One of the most beloved indie games of 2025, Schedule 1, turned 1 recently. To celebrate the occasion, the game got a large Anniversary Update, adding a lot of new features to the game and sharing some updates on recent milestones. You can see the full patch notes below.
Schedule 1 Full Anniversary Patch Notes
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.
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