# Schedule I v0.4.6: Gamepad Support + Optimization - Product: Schedule I (https://whatsnew.fyi/product/schedule-i) - Vendor: TVGS - Date: 2026-08-01 - Original notes: https://store.steampowered.com/news/app/3164500/view/684135019607754378 - Permalink: https://whatsnew.fyi/product/schedule-i/releases/2026-08-01-v0.4.6-gamepad-support-optimization 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** — Added controller and gamepad support with full menu and input interaction rebuilds - **added** — Added Xbox controller input prompts - **added** — Added PlayStation DualSense input prompts - **added** — Added gamepad-related settings - **added** — Added virtual cursor for gamepad with friction and lure systems - **added** — Added platform-integrated fullscreen fade to prevent unintentional input when Steam overlay is opened - **added** — Added new internal state system integrated with all menus and interactions - **added** — Added new light source culling solution - **added** — Added shadow optimization tool that reduces and culls shadows at distance - **added** — Added organisation name display in pause menu - **added** — Added stop arrow button to pickpocket interaction - **added** — Added option to automatically pause the game when focus is lost - **added** — Added restore defaults button for input bindings - **added** — Added new stack splitting tutorial - **changed** — Game can now be paused in any state instead of requiring menus to be closed first - **changed** — Display settings now apply automatically instead of requiring apply button - **changed** — Police patrols, sentries, and checkpoints now assign 1-2 officers instead of 2 - **changed** — Increased max UI scaling to 1.5 - **changed** — FOV now has a lower limit of 20 - **changed** — Management clipboard object selector mode now multi-selects by default without holding shift - **fixed** — Performance improved by 20-30% through new LODs, shader optimizations, lighting and shadow tweaks, and frame spike reduction 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 I think it'll be well worth the wait! Here's a sneak-peek of one of the customer groups: 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 wh _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/3164500/view/684135019607754378]_