Schedule 1 has released a brand-new update just before the end of September 2025. The latest Schedule 1 update is focused more on fixing existing content than adding much new to the game, but it is a welcome patch nonetheless.
Schedule 1‘s Early Access release earlier this year proved to be a massive surprise hit. The unknown game from solo developer TVGS (Tyler) made waves online, and Schedule 1 had made $125 million in revenue by May, with those numbers surely increasing in the time since. Following the enormous success, Tyler has continued to work steadily throughout the year, trucking along towards a full release.
The patch notes for the latest Schedule 1 update were posted on Steam, revealing a focus on tweaks and bug fixes to existing content. There are just two new additions in total – an “exceeded quality” bonus can now be awarded when completing deals in Schedule 1, and water taps have been added to the warehouse property.
There are some notable tweaks in the patch. Schedule 1‘s Hyland Manor property has seen its employee capacity go from 10 to 12, while the movement speed of the gates at both the manor and warehouse has been increased. Combat and police pursuit behavior has enjoyed some general changes, as have the various vision system thresholds. It may not be the big update players are waiting for, but it’s still good for the game to get frequent, smaller patches like this.
Earlier this month, the Shrooms update won Schedule 1‘s community vote, confirming that the game’s next major patch will add the first new substance type since release. There has been no concrete release date given for the Shrooms update, although a tentative window of mid-October to late November was initially given when it was first announced. Players have that to look forward to in the near future, with even more to come beyond that.
Schedule 1 September 27, 2025 Update Patch Notes
Additions
- Added ‘exceeded quality’ bonus.
- Added water taps to the warehouse property.
Tweaks/Improvements
- Increased Hyland Manor employee capacity from 10 -> 12.
- Improved the alignment of NPC impostors when the NPC is ragdolled/unconscious.
- Increased the move speed of gates at the warehouse and manor.
- Tweaked the NPC ranged weapon hit chance algorithm.
- Tweaked various vision system thresholds and durations.
- Tweaked combat/pursuit behaviour.
- Police checkpoints are now lowered if there are no officers manning them.
- Introduced some extra null checks during the loading process, both as host and non-host.
Bug fixes
- Fixed excessive graffiti-related network traffic causing connection issues.
- Fixed impact forces not applying to ragdolls.
- Fixed impact forces applying in the incorrect direction.
- Fixed machete price.
- Resolved some duplicate LODs.
- Fixed flinch animation being delayed by the stand-up animation.
- Fixed destroyed RV state not being sent to non-host clients.
- Fixed manor/warehouse gate desync in multiplayer.
- Fixed NPCs not sighting non-host clients properly.
- Fixed NPC combat not working properly against non-host clients.
- Fixed a bug that resulted in the host receiving and alerting vision events for other players.
- Fixed vehicle checkpoint searches not working for non-host players.
- Fixed management configuration data arriving to non-host players before the configuration itself is initialised.
- Fixed misaligned power cables near the overpass.
- Fixed false positives for non-host player-ocean collision.
- Fixed NPCs accepting the incorrect product without any penalty when it is provided in excess.
- Fixed graffiti lowering cartel influence when truced/unknown.
- Fixed customers not displaying deal offer rejection dialogue.
- Fixed missing disposal area for the sweatshop.