# Schedule I changelog > From small-time dope pusher to kingpin - manufacture and distribute a range of drugs throughout the grungy city of Hyland Point. - Vendor: TVGS - Category: Games - Official site: https://www.scheduleonegame.com/ - Tracked by: What's New (https://whatsnew.fyi/product/schedule-i) - Harvested from: Steam (app 3164500) - Entries below: 25 of 30 (newest first; the rest are on https://whatsnew.fyi/product/schedule-i) What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. ## Releases ### Patch v0.4.5f2 - Date: 2026-04-17 - Original notes: https://store.steampowered.com/news/app/3164500/view/783204795939815766 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-783204795939815766 - **added** — Added choice descriptions to the community vote panel - **changed** — Big sprinkler is now sold at Oscar's store **Additions** - Added choice descriptions to the community vote panel. **Tweaks/Improvements** - Big sprinkler is now sold at Oscar's store. ### v0.4.5: Anniversary Update - Date: 2026-03-30 - Original notes: https://store.steampowered.com/news/app/3164500/view/535504997467554121 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-535504997467554121 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 ### v0.4.4: Weather Update - Date: 2026-03-19 - Original notes: https://store.steampowered.com/news/app/3164500/view/541133681742315888 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-541133681742315888 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/3164500/view/541133681742315888]_ ### v0.4.3: Storage Closets - Date: 2026-02-02 - Original notes: https://store.steampowered.com/news/app/3164500/view/541129246577264260 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-541129246577264260 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/smoot _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/3164500/view/541129246577264260]_ ### v0.4.2: Shrooms Update - Date: 2025-12-26 - Original notes: https://store.steampowered.com/news/app/3164500/view/523111043238463501 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-523111043238463501 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. ##### Additions - 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. ##### Tweaks/Improvements - 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. ##### Bug fixes - 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 d _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/3164500/view/523111043238463501]_ ### Patch v0.4.1f12 - Date: 2025-11-18 - Original notes: https://store.steampowered.com/news/app/3164500/view/624438963127452000 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-624438963127452000 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 ### v0.4.1: Halloween Update - Date: 2025-11-02 - Original notes: https://store.steampowered.com/news/app/3164500/view/779811868704244483 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-779811868704244483 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 ### Patch v0.4.0f8 - Date: 2025-09-27 - Original notes: https://store.steampowered.com/news/app/3164500/view/546747327690310149 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-546747327690310149 **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 ### v0.4.0: Rival Cartel - Date: 2025-08-27 - Original notes: https://store.steampowered.com/news/app/3164500/view/546742887822393722 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-546742887822393722 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. ##### Additions - 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. ##### Tweaks/Improvements - 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. ##### Bug fixes - 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 cust _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/3164500/view/546742887822393722]_ ### Open Beta Patch v0.4.0f3 - Date: 2025-08-22 - Original notes: https://store.steampowered.com/news/app/3164500/view/546744156294217968 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-546744156294217968 ##### Additions - 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. ##### Tweaks/Improvements - 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. ##### Bug fixes - 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. ### Open Beta Patch v0.4.0f2 - Date: 2025-08-17 - Original notes: https://store.steampowered.com/news/app/3164500/view/515218419125060203 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-515218419125060203 ##### Additions - 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. ##### Tweaks/Improvements - 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. ##### Bug fixes - 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. ### Patch v0.3.6f6 - Date: 2025-06-26 - Original notes: https://store.steampowered.com/news/app/3164500/view/546739082808525145 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-546739082808525145 **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 ### Patch v0.3.6f5 - Date: 2025-06-12 - Original notes: https://store.steampowered.com/news/app/3164500/view/833842385155784710 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-833842385155784710 **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 ### Patch v0.3.6f4 - Date: 2025-06-10 - Original notes: https://store.steampowered.com/news/app/3164500/view/546737172113263296 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-546737172113263296 **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 ### v0.3.6: Filters, Employee Tweaks, Save System Improvements - Date: 2025-06-08 - Original notes: https://store.steampowered.com/news/app/3164500/view/546737172113263002 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-546737172113263002 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 ### Open Beta Patch v0.3.6f1 - Date: 2025-06-02 - Original notes: https://store.steampowered.com/news/app/3164500/view/546736546679621243 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-546736546679621243 Hey everyone, sorry about the delay on getting the update fully released - I had all 4 wisdom teeth taken out last Monday and have been more zoinked out than the residents of Hyland Point. I'm back on my feet now, and I'm hoping to get v0.3.6 fully released early this week. In the meantime, here's a new patch for the open beta: **Additions** Added the following options to the new filter configuration menu: - Copy filter - Paste filter - Apply filter to sibling slots - Clear filter **Tweaks/Improvements** - Employee lockers now have a slight colour differentiation depending on the type of assigned employee. **Bug fixes** - Fixed employee quests still saying 'assign bed'. - Fixed employees not leaving the property after being fired. - Fixed supplier messages sometimes disappearing. - Fixed an incorrect statement regarding how dealers are unlocked. Thanks for reading! Tyler ### v0.3.5: Jukebox, Storage Unit - Date: 2025-05-08 - Original notes: https://store.steampowered.com/news/app/3164500/view/546734009405669632 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-546734009405669632 Hey everyone, This update adds a brand new purchasable Jukebox. This Jukebox can play any of the 19 tracks in the OST, as well as 8 brand new Jukebox tracks composed by KAESUL. There's also a new storage unit property at the north end of the overpass. I've also started consolidating a number of save files to hopefully improve save/load times and Steam Cloud Sync reliability. **Additions** - Added jukebox. Purchaseable from Bleuball's boutique for $1500. - Added storage unit property. - Added save export feature. - Added save import feature. **Tweaks/Improvements** - Consolidated a number of individual safe files into larger combined files. This should improve save times and work a bit better with Steam Cloud Sync. **Bug fixes** - Fixed loading docks being unselectable at the barn and the docks warehouse. - Fixed online balance being $100 on a fresh save. I'm hard at work on the next update. It'll include a number of improvements to the employees, including: - Replacing employee beds with lockers. - Item slot filters - used to indicate which items you want to be in different slots. - Transferring employees between properties. - Changing trash can pickup area from circular to square. - Fixing any remaining employee logic/pathfinding bugs. Stay tuned! I'll probably stream some of this work on my (https://www.twitch.tv/tyler_tvgs). Thanks for reading, Tyler ### Patch v0.3.4f8 - Date: 2025-04-20 - Original notes: https://store.steampowered.com/news/app/3164500/view/503947989263320401 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-503947989263320401 **Tweaks/Improvements** - You can now access the inventory of your employees by talking to them and selecting 'I need to access your inventory'. - Added some new graffiti art. - Broken vending machines and ATMs will now repair after only a single sleep (previously it took 2 days). - Removed the optional email from the feedback form. This was rarely used and mostly just unnecessary clutter. - Renamed suggestions -> feedback in the feedback form. - Consolidated a number of saved entities into larger, combined files. This should improve save time, reliability, be less prone to bugs, and improve Steam Cloud sync time. The following types of entities were consolidated: your mixes, vending machines, ATMs, store pallets, and dead drops. **Bug fixes** - Fixed chemists sometimes causing cauldrons to become unusable. - Fixed botanists sometimes causing drying racks to become unusable. - Fixed NPC summoning not working on Mick's house. - Fixed some issues in Mick's schedule that may have been the cause of him sometimes not appearing at the pawn shop. - Fixed the first 'escape' button click being ignored. - Fixed OG Kush being listed for sale by default in a fresh save. - Fixed save game version label alignment. - Fixed items in pallets, dead drops, etc sometimes persisting across different saves files. - Fixed ATM/Vending machine being unusable, but not visually broken after exiting and reloading the game. More bug fixes and refinements coming next week ːsteamhappyː And more content coming after that - I'm planning to introduce a new property as well as a new purchaseable jukebox/radio object. Stay tuned! Tyler ### v0.3.4: Pawn Shop, Fancy Stuff, and More - Date: 2025-04-10 - Original notes: https://store.steampowered.com/news/app/3164500/view/503947989263319048 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-503947989263319048 Hey everyone, The first content update for Schedule I is here! This update includes a functional **pawn shop**, **boutique store**, **wall decorations**, and more! Check out the full patch list below. Sorry the update is a bit later than expected - I'm still ironing out the update/testing process. Things will be running a lot smoother (and on time) when I do larger monthly updates (starting next month). **Additions** - Added Bleuballs Boutique interior and functionality. - Added Pawn Shop interior and functionality. You can now sell pretty much anything (excluding product) to Mick at the pawn shop. - Added wooden sign. - Added metal sign. - Added wall-mounted shelf. - Added safe. - Added antique wall lamp. - Added modern wall lamp. - Added grandfather clock. - Added Ol' Man Jimmy's Whiskey. Liquor is decorative for the time being but will become functional in a future update. - Added Château La Peepee. - Added Brut du Gloop. - Added silver watch. - Added gold watch. - Added silver chain. - Added gold chain. - Added gold bar. - Added 6 different paintings for you to collect. - Added toilet (pre-owned). - Added golden toilet. **Tweaks/Improvements** - Improved the counteroffer product selection interface. - Improved phrasing for customer recommendation dialogue. - Increased jar stack size to 20. - Added some extra null checks and validity checks. - Supplier meeting icons in the map app now include the supplier's name. - Removed the cooldown timer for requesting a meeting with a supplier. - Time skips (e.g. sleeping) now affect the supplier meeting countdown. **Bug fixes** - Fixed delivery destination dropdown overflowing outside of phone screen. - Fixed player lists sometimes not clearing properly when exiting to menu. - Fixed non-host clients sometimes not receiving 'on day pass' and 'on week pass' events. - Fixed a bug where item slot filters could be bypassed by swapping items. My next focus will be on taking care of any remaining bugs. My top priorities are: - Making sure employees are working consistently and without issue. - Preventing save games getting corrupted/disappearing. I've met with some folks at Valve and got some great insight into how I can improve the save file format so that it plays a bit nicer with Steam Cloud saves, as well as being less prone to corruption. - Minimizing disconnections and loading issues in multiplayer. I'm also looking into improving optimization. I'd like to get Steam Deck officially supported as soon as possible, so that'll act as my performance benchmark. Thanks for reading, Tyler ### Post-launch Patch #6 + Alternate Version - Date: 2025-04-03 - Original notes: https://store.steampowered.com/news/app/3164500/view/546731472820633928 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-546731472820633928 Hey everyone, Hey everyone, here's the 6th post-launch patch. I've fixed a number of bugs and made a couple of minor tweaks. I've also created what I'm calling the **alternate version** of the game for anyone who is experiencing crashes. You can read more below. **Alternate version** The alternate version is identical to the normal version, except it uses a different **scripting backend** (Mono instead of IL2CPP). This scripting backend isn't quite as performant as the normal version, but it generally handles errors a bit better and is less prone to crashing. If you're experiencing consistent crashes in the default version, I'd recommend trying it out. You can opt into the alternate version the same way as switching to the beta version - a video tutorial can be viewed (https://youtu.be/xeS7bCwXJ7U?si=ia64_AUeZnWXpAbB). If people find that the alternate version results in fewer crashes, I'll continue to maintain this version and keep it updated to match the default version. Even if the alternate version doesn't fix the crashing, it'll at least send me bug reports with more info compared to the default version. **Additions** - Added alternate version. - Added 'cleartrash' command. Useful if you're experiencing performance drops due to lots of trash items. **Tweaks/Improvements** - Chemists can now be assigned up to 4 stations (up from 3). **Bug fixes** - Fixed mixing colliders behind the Slop Shop. - Fixed not being able to knock on the door of the tall building next to the overpass. - Fixed player speed multiplier not resetting after exiting and reloading. - Fixed warehouse NPCs not returning to their jobs after attacking the player. - Fixed employees being able to be assigned to stuff at other properties. - Fixed being able to pick up items while on a skateboard. Thanks for reading, Tyler ### Post-launch Patch #5 - Date: 2025-04-01 - Original notes: https://store.steampowered.com/news/app/3164500/view/546730838559032913 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-546730838559032913 Hey everyone, I hope you've had a great weekend! The 5th post-launch patch is here. In this patch, I've fixed a number of employee bugs, multiplayer bugs, and casino bugs. I've also implemented a number of pathfinding validity checks to hopefully prevent a lot of crashes. **Tweaks/Improvements** - Added an active display setting to choose which monitor the game displays on. - Botanists will now automatically move product from their supplies to drying racks. - Owned vehicles are now visible on the map app. - Implemented a few validity checks/failsafes for NPC pathfinding and warping. I think this was one of the primary causes of crashing on certain chipsets (thanks to Chi Chi on Discord for bringing this to my attention). - Refactored employee item movement behaviour to be a bit smarter. - Implemented NPC effects culling at a certain distance to improve performance. **Bug fixes** - Fixed non-host clients sometimes not being able to hit/stand in blackjack. - Fixed a quest UI bug that was sometimes causing infinite loading screens in multiplayer. - Fixed clipboard selections not reassigning without first manually clearing the existing selection (employee beds, botanist supplies, etc). - Fixed the dealer sometimes preemptively revealing its hand to non-host players in blackjack. - Fixed first-person jacket looking janky. - Fixed 'Master Chef' achievement being rewarded prematurely. - Fixed some property null references that were causing multiplayer loading/desync issues. - The drying rack 'dry' button is now non-interactable if the input slot is reserved by an employee. - Fixed NPC 'stay in building' behaviour sometimes causing errors for non-host players. - Fixed NPC voiceover emitters sometimes throwing a null reference. I've started work on the first content update and am planning to release it this weekend. I'll be posting some sneak peeks soon - stay tuned! Thanks for reading, Tyler ### Post-launch Patch #4 - Date: 2025-03-29 - Original notes: https://store.steampowered.com/news/app/3164500/view/546730838559032441 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-546730838559032441 