# Schedule I v0.4.5: Anniversary Update - Product: Schedule I (https://whatsnew.fyi/product/schedule-i) - Vendor: TVGS - Date: 2026-03-30 - Original notes: https://store.steampowered.com/news/app/3164500/view/535504997467554121 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/2026-03-30-v0.4.5-anniversary-update 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. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — Golden M1911 weapon - **added** — Big Sprinkler item - **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 - **changed** — Redesigned the delivery app - **changed** — Employees excluding dealers will now consume any bagged product left in their inventory - **changed** — Supplier relationships are now increased when you purchase items at a meetup - **changed** — Tweaked item slot filter context menu UI - **changed** — Product effect duration for NPCs adjusted to 9 hours for Weed and Meth, 6 hours for Cocaine, and 12 hours for Shrooms, with player effect durations at 1/3 of these values - **changed** — Assigned employee's name is now displayed on management pop-ups - **changed** — Tweaked the spread and aim duration of all ranged weapons - **changed** — Tweaked the impact force of various weapons - **changed** — Management popups are now visible even when outside of property bounds - **changed** — NPC movement is now halted during a heavy flinch - **changed** — Customer product enjoyment evaluation algorithm now excludes quality consideration when used in a theoretical context - **changed** — Improved NPC threat response behaviour - **deprecated** — Temporarily disabled the feedback system while migrating to a different backend due to vulnerability to exploits and insufficient handling of report volume - **fixed** — Missing chemistry station particles 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