r/Schedule_I Aug 01 '26

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

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299 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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413 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 2h ago

DISCUSSION Speculation on where the new customers might call a "home base" for the nights they're in town?

3 Upvotes

I was thinking about this while looking at the preview pic they dropped - based on the picture, the RV and pillars, it seems at least the party bus will park in some cleared-out spot underneath the Highland Point off ramp bridge. Do you think he'll have others meet there? what other spots do you think?


r/Schedule_I 13h ago

QUESTION Colour guides?

13 Upvotes

All I ever hear is “best mix” this and “most profit” that, but I don’t really care about that.

I know that you can give things different colours, so is there a guide for what gives what colours.

If not, I am trying to make purple/brown/bronze coke.


r/Schedule_I 4h ago

DISCUSSION Why are my Chemists getting stuck when mixing?

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2 Upvotes

So my chemists keep putting one ingredient in, then the handler will replace it and they get stuck on what to do and end up doing nothing saying they have nothing to do. Please help this is driving me nuts, ive tried firing them, replacing the mixing stations, nothing works.


r/Schedule_I 12h ago

DISCUSSION Dealers or manually selling

7 Upvotes

By the time you take into account dealers only selling at the price you list, not at the higher price people seem to text you offering, and the late night bonus, plus the risk of your dealers getting jumped, ontop of that they take 20%.

You also only get 50% xp from their trades.

What’s the point of using dealers?


r/Schedule_I 1d ago

QUESTION Wtf?

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285 Upvotes

It’s my first time playing this game is this normal?


r/Schedule_I 9h ago

QUESTION Game stuck at 90fps

0 Upvotes

I fired up the game after not playing for a while but won't go higher then 90fps but GPU usage is 39% no matter the settings i change if I switch vsync on FPS goes higher but stutter is unplayable when I last played I could run ultra with 200fps specs are 7800x3d and 4090 with 32gig ram


r/Schedule_I 5h ago

TIPS/GUIDES Schedule 1

0 Upvotes

Need someone that knows how to mod to help me


r/Schedule_I 16h ago

QUESTION Does NAcops work in multiplayer?

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1 Upvotes

Im using Nucleus Co-op to play running 2 instances and im not sure if NAcops mod works. When i go to the Heatdata folder it shows a .json file for one of my single player worlds but doesn't show the multiplayer one. Also when I load in single player and multiplayer the console shows a bunch of errors.


r/Schedule_I 1d ago

IMAGE TF peter doin

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10 Upvotes

2d pixelated peter


r/Schedule_I 2d ago

QUESTION Why do i see the ghosts of the people i kill?

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268 Upvotes

everyone i kill i see their ghost and its pretty weird ive never seen this happen before 😭


r/Schedule_I 1d ago

SUGGESTION What can I do to make the early game feel bit slower ?

9 Upvotes

On my last save, I reached 5K dollars in no time. I didn’t even have access to granddaddy purple yet but I could already afford the storage unit which feels bit wrong to me.

But saving up for the barn later wasn’t as easy and it felt like an actual big step forward unlike the storage unit or even the bungalow which are kinda just handed to you for very little.

I obviously do want to progress through the game but at a more constrained pace.

Any ideas ?


r/Schedule_I 23h ago

QUESTION Open Console on Linux

1 Upvotes

Hello All

How do I Open the console on Linux?

Yes it is activated in settings

Yes I tried every key multiple Times

Thanks in advance

Edit: Thanks to you for try to Help. It is for me for whatever reason Shift+ the key left to the 1


r/Schedule_I 1d ago

QUESTION What am I doing wrong?

2 Upvotes

I have automated weed in the bungalow and automated meth in the storage unit.

I went for max addictiveness over price for mixing because money doesn’t seem to be an issue for me.

Weed is 3 ingredients and meth is 2 ingredients….

Despite my pretty low amount of ingredients the game has turned into a restock simulator…

I want to move onto mushrooms and I have started but I can’t find the time to stock mushroom stuff and it’s mixing ingredients on top of meth and weed without spending an extra 20 mins per day at 4am.

I have purchased a van for each drug to sit in the loading bays and get sorted into the large metal storage cabinets and act as extra stock.

Am I meant to stop selling weed and move up to meth then do the same for mushrooms and later coke?

How do you people stock all these farms?

I can’t lie spending all this time stuck at 4am with too much todo is ruining the game for me.


r/Schedule_I 1d ago

IMAGE He's right behind me, isn't he?

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19 Upvotes

r/Schedule_I 1d ago

DISCUSSION they got me smh

6 Upvotes

got the game 3 days ago and have been playing it like a psycho, and i hopped on last night and lost the places i unlocked and my rank, cant even buy grandaddy purp anymore:( got a little bit frustrated but might as well keep grinding anyways and i can try different ways to level up!! besides that im loving this game !


r/Schedule_I 1d ago

QUESTION How to set up workers for weed grow OP

0 Upvotes

I cant for the move of me figure out how to do it. There is no tutorial for it as far as I have found? I figured out how to set up the guy who grows it but i cant figure out how to set up the other guy who is suppose to package the product. If anyone knows a good video or could break it down fof me please help.

I love the game but now ive been hardly playing it 😞


r/Schedule_I 1d ago

IMAGE Is this cannon?

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14 Upvotes

r/Schedule_I 1d ago

QUESTION Are there plans to add more properties ?

2 Upvotes

If Tyler really wants to add heroin and MDMA into the game then surely he will add at least one sizable property right ?

Each drug could be produced in a property that’s already in the game but I think that it would be appropriate to expand the options bit more so that you could still have “secondary“ properties just for mixing or packaging.

Where on the map could new property even be ?


r/Schedule_I 1d ago

QUESTION Need Advice

1 Upvotes

So I just Bought The Barn and I have every property and business besides Taco Ticklers And the Warehouse, plus the manor, I have $112.687 in total and was wondering what would be the fastest way to make another 100.000 so I can have enough for a fully efficient barn set-up. Or should I wait and launder The money until I have enough in credit for taco tickers or the warehouse?


r/Schedule_I 1d ago

LAB LAYOUT Workers help

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1 Upvotes

How do I make workers not fill already active ovens


r/Schedule_I 1d ago

QUESTION FOMO?

0 Upvotes

I have a weird problem, that is for me now in schedule 1 but it comes almost in any game. Rn I have reached grandaddy purple and the supplier for the first level of pseudo. I still live in the chinese spot and i have like 1,5k. For now i have a setup with UV LIGHTS and 4 seeds at a time, grandaddy purple. Idk if I’m going well!!!! I feel like i’m stuck and everything i do is wrong so i don’t have anymore fun playing. Scared of doing mixes bc maybe I loose time, BUT maybe i should! All i get from the plants i put in jars and give it to my first dealer. What do i doooo, should I get new customers since i got the second tab of people, should i buy the bungalow or even the house prior to it, should i sell myself or stick fully to the dealer? I’m weird, i know, but thats my problem rn


r/Schedule_I 1d ago

QUESTION Map update? Highway?

0 Upvotes

Is there any plans for a map update? I know we got the docks and the mansion but these were already in the game at launch, just unusable. I was really hoping for the highway to get opened so we can actually drive the cars


r/Schedule_I 2d ago

QUESTION Is Benji okay?

212 Upvotes

Why is Benji doin this? Is he okay 😭