Hey everyone, The 4th post-launch patch is here. In this update, I've fixed a number of employee bugs and multiplayer issues. There have been a few saving/loading issues, and I think this is primarily due to Windows permissions preventing Schedule I from writing files during the save process. As far as I know, this only occurs for a relatively small percentage of players. To help detect and fix this issue, I've created a system that will detect when there is a file writing permissions issue and display a pop-up in the main menu that provides instructions to resolve the issue. **Tweaks/Improvements** - Added write permissions auto checker. - Added automatic bug reporting for multiplayer join fails. - Added a bug report category for employees. - A bug report is now automatically submitted if it takes more than 90 seconds to load into a multiplayer game. - Product names are now made file-safe before attempting to save. **Bug fixes** - Fixed a number of employee pathfinding bugs. - Fixed a bug involving employees sometimes not being able to place items if the destination is almost at full capacity. - Fixed vehicle trunks duplicating items. - Added a check to prevent duplicated text in the management clipboard. - Fixed a number of janky colliders in the post office. - Fixed 'I'm stuck' button not working in the prologue. Thank you for reading! Tyler ### Post-launch Patch #3 - Date: 2025-03-27 - Original notes: https://store.steampowered.com/news/app/3164500/view/546730838559031462 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-546730838559031462 Hey everyone, Here's the 3rd post-launch patch for Schedule I. I've a number of bugs and added the option to include your save file with your in-game bug report. This will allow me to track down and fix issues much faster than previously possible. **Tweaks/Improvements** - Added 'include save file' option to the in-game bug reporting tool (ticked by default). - Added more categories to choose from when reporting a bug. - 'Include screenshot' is no longer ticked by default when selecting a bug. **Bug fixes** - Fixed employees sometimes placing non-applicable items into the ingredient slot of mixing machines. - Some position checks were added for employees to prevent invalid position assignments. I believe this was having a knock-on effect and causing a few other bugs. - Fixed null NPC element in a list causing a black screen when sleeping. - Fixed trash bag contents disappearing on save/load. - Increased client timeout threshold to 30s - this should allow for clients to receive all necessary data when loading into a late-game save without timing out. - The internal 'brick' item is no longer created when unpackaging a brick at a packaging station. - Fixed a misspelling in a supplier message. - Added some more validity checks to stored items, preventing other resultant bugs. - Fixed businesses, sometimes adding themselves to the 'owned businesses' list several times, which caused some other bugs. - Fixed NPCs entering/exiting Randy's Bait & Tackle incorrectly. - Added some null checks to handler transit routes. If you're experiencing any bugs that haven't yet been fixed, don't worry - releasing daily patches will be my top priority until the game is stable for everyone. I really appreciate all the bug reports I've been getting - they genuinely do help me out a lot. Unfortunately, I can't personally reply to most reports, but I promise all major issues will be addressed as quickly as possible. Thank you for reading! Tyler ### Post-launch Patch #2 - Date: 2025-03-26 - Original notes: https://store.steampowered.com/news/app/3164500/view/546730838559031300 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-546730838559031300 Hey everyone, Here's the 2nd post-launch patch for Schedule I. I've addressed a number of bugs in this update. You can check out the full list below. **Bug fixes** - Fixed chemists not being able to use the Mixing Station Mk2. - Items are no longer picked up when aiming at them with a gun. - Fixed pots sometimes not being filled by the soil pourer. - Fixed an Uncle Nelson phone call which incorrectly stated that the Chinese restaurant room costs $500. - Fixed stations/pots not being unassigned from employees when picked up. - Fixed botanists getting stuck trying to pick up an item that has been removed from their supplies. - Fixed 'Zombifying' effects not clearing properly. - Fixed player appearance reverting after getting a haircut or tattoo. - Fixed NPCs walking through some vehicles. - Fixed UI getting bugged out by other players using a management clipboard. - Fixed non-host players exiting to the menu when having their vehicle searched at a checkpoint. - The player should now be searched by the closest officer at a checkpoint. - Fixed an employee configuration error that I believe was causing black screens when sleeping. - Fixed employees not uninitializing themselves, causing a number of other bugs. - Fixed a bug causing chemists to make mixing stations unusable. - Fixed chemist animation not looping properly. Apologies to anyone who has experienced any bugs - I'm going to continue releasing daily post-launch patches until all major issues are taken care of. Thank you for your patience :) Thanks for reading, Tyler ### Post-Launch Patch #1 - Date: 2025-03-25 - Original notes: https://store.steampowered.com/news/app/3164500/view/546730385827955066 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/steam-546730385827955066 Hey everyone, This is a small patch to address the debt problem (-2 billion dollars bug). I'm still working on finding the root cause of this issue, but this patch should at least prevent massive amounts of debt from piling up. It should also clear any existing debt. Apologies for the inconvenience! Thanks for reading, Tyler