Practical guides for Schedule I — the best mixing recipes, how to make money fast, automating production with employees, laundering cash, dodging the police, and managing properties and dealers.
From your first sale to a fully automated empire. New guides added regularly.
Tents vs pots, soil and lights, additives, quality tiers, drying racks, and which strain to start with.
02How the addictiveness stat works, how customer addiction builds and decays, and how to use it.
03Loot the RV first, dirty cash vs card balance, the rank system, and your first steps.
04Early cash methods, pricing above fair value, the curfew bonus, and scaling to mixed products.
05How the mixing station and effects work, why ingredient order matters, and a high-value combo.
06The five employee types, hiring from Manny, handler routes, and a self-running lab.
07Why dirty cash can't be spent, the front businesses, their daily caps, and what to buy first.
08The wanted system, hiding product during a search, breaking line of sight, and curfew risk.
09Every property, employee caps and bays, the recommended upgrade path, and when to expand.
10All six dealers and districts, how to unlock them, the commission, and assigning customers.
Schedule I is a comedic first-person crime and business management sim by developer TVGS, set in the fictional city of Hyland Point. You start as a street-level dealer and build and automate a contraband-product empire, rising through the ranks toward kingpin. It blends open-world exploration, crafting and mixing, property management, and employee automation. It launched in Steam Early Access in 2025 and became a breakout hit.
Cash earned from sales is "dirty" and cannot be spent directly on property or equipment — vendors only accept card (online) balance. You must launder dirty cash through a front business, such as the Laundromat, to convert it into spendable balance. This is the most common early-game confusion. Buy a laundering business from Ray's Real Estate early so your income actually becomes usable.
The biggest income jump comes from mixing — stacking high-value effects onto a product at a mixing station multiplies its sell price for only a little extra ingredient cost. Beyond that, automate production with employees and sell in volume through dealers while you personally serve high-value customers. Pricing slightly above the fair value customers offer compounds across many sales.
Yes — Schedule I is in active Early Access and receives frequent, often community-voted updates that add content and rebalance mechanics. Because of this, exact prices, recipes, effect values, and some systems change between versions. Our guides focus on the systems and principles that stay broadly stable, but always cross-check specific numbers in-game or on an up-to-date community resource for your version.
One email when new Schedule I guides drop. No spam, unsubscribe anytime.