Schedule 1 Releases New Update For November 2025

Schedule 1 just launched a major update in early November 2025. Despite being called the “Halloween Update,” it doesn’t include any Halloween-themed content.

Schedule 1 has quickly become a surprising success this year. Before it launched, the game didn’t generate much buzz, but its positive word-of-mouth after being released in Early Access led to impressive sales. By May, Schedule 1 had already earned $125 million, and that number has continued to grow. The gameโ€™s solo developer, Tyler (TVGS), has been steadily releasing updates, and plans to increase the frequency of those updates in the future.

The newest update, released after the v.0.4.1 Halloween Update on Steam, includes a variety of changes โ€“ despite being called ‘Schedule 1,’ it doesn’t focus on seasonal content. Instead, it introduces lots of features to enhance the empire-building experience. A key addition is a sewer system, providing a safe way to travel around Hyland Point, avoiding police and cartel members. A new ladder system has also been implemented, which seems to be a foundation for future updates, though ladders have also been added to some buildings already.

Exploring the newly added sewers isn’t without its dangers. We’ve introduced two new characters โ€“ the Sewer King and the Sewer Goblin โ€“ to make things more challenging. Players can now also buy the Sewer Maintenance Office property, as detailed in Schedule 1. These additions suggest the sewers will become a significant part of the game, making this a major update. Plus, Tyler reports that the optimizations included in the new Schedule 1 update should give players a 10-15% increase in framerate.

Updates to Schedule 1 have been happening consistently since it launched, and players are excited about the next major content addition. Back in September, players voted to make Shrooms the next big update. The developers estimated it would be released around late November, and the project is currently still on schedule.

Schedule 1 November 2, 2025 Update Patch Notes

Additions

  • Added sewer system.
  • Added climbing system.
  • Added ladders to various buildings.
  • Added sewer maintenace office property.
  • Added sewer access key.
  • Added 2x1m plastic table.
  • Added trash crown.
  • Added garbage throne.
  • Added water step sound.
  • Added ‘sewer king’ NPC.
  • Added ‘sewer goblin’ NPC.
  • Added meth LODs.
  • Added new ‘replication queue’ system to help stagger network traffic when a player joins a multiplayer game.
  • Added loading dock to west Gas-Mart.
  • Added 5 more graffiti locations.

Tweaks/Improvements

  • Refactored the environmental FX and post-processing system to support transitioning between different visual zones.
  • Changed fog color and density to be controlled by day-night timeline instead of a basic curve/gradient.
  • Tweaked occlusion settings for more aggressive culling.
  • Tweaked shadow cascades.
  • Tweaked various LODs.
  • Disabled vehicle FixedUpdate calculations when vehicle is static.
  • Optimized compass rendering.
  • Disabled a light optimization technique that wasn’t actually providing any performance improvement.
  • Changed a lot of calculations to be on-demand instead of every frame.
  • Disabled additional light shadows when quality is set yo medium or below.
  • Changed various cooldowns to use global time (Time.timeSinceLevelLoad) instead of manual time tracking.
  • Removed unnecessary update loops from a number of scripts.
  • Replaced some MeshColliders with primitive colliders.
  • Cached animation string hashes on start instead of recalculating on use.
  • Turned off shadows for a bunch of small objects.
  • Tweaked graffiti surfaces to only generate texture data when required instead of when the game starts. This was causing a ~1s hitch and unnecessary memory allocation whenever loading a game.
  • Reorganised the structure of the main scene. This shouldn’t have any visible impact but makes my job easier in the future ๐Ÿ™‚

Bug fixes

  • Fixed police global vision events not working properly (this allows police to ‘share’ their knowledge of where a wanted player is.
  • Fixed a bug where NPCs would shoot at the player even when not visible.
  • Fixed some duplicate GUIDs.
  • Fixed police officer vision getting bugged if killed while searching for the player.
  • Fixed ‘cuke effects’ and ‘energy drink effects’ utility items being usable in item slot filters.
  • Fixed not being able to pickpocket unconscious NPCs if you have recently failed a pickpocket.
  • Fixed null reference error that occurred when inserting cash into a storage entity.
  • Remove some unnecessary Player.log spam.

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2025-11-03 16:34