r/Schedule_I Aug 01 '26

SCHEDULE I ANNOUNCEMENT Gamepad support is now live on the main branch!

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Hey everyone,

Special Customer Update
We planned to release gamepad support at the end of June, and release special customers in mid-late July. Gamepad support took a lot longer than expected, but we've been working on the special customers update in parallel, so it's not far off now. It's shaping up really nicely, and we think it'll be well worth the wait! I’ll post a sneak peek in the comments below!

We're very excited (and relieved) to be launching gamepad support - this has been underway since last year, and has been shockingly more involved than initially thought. Every menu and input interaction in the game had to be rebuilt or significantly altered. We didn't want to do a quick and dirty implementation, so we've created a number of new systems to get the game 'feeling good' with a controller:
New UI framework: screens, panels, tabs, buttons, etc.

New input prompt system.

Haptics system.

Gamepad pointer with simulated friction and magnetism.

Pointer 'snapping' (for click-heavy tasks such as harvesting).

We've tested and validated the following controllers:
Xbox Controller.

PS5 DualSense Controller.

Steam Controller (incl. Steam Deck).

Any generic controller adhering to the Windows XInput API should also work well.

Lots of optimizations
We've created many new LODs and refined existing ones, optimized several shaders, tweaked lighting and shadows, rewrote some code to minimize frame spikes, and made lots of other small improvements. In our testing, these changes have resulted in a 20-30% performance boost, as well as noticeably less visual pop-in.

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.

Added new stack splitting tutorial.

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 quests involving payphones soft-locking if the call is exited before completion.

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.

Thanks for reading!


r/Schedule_I Mar 30 '26

SCHEDULE I ANNOUNCEMENT v0.4.5: Anniversary Update

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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.

r/Schedule_I 1h ago

QUESTION Is it just me or has Geraldine been changed?

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r/Schedule_I 5h ago

QUESTION Can’t get past Westville

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For the past two weeks or so I’ve been stuck in westville and can’t get to the next area because of cartel influence. Stupid me took the truce and got every customer loyal to me and now I can’t take out dealers. I’ve also bought every spray paint can I’m able to yet it isn’t enough. (I’m bagman 5 and every time I’ve leveled up it’s said I can buy more spray paint but the shop says out of stock)
I’ve resorted to trying to get ambushed to take out cartel members but in the past two weeks it’s only happened once and it’s getting frustrating not being able to progress. I’ve already bought the socks but see no purpose moving there because of this.
Any tips on how to fix this?


r/Schedule_I 9h ago

SUGGESTION What mod would you actually download for Schedule I?

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I’m learning to make mods for Schedule I and I’m looking for ideas.
What’s something you wish the game had, or something that annoys you enough that you’d actually download a mod to fix it?

I’m mainly interested in:
Quality-of-life improvements
Employee/business management
Automation
Inventory/storage
Phone features
Late-game improvements

Try to suggest something that either doesn’t already exist, or something existing mods don’t do very well.
If I see an idea that seems doable, I may try to build it.


r/Schedule_I 22m ago

IMAGE Some 🥷🏿 try to kill me in sewers, but after 2 shoot he start to run away, I cant catch him, who was that?

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he was something like this


r/Schedule_I 1d ago

MIXES Me and my Boy Benji after a succssesfull night of Cooking Tons of Meth and Coke at 4am

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r/Schedule_I 1d ago

SUGGESTION UPDATE IDEA: A true purpose to earn money and taxes

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I realized very early into the game that apart from upgrading and expansion, there’s no need for your character to earn money. They don’t eat, drink, or pay taxes.

im not saying the game needs to pivot to hardcore survival, but your character needs a reason to have to earn money for survival and not vanity. Food and other essentials should be a constant worry early game.

mid and late game, taxes should come into play to make laundering more interesting. get rid of the 10k per week cap and replace it with a suspicion meter. The higher the suspicion, the higher chance for a government audit. If you have legit laundering businesses that appear profitable, the government ends their investigation. If you have 100k in cash while unemployed, boom, jailed for tax evasion.

i feel like this could be a relatively easy update for Tyler to make. I think it would make the game more 3 dimensional and fun. Thoughts?


r/Schedule_I 21h ago

DISCUSSION I just got hit by lightning

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I was graffitiiing in a storm and got hit when I finished my art lol


r/Schedule_I 19h ago

QUESTION Help with supplies

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I feel like after making some progress and getting the automation done I’m just running around resuppling my properties.

So I’m not „dealing“ or something else, I am constantly busy buying stuff for the labs.

Is this just the late game or can this be automized.

It’s just that I do not wanna play a shopping simulator where I am just drinving to the market and to the properties just delivering supplies.


r/Schedule_I 9h ago

QUESTION NOBODY is buying our meth

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Me and my mate are in a coop game and we listed meth for sale for the regular market value. Since then, nobody has asked us to sell them meth. Even the meth we gave to our dealers wasn't sold. I speculate that our cush is just too good for them, so they'd rather have that then the meth, but idk if that's the actual case.


r/Schedule_I 13h ago

DISCUSSION Just Sadness...

