Schedule I throws you into the grim underworld of Hyland Point, a downtrodden West Coast city where you begin as a penniless, product‑less street dealer with nothing but ambition. Inspired by the DEA’s definition—“Schedule I drugs, substances, or chemicals are defined as drugs with no currently accepted medical use and a high potential for abuse”—the game challenges you to build a criminal empire from the ground up.
As you carve out your territory, you will:
• Develop a variety of narcotics, each requiring its own manufacturing steps. Hunt down rare recipes to unlock powerful new drug variants.
• Navigate Hyland Point on foot, by skateboard or car, delivering product directly to customers—or hand off the job to dealers you hire.
• Invest in properties and recruit staff to grow your operation. Forge partnerships with suppliers to automate every stage of production and distribution.
• Face ever‑tighter law enforcement crackdowns and ruthless cartel rivals. When words fail, you can engage enemies with hand‑to‑hand combat, melee weapons or firearms.
• Team up with friends in co‑op multiplayer to oversee a sprawling, highly profitable empire.
In Schedule I, every choice matters: expand your network, outwit the police, eliminate threats and rise to the top of the illicit drug trade.
Patch v0.3.4f8
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
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