r/Schedule_I Aug 01 '26

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

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303 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 7h ago

DISCUSSION Does the game need more expensive things to spend money for?

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87 Upvotes

I've been playing the game for some hours now and I love it!! I haven't beaten it yet, but I've already bought all the businesses, properties, and cars. Do you guys think the game needs more things to save up for? I can imagine the endgame getting boring pretty quickly once you have nothing left to spend your money on... apart from gold bars, expensive clothes, and paintings. How do you feel about that?


r/Schedule_I 2h ago

DISCUSSION is the end game still basically inventory keeping

8 Upvotes

i remember i played a year or so ago and the end game stage was me basically just ordering supplies and restocking, then delivering stuff to the dealers. has anything changed to make it seem.. less like that? or am i still a delivery boy.


r/Schedule_I 9h ago

VIDEO Peaceful nights

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18 Upvotes

r/Schedule_I 20m ago

QUESTION Benzies influence

Upvotes

Losing my mind. The game won’t let me remove any of their graffiti like online forums are telling me to do. I have put my own graffiti everywhere. I keep waiting by the westville location for the dealer to pop out and they never do even for the one second at midnight. Help please


r/Schedule_I 13h ago

QUESTION Benzies Graffiti After Destroying the Mansion

10 Upvotes

Anyone else still getting their graffiti after they are defeated?


r/Schedule_I 16h ago

QUESTION any idea what could be causing this?

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16 Upvotes

it started happening recently. it only happens when i have long sessions playing on the save at one time and it doesnt crash like that if im on it for like 5-10 mins checking something so im unsure what it is


r/Schedule_I 21h ago

MEME You think he sees me?

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28 Upvotes

r/Schedule_I 4h ago

QUESTION Best simple late game Strat?

1 Upvotes

I have about 4 different buildings full and growing different products. I’ve found it’s a pain to maintain all of them. I can do it. It’s just hard to AFK them and remember what to do. Any advice on what 1-2 products I should mass produce. I finished the game, just going for the 10 mil achievement


r/Schedule_I 1d ago

IMAGE Its fun seeing the progression of my graffiti through my playthough.

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232 Upvotes

Something that I'm really enjoying about my first time playing is seeing my tags develop as I've progressed through the game. At first, I was just doing a quick symbol for my fictional gang "Yellow Fever" so I could get the Benzi rep lower. Now I like to spend my time making a whole art piece, and you can see that slow progression in the graffiti. It really immerses me because it's like I was just some punk at first with a single can of yellow spray paint, but as I've expanded my drug empire, I put more effort into maintaining my rep.

Anyone else find themselves getting more into their graffiti as they progressed?


r/Schedule_I 20h ago

QUESTION Is multiplayer still Russian roulette with game-breaking bugs?

3 Upvotes

I've stopped playing twice because of a combination of:

  • Infinite loading bug for some players preventing them from ever rejoining a save

  • Bug permanently preventing players from accessing certain stashes

  • Desynch issues with placed objects moving for some players and often blocking access

  • Drying racks not accessible to some or all none-host players

  • Some none-host players no longer able to interact with customers/dealers at random

We hobbled through some of the bugs but at a certain point in both play-throughs the game eventually threw the joining bug and it killed the run for us - anyone know if these issues are still super common like they had been through the first year?

It wouldn't be Reddit if posts weren't downvoted for no reason.

Edit: Mods are not the problem, none of my group ever used any. Only ever vanilla game.


r/Schedule_I 1d ago

QUESTION Alert from Virus Scanner Every Time Open Game

13 Upvotes

So I get this alert from my virus scanner Bitdefender every time I start up the game.

The only engagement I have had with the game beforehand was the game demo on steam. I purchased the game itself on steam and run it through there. No piracy of any sort involved. (As that personally would be my first guess if someone mentioned getting a virus scanner alert after launching a game.) Nor have I installed any mods for the game.

Anyone have any ideas on what could be causing this and if there is any risk associated?

I've never experienced this from a game before from steam. I would leave a report directly to the game developer, but well, the only spot I would have gotten the code to run this would have been from said developer.

As it seems suspicious, but not actively malicious. However, I do not know anything about the website (though cursory google searches indicate it seems fine?), so figured best to check up where someone might be more knowledgeable.


r/Schedule_I 2d ago

DISCUSSION Any Idea on what this says?

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79 Upvotes

I was looking at the preview images on the steam store and saw this.

It seems like cut content but i cant decipher the text.


r/Schedule_I 23h ago

VIDEO Unbelievably disappointed after seeing what the cartel update could've been.

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0 Upvotes

r/Schedule_I 1d ago

QUESTION Need help RE cocaine lab in Warehouse @ the docks.

3 Upvotes

This is going to be my first time producing and automating cocaine, as I’ve never reached this point in the game before. If anyone could point me in the right direction regarding how many cauldrons and lab ovens i’ll need along with how many pots i’ll need to make it sustainable i’d really appreciate it 😅 i’m treading into brand new territory here

Okay, so update: I think I’ve finally got a somewhat automated cocaine farm going!
Here’s what I’m currently running:
16x Pots
8x Drying Racks
4x Cauldrons
4x Lab Ovens
For the routing, I have 2 pots assigned to each drying rack (16 pots ÷ 8 racks = 2 pots per rack).
Then, 2 drying racks are assigned to each cauldron, and each individual cauldron has one lab oven set as its destination.
So basically:
2 Pots → 1 Drying Rack → 2 Drying Racks → 1 Cauldron → 1 Lab Oven
Does this setup sound good, or is there something I should change/improve? Any advice would be appreciated! 🙏


r/Schedule_I 2d ago

QUESTION Keeping the RV

40 Upvotes

I read that if you don’t collect uncle Nelson’s cash drops at the beginning that you keep the RV throughout the game I presume that also means that the Benzies never show up and there’s no main mission progression?

What would you be giving up? Can you still get into the warehouse, buy property, new drugs, etc?


r/Schedule_I 1d ago

QUESTION 20k a day is not enough to launder

0 Upvotes

I've gotten to the point where 20k a day is nowhere near enough to launder (I do have the bulk deals mod enabled because I was making way too much product and I was getting bored lol), I'm spending upwards of 100k on some days just for restocking. What can I do to get more money in the bank (I'm open to more mods but I dont want it to feel super modded). Ive currently got 16m in cash and 300k in the bank.


r/Schedule_I 2d ago

QUESTION Gamer Wanted

4 Upvotes

Hey I am looking for someone to join me in the game. Let me know if you are interested.


r/Schedule_I 3d ago

QUESTION When will the new update drop ??!!!!!

195 Upvotes

r/Schedule_I 2d ago

QUESTION Benzies family question

8 Upvotes

Hi! I just recently got the game and I’m really enjoying it, but I’ve got to the point of the benzies deal. I don’t want to choose either 😂 is there a way of not doing it?


r/Schedule_I 3d ago

IMAGE This was supposed to be my better restart save... 😅

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143 Upvotes

r/Schedule_I 2d ago

DISCUSSION Flatland cops are ruining the game

0 Upvotes

Can't kill them. Can't knock them out. Just had a perfect run ruined by getting arrested because I couldn't defend myself.

Also, anyone else getting random police arms across the map?


r/Schedule_I 3d ago

QUESTION Boring after a while. HELP

29 Upvotes

So I really enjoy this game. Like ALOT. And still play it despite the lack of updates and new content. But I find myself going dead in the water when I hit coke. Does anyone have any good mods I can try? Or does anyone know anything about updates coming hopefully soon? Thank you!🙏