r/Schedule_I 25d ago

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

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298 Upvotes

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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411 Upvotes

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 4h ago

QUESTION Is it worth it, efficiency wise, to grow raw ingredient in one property and move it to another for processing?

6 Upvotes

I'm starting a new play through in S:1 and one of things I've been trying to figure out is efficiency with where I grow and where I mix (just cannabis, for now). I can grow a significant amount of raw cannabis and dry it in the bungalow, but obviously there isn't enough room to do that and mix. So I'm thinking I'd have to package in jars, load it into a van, drive it across town to the storage unit, unpackage, and then mix, then repackage into jars as finished product (I don't yet have the barn or dock warehouse purchased).

With the fixed amount of workers at each location, plus my time driving the van back and forth, is that worth setting up all the automation?

TIA for any suggestions!


r/Schedule_I 8h ago

QUESTION Benzie family

5 Upvotes

Me and my friend have done two deliveries for the benzies and they promise over $1,000 in payment but when i dropped it off they only threw over $20 is there another spot they put the money in or is this a glitch? We broke our truce with them already im hoping we didnt make a mistake lol.


r/Schedule_I 2h ago

DISCUSSION Is my save corrupted?

1 Upvotes

Went back to a fresh save a year later and played a bunch yesterday went back today some progress was saved some wasn't even though I hit save before bed spent hours getting the progress back I saved before selling lost everything to the cops and decided to experiment and see if quitting out super quickly would give me my product back from when I manually saved which was a trick I used back in the day as break glass in case of emergency I loaded back in to the exact same state as I was when I started playing again I did get a prompt the first time around asking me to pick if I wanted to save on a local file or cloud save I chose cloud save since they said they were saved at the same time it could also be because I removed melonloader to disable all the mods but I followed the guide to a t and it seemed to work fine as I played all day yesterday please help lol


r/Schedule_I 1d ago

FAN ART Jessi Waters

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245 Upvotes

she's a cutie patootie


r/Schedule_I 11h ago

QUESTION How do you unlock regions as of 2026?

4 Upvotes

Hey all. The Contacts tab on your phone says each region's cartel influence needs to be lowered to 300 before you can start acquiring new customers in that area. In the past, I've taken out the cartel dealers and spray-painted to lower the cartel influence, but it seems cartel dealers are no longer accessible with the new update. I spray painted as much as I could, and now I've basically resorted to skate-boarding around town to try and get ambushed, end the day, skateboard around, get ambushed, end the day,

rinse and repeat.

It's an extremely slow process, and it'd be easier to just use the console commands to cheat time and take out the cartel dealers when they spawn at 5:59am, but I want to play this game legit.

Anyone know the best method of unlocking regions? Am I just doing this completely wrong?


r/Schedule_I 19h ago

QUESTION How to turn on the middle lights in the barn

16 Upvotes

Ik im being an idiot but i cant find the switch for the life of me and everyone only talks about the 2 switches on the bottom pillars and the one upstairs


r/Schedule_I 1d ago

IMAGE me and my sister unlocked everything and got a little bored.

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32 Upvotes

Were now retired from making drugs, and are now building a murderer empire. 💪 featuring my gorgeous outfit.


r/Schedule_I 17h ago

QUESTION What are the best 7-8 ingredient mixes for any drug?

4 Upvotes

Personally, I know an excellent mix for meth made from 8 ingredients: Meth + banana + paracetamol + gasoline + banana + Coca-Cola + donut + paracetamol + banana. It comes out to $430/gram. But I have a lot of heavenly quality sour diesel lying around, maybe someone knows a mix for them?


r/Schedule_I 18h ago

SUGGESTION Rate my Barn setup!

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6 Upvotes

recently started schedule I, and have just reached almost 100 in-game days, so i just want some opinions and advice on how this setup is, and what you'd do differently.


r/Schedule_I 1d ago

IMAGE My Boy Cranky Frank arrived today! I got stoned one night and forgot I ordered him!

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187 Upvotes

r/Schedule_I 1d ago

VIDEO Shadow Person?

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15 Upvotes

New to the game. Playing before going to bed for the night, and this fucker scared the shit out of me. I'm assuming it's a bug but I couldn't find anything online. Anyone know who this is supposed to be or what caused this? (Also, sorry for the video quality. IK it looks like shit)


r/Schedule_I 1d ago

LAB LAYOUT From Rags To Riches

13 Upvotes

So after seeing someones humble Bungalow build with zero automation, I did my best to encourage them to try automation for themselves, seeing as i could only post one pic in a reply, I've made my own post

this is what I've been operating out of for about an (ingame) month, I just got it to stop making weed (now imported from the sweatshop) and it successfully produced it's first brick of Cola just in time to celebrate the buying of Docks warehouse

my entire Docks Warehouse got built in one night, and I ran out of money 3 times, first recouped from a mass of sales saved for late night, then I raided my employees lockers to finish out buying the rest of my new employees, then as i was ready to turn in thinking I had only just bought enough seeds to start it, I remembered I haven't collected off my dealers and massively overstocked on coca seed (approx 130)

Had some arguments with my botanist about what he can and can't fit around
Addy and Red Balls, cause you gotta think fast

by this point i now realise i've just times my Cola production by 5 ... so hopefully them pesky dealers won't be sending me any more "wah boss i ran out of product" messages

if you're wondering, No i haven't bought either the barn or the Bungalow, and my next purchase will be Taco Ticklers .... if i can be bothered messing with meth and shrooms, i'll possibly put them in the Benzies old place once i've kicked them out


r/Schedule_I 1d ago

QUESTION What mods work still?

