v0.4.5: Anniversary Update
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!AdditionsAdded 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/ImprovementsRedesigned 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 fixesFixed 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
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
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