
Schedule 1 has launched its highly anticipated Shrooms update, adding a new level of depth to the popular indie game. This update has been in development for a while, and solo developer TVGS (Tyler) has successfully released it in early 2026. While the new ‘shrooms’ feature is the biggest addition, the update also includes several other important improvements.
Schedule 1 was a huge and unexpected success in 2025. Despite being filled with popular indie games like Peak and REPO, what’s truly remarkable is that it was created by a single developer with no prior game releases. Within months, Schedule 1 earned an incredible $125 million and continued to receive updates, keeping players engaged. While it hasn’t maintained the peak player numbers from its initial launch, it still has a strong and dedicated community of tens of thousands. Schedule 1 is still in development and not yet fully released (version 1.0), but this latest update represents significant progress.
The newest update for Schedule 1, called the Shrooms Update, is now available on Steam. Players voted for the addition of shrooms, the game’s first post-launch substance, and developer Tyler has spent the last three months bringing it to life. After a few days in beta testing, the update is now live for everyone. With this update, players can grow and sell mushrooms to customers around Hyland Point, introducing a new substance before the full progression is unlocked. It includes lots of new equipment, tools, and tasks, offering a fresh experience for players after nine months of gameplay.
The newest update introduces a temperature system in Schedule 1. Players can now use air conditioners to control the temperature of different areas, which is important for growing mushrooms and speeding up the growth of other Schedule 1 plants. The update also adds new characters and customers, and a starting quest to help players understand how the new substance works within the game.
The recent update includes several small improvements beyond just the new mushrooms. Players can now rename stations, pots, and storage racks with the management clipboard, making it simpler to organize large bases. Cartel dealers, introduced in a previous update, now take breaks, making them easier to locate and surprise. Cleaners are also more effective, as they can now manage up to six trash cans. And for a bit of festive fun, dealers are currently wearing Santa hats – though this is likely temporary.
Now that the Shrooms Update is out, Tyler is taking ten days off for the holidays and plans to be back at work in early January. He hinted at some exciting announcements when he returns, potentially bringing cool new content from Schedule 1 to kick off 2026. The next big update will likely be decided by another community vote through Schedule 1. In the previous vote, ideas like hireable drivers and fishing weren’t chosen over mushrooms, so it’s unclear if those options will be considered again.
Schedule 1 Shrooms Update Patch Notes (December 26, 2025)
Additions
- Added shrooms.
- Added mushroom bed.
- Added mushroom spawn station.
- Added mushroom substrate.
- Added spore syringe.
- Added grain bag.
- Added AC unit.
- Added shroom spawn.
- Added spray bottle.
- Added shrooms visual effects.
- Adding a renaming feature to the management system.
- Added temperature system.
- Added temperature system ‘heatmap’ visualisation.
- Added randomly spawning shrooms in the sewer.
- Added mushroom hat.
- Added Fungal Phil.
- Added Irene Meadows (new customer, uptown).
- Added Kelly Reynolds (new customer, docks).
- Added Sherman Giles (new customer, docks).
- Added Bruce Norton (new customer, downtown).
- Added ‘units’ setting under display. This allows you to toggle between imperial and metric.
- Added shroom introduction quest.
- Added a ‘remove’ button to object list entries (management system).
- Added some dirt particles when soil is used up.
- Added cartel dealer smoke breaks.
- Added Santa hats to dealers.
Tweaks/Improvements
- Cartel influence in Westville is now limited to 500/1000. Old saves will automatically have Westville influence scaled down to reflect this.
- Changed coca plant yield from 9 -> 12 (18 when boosted with PGR).
- Cleaners can now be assigned to 6 trash cans.
- Plant growth speed can now be boosted by warm temperatures.
- Modified a few existing customers preferences to favour shrooms.
- The filing cabinet can now actually be used to file stuff (you can put items in it).
- Explanation now displayed when a tap can’t be interacted with.
- Moved ‘use drying rack’ botanist behaviour down the behaviour hierarchy.
- Improved jar glass material appearance.
- Improved baggie material appearance.
- Improved brick wrapping material appearance.
- Changed the appearance of applied additives.
- Optimized employee logic to reduce unnecessary pathfinding calculations.
- You can now use the teleport command to teleport to NPCs (e.g. ‘teleport benji_coleman’).
- ‘Pickpocket’ interaction is now replaced with ‘view inventory’ if the NPC is unconscious.
- Refactored some dealer code.
- Refactored a lot of botanist code.
- Removed bomb from item filter.
- Made the moisture-preserving pot a bit lighter.
- Cleaned up tap code.
- Refactored watering can code.
- Added more random items to cartel goon inventories.
- Added some extra safety in the loading code to prevent loading the same object or employee twice.
- Added ‘fully grown particles’ to the coca plant.
- Staggered some tick functions to reduce recurring lag spikes.
Bug fixes
- Fixed some customers having no favourite effects.
- Fixed objects sometimes getting stuck highlighted when using the management clipboard.
- Fixed built object initialization sometimes happening twice.
- Fixed pupil dilation not resetting to default after sobering up.
- You can no longer apply additives after a plant is fully grown.
- Fixed coca leaves sometimes falling behind the cauldron
- Fixed mixing station ‘preview product’ having a different appearance from the actual product.
- Fixed item instance data being sent to a joining client before created product data.
- Fixed NPCField replication error (management system).
- Fixed delivery vans having no items visibly displayed in the trunk.
- Fixed drying rack items sometimes not aligning correctly.
- Fixed excessive LODs on some lights.
- You can no longer open/close the management clipboard while you’re selecting an object or setting a transit route.
- Fixed outline renderers getting occluded.
- Fixed NPC combat behaviour sometimes not resetting the NPC’s vision component when combat is done.
- Fixed first-person arms not synchronising with your skin color.
- Added a missing collider to the fire station.
- Fixes missing info on the Veeper’s sale sign.
- Fixed some bugs in NPC schedules in the tutorial.
- Fixed a bug where handlers would prevent other NPCs from removing items from stations.
- Fixed a quest UI null reference.
- Fixed mixing station hints reappearing.
- Fixed a bug where the final prologue cutscene would get stuck.
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2025-12-27 18:38