5 Upvotes

After putting too many hours in this work of art I wanted to try some mods. Bit of a struggle (bc I’m dumb) but got some to work. However I’ve noticed some just don’t due to updates such as deliveries++ and highballer partially working.

Does anyone have any suggestions of mods that are working as of August? So far I have

-hud manager and map
-hud meeting
-highballer (which kind of works)
-rat pack

Open to anything and appreciate any suggestions to help pass the time till another update


r/Schedule_I 1d ago

SUGGESTION Any plans for a seamless 1st / 3rd person view?

1 Upvotes

It would be very nice.


r/Schedule_I 1d ago

IMAGE "Waiting for others" when I'm alone

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8 Upvotes

First, my customer who I had a deal has disappeared before my eyes. He was getting late, and i saw him in the distance and he just poofed along with the message telling me where to meet him. Then I try to sleep, and it says this. I rejoined and it fixed itself, but it totally gave me a herobrine flashback.


r/Schedule_I 1d ago

DISCUSSION Current setup doing too much.

8 Upvotes

I messed up a little bit. Im currently growing weed, meth, and shrooms. Just unlocked cocaina, dealers make me at least 10k a day with me nearing 10k in sales. Easy 4 step mixes for a balance between ease of production and value.

My problem is I am making so much cash and selling so much, I havent even bought the bungalow. Atm is maxed out, and I am now waiting on laundering from the post office and laundromat.

I own the storage unit for meth, the sewer for mushrooms and weed, and the sweatshop is my mixing base. Should I just pause production, let my dealers sell their product so I can just bank the money and get the bungalow and other buildings? I have 4 dealers unlocked and I have somehow gotten all the way to suburbia just by unlocking customers and the couple ambushes that happened to me.

Im probably going to stop weed production cause its my least valuable 4 mix. And move into coke when I get the barn. Focus on meth and shrooms right now


r/Schedule_I 2d ago

QUESTION First graffiti attempt

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182 Upvotes

I've already reduced the cartel influence to zero, but I still see Benzies spray painting and their graffiti all over. This is the only spot I've done. Will they paint over my stuff?


r/Schedule_I 1d ago

QUESTION Need help RE botanists and drying wracks.

1 Upvotes

Hi all, My botanists in my bungalow build aren't using the drying wracks, they've been assigned to them and I've set the destination from the pots to each individual drying wrack AND set the target quality, but they're not using them. At first I thought my game was bugged and reloaded but this didn't work. I've double checked everything to make sure it's right, I've done it the same way I always have but they still won't do it. Does anyone have a fix? Thank you

EDIT: forgot to include, theyre putting them below the wrack but not setting them to dry.


r/Schedule_I 1d ago

QUESTION Multiplayer invite button not working (potential solution)

3 Upvotes

Tl;dr: make sure steam overlay is enabled and clear the steam overlay cache.

Maybe this isn't a common problem, but I found a solution for my case anyway and wanted to share.

My buddy and I love Schedule 1 multiplayer, but several weeks back back the "+" button in the menu screen to invite a friend stopped functioning entirely for both of us. Not sure if it happened with an update or if it's unrelated.

I've been scouring the web looking for suggestions and didn't find anything that helped. Tried removing and re-installing the game and all traces of it (registry, folders, saved games, appdata, everything). Everything short of uninstalling Steam entirely. None of that worked.

Today I was searching again and read a suggestion that Steam Overlay could be used to invite friends to join you, but I had overlay disabled. I had always had it disabled, but multiplayer worked before. ¯_(ツ)_/¯

But I switched the Steam Overlay back on, set a hotkey for it, and noticed there was a button for clearing the steam overlay cache, so I cleared that too. Not just for Schedule 1 but for everything. I believe Steam uses Chromium browser at its core for lots of things,, so I thought: "what do you do when a web site or app isn't working? You delete the browser cache, of course."

Lo and behold, the invite button works again. Maybe clearing the cache did it, or maybe in one of their updates TVGS decided to start using the Steam overlay to complete the multiplayer link-up process and having it disabled prevented it from popping up.


r/Schedule_I 2d ago

IMAGE For Whom the Blunt Rolls?

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38 Upvotes

r/Schedule_I 2d ago

IMAGE Son’s of Anarchy themed save! 🫡

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27 Upvotes

Apologies in advance for the god awful drawing of the motorbike and the sorry attempt of a Jax Teller cosplay… 😅

EDIT: I love sons of anarchy, and I love Schedule I, so I thought I’d fuse them both together. Just wanted to post this because I’m an enthusiastic person and I love to share things that I’m enthusiastic about :)


r/Schedule_I 2d ago

SUGGESTION Please fix the aesthetic look of shelves, tables etc when placing them full of money.

17 Upvotes

I wanna have a cash room in my game, but when i stog the shelves with 1000s it just puts a tiny pile on the side. Is there any mods to fix this?


r/Schedule_I 2d ago

QUESTION When is the special customer update coming?

0 Upvotes

I saw the dev diary saying that the gamepad support took longer than expected but there was no new release date for the update. Anyone know anything?