!
Thanks for reading,
Tyler
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.
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.
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.
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.
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.
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.
Hey everyone,
I'm very excited to announce that the cartel update (v0.4.0) is now available to test on the beta branch! Very sorry that this took longer than expected! It's been a hectic month, and I massively underestimated the amount of work required to get this update done. I've also been simultaneously working on getting the game ready for official Steam Deck support + console port later this year.
Added the Benzies family - a powerful rival cartel in Hyland Point. You will first encounter them once you have unlocked a few customers in Westville. Interactions with them include:
Cartel-player deals (while truced)
Ambushes
Dealer robbings
Dead drop theft
Cartel-customer deals
Added new purchasable property - Hyland Manor. Keep in mind that the Benzies family storyline must be completed before this can be purchased.
Added new vehicle 'Hotbox'.
Added pump shotgun.
Added shotgun shell.
Added 'close buzzcut' hairstyle.
Added 'Tony' hairstyle
Added 'long slicked back' hairstyle.
Added 'setgravitymultiplier' command.
Added 'setregionunlocked' command.
Added 'forcesleep' command.
Added some more loading screen hints.
Changed how you unlock new regions. Each region now has a 'cartel influence' level associated with it. You must reduce this influence to a certain level before you can progress to the next region.
In multiplayer, you can view the dialogue of other players talking to NPCs.
Deals are now cancelled when the assigned dealer is dead/unconscious.
Unconscious NPCs who drop into the ocean are now killed.
Dead/unconscious NPCs can now be pickpocketed.
You can now pickpocket police.
If you attack a customer, they will not order from you for 72 hours.
Tweaks the braking properties of all vehicles.
Non-police NPCs can now use ranged weapons.
Police and NPCs in combat will now sometimes predict future target position instead of pathing directly to the target.
Tweaked flashlight brightness.
Refactored a number of minor scripts.
Fixed various mislabellings in employee tutorial quests.
Fixed two light beams being visible when the flashlight is equipped.
Fixed scuffed NPC ragdoll LODs/culling.
Fixed some missing walls at Hyland Medical.
Fixed third-person recoil animation for the M1911 and Revolver.
Fixed the networth calculator algorithm not factoring in some item quantities.
Fixed vehicle impacts doing too much damage to NPCs.
Fixed some missing fonts.
Thanks for your patience, everyone. For future updates, I'm only going to announce a release date once I'm certain I'll actually be able to deliver on time. I've been in a self-inflicted crunch for the past couple of weeks, which has probably compromised my productivity and motivation quite a bit. Going forward, I'm going to try to keep in mind that early access is a marathon, not a sprint. The final quality of the game is what really matters, and I intend to deliver on that to the absolute best of my ability.
Cheers,
Tyler
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
Thank you to everyone who participated in the community vote!
We received over 440,000 submissions, and 64% voted for the rival cartel update. I've already started work on this update, and you can expect it to be released in late July. My goal for the rival cartel is to introduce more of a mid-to-late-game challenge, and to keep the game engaging and rewarding even after you've got a well-established operation.
Don't worry if your preferred choice wasn't selected; non-winning choices will be available again in a future community vote!
Thanks everyone,
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
Hi everyone,
The first community vote is open! Boot up the game, and from the main menu you'll be able to select what you want to see in the next major update. For this vote, the three options are:
Rival Cartel Update
Police Expansion Update
Shrooms Update
The voting period will run until this coming weekend, and I'll announce the results shortly after that. You'll also be able to see the results in-game in the main menu.
I'm looking forward to getting work on the next big thing for the game, so it'll be great to make certain that my development plans align with what the community wants to see!
Cheers,
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
Hi everyone,
I'm happy to say v0.3.6 is now finally fully released! This update includes new item slot filters, which will allow you to tell your employees which items you want or don't want in a particular slot. Employee beds have been replaced with space-saving lockers (although you can still use beds if you really want to!), and I've rewritten a large chunk of the saving system, which should dramatically improve saving times and make Steam cloud syncs much more speedy and reliable.
Apologies, this update has taken a bit longer than usual - it's been a hectic past few weeks. I was in surgery for wisdom teeth removal about 2 weeks ago, I have had to spend quite a lot of time recording/documenting the game for AU classification, I'm back to uni this week, and I've been dealing with some other things going on behind the scenes. Nevertheless, I'm excited to get back into the swing of things and get to work on the first major Schedule I update.
Speaking of which, I've been setting up the infrastructure needed for the community voting system, and I'm happy to say everything is now in place. We'll be running the first vote this coming week - you'll see a prompt to vote in the main menu as soon as the voting period opens.
Additions
Added lockers. These will be replacing employee beds. For compatibility reasons, employees will still be assigned to beds in existing saves, but going forward, you can use lockers instead, which are more space-efficient and can store more stuff.
Added item slot filters. You can now set whitelists or blacklists on slots to tell employees which items should or shouldn't go in a particular slot.
Added employee property transfers.
Tweaks/Improvements
Increased storage unit employee capacity to 3.
Consolidated all NPC save files.
Consolidated property save files.
Consolidated business save files.
Changed the trash can pickup area to be square instead of circular.
The trash can pickup area is now visible while you're placing the trash can.
Bug fixes
Fixed occasional NPC long-distance pathing failures.
Fixed occasional employee pathing failures.
Fixed employees sometimes attempting to pick up items that they don't have the inventory capacity for.
Fixed botanist-related performance issue.
Fixed police showing question marks above their heads while they're unconscious.
Fixed viewmodel drifting.
Fixed an incorrect statement regarding how dealers are unlocked.
Thank you, everyone!!
Tyler
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Schedule I, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Schedule I statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.