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Last updated: 10 August 2026

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Schedule I Addiction System Explained

Updated August 20267 min readBy the HowToPlayHub team

Schedule I's addiction mechanic is one of the most misunderstood systems in the game. Every product has an addictiveness rating, and every customer has their own addiction meter that rises and falls based on what you sell them. Getting that meter high enough changes how often they order, how eagerly they accept deals, and how reliably your dealers can maintain them. This guide breaks down exactly how the system works and how to use it to grow a steadier, more profitable customer base.

Quick answer

Every product in Schedule I has an addictiveness rating (0–100%). Each sale of a 100% addictive product pushes that customer's personal addiction meter up by 20%. Once a customer hits 100% addiction they place daily orders — one deal faster than maxing relationship. Addicted customers are also more likely to accept unsolicited street deals. Addiction decays about 7% per day without product, so keep selling consistently. Mixing ingredients into your product generally raises its addictiveness stat, making it quicker to hook new customers.

01What the Addiction System Is

Two separate stats drive this mechanic — one on your product, one on each customer:

02How Customer Addiction Builds — and Decays

Addiction climbs with every sale and falls when you go quiet:

The practical takeaway: once you have a customer's addiction built up, never let supply run dry. A few missed days will start eroding what you built.

03What Addicted Customers Do Differently

Raising a customer's addiction meter changes how they behave in your favour:

Full addiction effectively turns a casual contact into a guaranteed daily revenue stream — the difference between a customer who orders occasionally and one who orders like clockwork.

04How to Make Your Product More Addictive

The quickest way to raise a customer's addiction meter is to raise your product's addictiveness stat before you start selling:

05The Dealer Strategy: Build Addiction Before Handing Off

Once you have dealers, addiction becomes the key metric for determining when a customer is safe to assign:

This discipline separates a stable dealer network from one where customers drift away. Build addiction yourself first; hand off to scale.

FAQ

What does the addiction system do in Schedule I?

The addiction system controls how frequently customers order and how readily they accept deals. Every product has an addictiveness rating, and every customer has a personal addiction meter. As you sell them addictive products, their meter rises. At 100% addiction they order every day, accept unsolicited street deals 20% more often, and are more tolerant of price markups. Building customer addiction is the core strategy for turning occasional buyers into reliable daily revenue.

How do I get customers addicted in Schedule I?

Sell them a product with a high addictiveness rating, aiming for 100% if possible. A 100% addictive product raises a customer's addiction meter by 20% per sale, so five deals max out their addiction. Mixing ingredients into a base product generally raises its addictiveness stat, often reaching 100% after four to five mixing passes. Once you have 100% addictive product, five consistent deals turn any customer into a daily buyer.

Does addiction decay if I stop selling in Schedule I?

Yes. A customer's addiction meter drops by roughly 7% per day if they go without product. The decay timer resets whenever they receive any sale, even one from a product with 0% addictiveness, so a low-value filler transaction keeps the meter from falling. If you have dealers, assigning them to customers prevents decay — but aim to get customers to around 65% addiction before handing them off, since below that level dealer service may not be consistent enough to stop the meter from slipping.

Does addiction affect sales in Schedule I?

Yes, directly. Addicted customers order more frequently — at 100% addiction they order daily, the same maximum as a fully loyal customer. They also accept unsolicited street deals 20% more often than non-addicted contacts. Price tolerance is also higher for addicted customers, giving you more room to mark up prices on street deals. Addiction is separate from the relationship system, but both push toward the same daily-order outcome.

What is the difference between addiction and relationship in Schedule I?

Both stats push customers toward ordering more frequently, but they work differently. Relationship (loyalty) builds through delivering exactly what a customer expects at satisfactory quality, capping after six successful deals. Addiction builds through the addictiveness of what you sell them and caps after five deals with a 100% addictive product — one deal faster. At maximum of either stat the customer orders daily. The key difference: addiction decays ~7% per day if supply stops, while relationship does not decay. A strategy that ignores addiction and only builds loyalty risks customers ordering far less frequently than their maximum potential.

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Note: Schedule I is in active Early Access and updates frequently change recipes, prices, mechanics, and balance — cross-check current details in-game or on an up-to-date community resource for your game version.
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