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Recently I got mods for Schedule 1 and the mods started corupting the files a bit, so I deleted the mods and fixed the files, but a couple days later, everything was erased. All the saves said they were still ther but after looking into them, all the JSON files were empty exept for "Game". I'm not sure if it was the mods or something else happend when loading, I do remeber having to switch steam cloud off to delete an un-needed save then turning it back on but I dont think that would corupt all the other saves.


r/Schedule_I 1d ago

IMAGE My latest graffiti :3

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excuse the paperlike weight car


r/Schedule_I 1d ago

QUESTION Does Hyland Point remind anyone of Gravity Falls?

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Every time I think about or travel around Hyland Point, I always think of Gravity Falls for some reason. The music the skybox and the sunsets remind me of it. Does anyone else think this or am I just dumb?


r/Schedule_I 1d ago

SUGGESTION Big Bad Machines for Mass production

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I wish there were some extra machines and furniture when our production scales up significantly..

For example in barn or docks or manor.. when we have to size up our production let's say i am building a meth lab in barn.. so instead of placing many chemistry stations and lab ovens and mixing stations, I can just place a big reactor like thing to mix acid, phosphorus, pseudo.. a boiler to boil that solution. A large oven (like the ones in the industries) with auto pour and bake the meth solution and a hydraulic press to break the meth.. another big reactor like thing where we just place meth and ingredients, set an order of mixing and the chemists control it accordingly. And then the products are finally brick pressed and stored in huge closets

Talking about plants, I'd say there should be a cabinet like the mushroom spawn stations, where botanists can do tissue culture and do hydroponics of the plant saplings. Bbecause you know tissue culture farms are small in size and can do huge production. Once they grow a bit, plant them in an plastic green house.

Mixing part then is ofc done by those reactors

So how is the idea ?

Attaching some reference images


r/Schedule_I 1d ago

QUESTION Dealer Glitch? Help.

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For some reason, can't unlock the dealer. This is a multiplayer world. I know for a fact I have this dealer, don't know what to do.


r/Schedule_I 1d ago

DISCUSSION Inviting Friends

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Any one wanna play with me; i want to build an empire together hit me up


r/Schedule_I 1d ago

QUESTION How am I supposed to unlock new areas when I can’t find any cartel members??

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Ive been at war with the cartel about two weeks now, I have 40k in my pocket but only northtown and westville unlocked. Ive spray painted almost everything I could but I cant get to the 300 mark because spray painting isn’t enoug, but it’s close in uptown.

I had the bright idea to hunt down cartel dealers to shrink influence but I HAVENT BEEN ABLE TO FIND ANY.

they don’t spawn at midnight in my game, I’ve tried like 10 times at the downtown, uptown, westville and docks locations. I can’t ever find them making a deal live. and I’ve never even been ambushed. I need to expand and unlock more customers to justify buying the barn. please help????

EDIT: I DIDNT REALIZE I NEEDED TO LOWER INFLUENCE IN WESTVILLE FIRT IM SO DUMBBB


r/Schedule_I 1d ago

MIXES Most profitable mix for weed?

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Ive had a couple mixes that are like a million things long but theres this 12 stage mix I did that sells for 185$, Does anyone have a mix that tops that suggested amount?


r/Schedule_I 2d ago

IMAGE Uhhhh??

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He was gliding down the sidewalk looking like this too. Not fun to see at 3am in the morning. Might be because i go and beat him up like every day


r/Schedule_I 1d ago

QUESTION What automated farms should I build on all of the properties

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I only have automated farms for my Bungalow and Storage Unit. For my Bungalow Unit, I currently only have a Brick Weed Farm and an automated 4-stage Mixing setup in my Storage Unit. I want to build automated farms for Meth, Cocaine, and Shrooms. What would be the optimal farms to create for each property? I already own the Docks and Barn unlocked, but I’m not sure which farms I should build for them.


r/Schedule_I 2d ago

DISCUSSION made this out of annoyance

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Do You Guys Hate This location?


r/Schedule_I 2d ago

QUESTION Getting rid of money?

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Hey folks, I made a mistake. I was using WeMod or “Wand” to give me infinite health. I clicked on “Unlimited bank balance” thinking it would let me deposit more than 10k a week, and now I have like 700k in the bank I don’t want.

What is the best way to get rid of it? Do I buy something in bulk then throw it in the river? Or can I use like console commands to lower it?

Thank you!


r/Schedule_I 2d ago

QUESTION In game days?

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Is there any way to get a count of how many in game days have passed?

I just did a challenge game (RV only, no properties, no dealers, only weed) and was curious how quickly I got it done.


r/Schedule_I 2d ago

MEME ts frying me

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