Compare Schedule I prices across 50+ stores and find the best deal. Developed by TVGS. Published by TVGS. Released on 3/24/2025. Available on PC. Genres: Action, Indie, Simulation, Strategy, Early Access.

Scrappy tycoon meets street-level hustle: Schedule I turns supply-chain management into something you'll lose sleep over, and it launched as a solo-dev Early Access title that outpaced GTA V on Steam charts.

I track games by their decision density per hour. Schedule I sits unusually high for an Early Access title: from the moment you crawl out of your uncle Nelson's desert shack and rent a motel room in Hyland Point, every action feeds back into a production ledger that quietly teaches you operations management. Grow weed, cook meth, process cocaine, or cultivate psilocybin mushrooms - each substance has a distinct manufacturing sequence rather than a generic crafting slot, and optimising your mixing recipes to hit the highest sell-value tier is exactly the kind of min-max rabbit hole that will keep a strategy brain occupied for hours before the first dealer is even hired. The progression arc is the game's real achievement. Early play is manual and deliberately grubby: you're the courier, the cook, and the lookout simultaneously, skating or driving deliveries to individual clients while managing a wanted level that works on a familiar heat system. As cash accumulates, the loop widens. You hire botanists, cooks, janitors, and dealers, purchasing properties to house them and front businesses (think laundromats) to launder revenue. By mid-game you're not touching product at all - you're reading logistics reports and reallocating staff, which is where Schedule I stops feeling like an action game and starts feeling like a proper tycoon sim. The Benzies cartel provides the strategic antagonist layer: you can truce with them and sacrifice two city regions as tribute, or grind down their influence through customer acquisition, graffiti campaigns, and ambush fights across Hyland Point, eventually unlocking a late-game mission to remove them permanently. That is a genuine strategic fork with long-term map consequences, and for a game of this price point it is more considered than it has any right to be. The 4-player co-op mode is not an afterthought. Splitting roles - one player running production, another managing deliveries, a third handling dealer networks - creates a natural division of labour that maps cleanly onto the game's own systems. It also creates chaos, which the community has clearly embraced. The tone throughout is cartoonish dark comedy rather than grim realism: drug variants with names like "Wedding Ass" and mixing ingredients that cause absurd cosmetic effects (hair colour changes, small explosions) signal that the game is not asking you to take any of this seriously. That tonal choice keeps the subject matter from becoming oppressive and makes it broadly more accessible than comparisons to Drug Dealer Simulator might suggest. Weaknesses are real and worth naming. Once full automation is running, the moment-to-moment loop can lose urgency - the game is most alive during the scrappy mid-game before every system is on rails. Combat is present but shallow: fists, melee weapons, and firearms cover the basics, but gunplay is not the reason to be here. Being in Early Access means occasional bugs and balancing gaps, and the developer has committed to a two-year roadmap including map expansions, additional substances, and - critically for the long-term health of the game - proper mod support, which the active modding community is already anticipating. The Golden Joystick Breakthrough Award and the Steam review score sitting above 96 percent across nearly 200,000 ratings suggest the current state is already more than enough to justify the entry cost for the right player. Diego, Scout Team

Schedule I
ActionIndieSimulationStrategyEarly Access

Schedule I

Mar 24, 2025TVGS
GamerScout Says

Scrappy tycoon meets street-level hustle: Schedule I turns supply-chain management into something you'll lose sleep over, and it launched as a solo-dev Early Access title that outpaced GTA V on Steam charts.

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Screenshots & Media

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About Schedule I

I track games by their decision density per hour. Schedule I sits unusually high for an Early Access title: from the moment you crawl out of your uncle Nelson's desert shack and rent a motel room in Hyland Point, every action feeds back into a production ledger that quietly teaches you operations management. Grow weed, cook meth, process cocaine, or cultivate psilocybin mushrooms - each substance has a distinct manufacturing sequence rather than a generic crafting slot, and optimising your mixing recipes to hit the highest sell-value tier is exactly the kind of min-max rabbit hole that will keep a strategy brain occupied for hours before the first dealer is even hired. The progression arc is the game's real achievement. Early play is manual and deliberately grubby: you're the courier, the cook, and the lookout simultaneously, skating or driving deliveries to individual clients while managing a wanted level that works on a familiar heat system. As cash accumulates, the loop widens. You hire botanists, cooks, janitors, and dealers, purchasing properties to house them and front businesses (think laundromats) to launder revenue. By mid-game you're not touching product at all - you're reading logistics reports and reallocating staff, which is where Schedule I stops feeling like an action game and starts feeling like a proper tycoon sim. The Benzies cartel provides the strategic antagonist layer: you can truce with them and sacrifice two city regions as tribute, or grind down their influence through customer acquisition, graffiti campaigns, and ambush fights across Hyland Point, eventually unlocking a late-game mission to remove them permanently. That is a genuine strategic fork with long-term map consequences, and for a game of this price point it is more considered than it has any right to be. The 4-player co-op mode is not an afterthought. Splitting roles - one player running production, another managing deliveries, a third handling dealer networks - creates a natural division of labour that maps cleanly onto the game's own systems. It also creates chaos, which the community has clearly embraced. The tone throughout is cartoonish dark comedy rather than grim realism: drug variants with names like "Wedding Ass" and mixing ingredients that cause absurd cosmetic effects (hair colour changes, small explosions) signal that the game is not asking you to take any of this seriously. That tonal choice keeps the subject matter from becoming oppressive and makes it broadly more accessible than comparisons to Drug Dealer Simulator might suggest. Weaknesses are real and worth naming. Once full automation is running, the moment-to-moment loop can lose urgency - the game is most alive during the scrappy mid-game before every system is on rails. Combat is present but shallow: fists, melee weapons, and firearms cover the basics, but gunplay is not the reason to be here. Being in Early Access means occasional bugs and balancing gaps, and the developer has committed to a two-year roadmap including map expansions, additional substances, and - critically for the long-term health of the game - proper mod support, which the active modding community is already anticipating. The Golden Joystick Breakthrough Award and the Steam review score sitting above 96 percent across nearly 200,000 ratings suggest the current state is already more than enough to justify the entry cost for the right player. Diego, Scout Team

Tags

singleplayermultiplayercooponline-coopachievementscloud-savestier:aaaDrug Empire TycoonSupply Chain Automation4-Player Co-opWanted SystemRecipe CraftingTerritory ControlMoney Laundering MechanicDark Comedy

Steam Deck & Linux

Steam Deck PlayableProtonDB Platinum

Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 248 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 10 (64-bit)
Memory
8 GB RAM
Storage
8 GB available space
Graphics
GeForce GTX 1060 or Radeon RX 580
Processor
3GHz 4-Core or similar

Recommended

OS
Windows 10 (64-bit)
Memory
16 GB RAM
Storage
8 GB available space
Graphics
GeForce RTX 3060 or Radeon RX 6700
Processor
3.5GHz 6-Core or similar

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Game Info

Developer
TVGS
Publisher
TVGS
Release Date
Mar 24, 2025

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Frequently asked questions about Schedule I

Where can I buy Schedule I cheapest?

Compare Schedule I prices across every verified store in the price table on this page. We list the cheapest in-stock key and store offers, updated regularly, so you always see the best current deal before you buy.

What platforms is Schedule I available on?

Schedule I is available on PC.

When was Schedule I released?

Schedule I was released on 24 March 2025.

Who developed Schedule I?

Schedule I was developed by TVGS.