Program 1 Güncellemesi Shrooms'un Genişlemesini ve Yapısal Değişikliklerini Getiriyor
The Schedule 1 Update released in late December 2025 marks the most substantial expansion since the game entered Early Access. The update, titled the Shrooms Update, introduces a new substance category alongside mechanical systems that alter how production chains function across the map. Developed by solo creator Tyler under the TVGS label, the release arrives after three months of focused development and a short public beta phase on Steam.
Schedule 1 emerged earlier this year as an unexpected commercial success. Built by a single developer with no previous shipped titles, the game surpassed expectations within months of launch, generating an estimated $125 million in revenue. Player numbers have cooled from their launch peak, but the game continues to retain a consistent base in the tens of thousands. Updates throughout 2025 have steadily expanded scope, and this release represents the largest single step forward since launch.
The Shrooms Update adds mushrooms as the first post-launch substance introduced into Schedule 1’s production hierarchy. The feature was selected through a community vote, beating out options such as hireable drivers and fishing. Players can now grow, process, and sell mushrooms across Hyland Point, inserting an additional tier into the existing progression loop just before the game’s final planned substance.
One of the most significant systemic changes arrives through the introduction of temperature management. Players can now install AC units to heat or cool indoor spaces. Mushroom cultivation requires careful temperature control, and the system extends beyond the new substance. Warm environments can now boost plant growth speed across other operations, integrating temperature as a factor in broader optimization strategies. A heatmap visualization allows players to track temperature distribution across rooms and properties.

Several new non-player characters arrive with the update. These include Fungal Phil, a themed character tied to the Shrooms content, and four new customers positioned across uptown, docks, and downtown areas. Existing customer preferences have also been adjusted to create demand for mushrooms within the established market system.
Beyond headline additions, the Schedule 1 Update delivers a wide range of quality-of-life improvements aimed at players managing large-scale operations. Stations, pots, and storage racks can now be renamed through the management clipboard, reducing friction as facilities scale. A remove button has been added to object list entries, streamlining cleanup and reorganization. The filing cabinet has been updated to function as actual storage, correcting a long-standing inconsistency.
Cartel-related mechanics also see changes. Influence in Westville is now capped, with older saves automatically adjusted to match the new limits. Cartel dealers introduced in earlier updates now take smoke breaks, making their patrol patterns less static and easier to track. Their inventories have been expanded with additional random items, and the underlying dealer and botanist code has been refactored to improve stability and performance.
Employee behavior receives further tuning. Cleaners can now service up to six trash cans, reducing micromanagement in larger properties. Botanist behavior has been reordered to prioritize drying rack usage more logically. Internal logic for employees has been optimized to reduce unnecessary pathfinding calculations, addressing recurring performance complaints in dense setups.

Aesthetic and presentation improvements accompany these systems. Jar glass, baggies, brick wrapping, and additive visuals have all been revised. New particle effects appear when soil is depleted and when coca plants reach full growth. Players can toggle between imperial and metric units via a new display setting, and first-person arm visuals now properly synchronize with selected skin tones.
The update also addresses a long list of bugs that accumulated through earlier releases. Fixes range from customer preference errors and UI inconsistencies to NPC combat behavior and quest scripting failures. Several issues tied to object initialization, item replication, and loading safeguards have been resolved, reducing the risk of corrupted states in longer play sessions. Lag spikes caused by synchronized tick functions have been mitigated through staggered execution.
Tyler confirmed shortly after release that development will pause briefly for the holidays.
“I’m taking 10 days off for the holidays and will be resuming work in early January,” he said. “I’ll have some exciting news to share then.” — Tyler
While no roadmap details were shared, previous updates suggest that another community vote may determine the next major feature. Hireable drivers and fishing, both unsuccessful in the last vote, remain possible candidates if reintroduced.

The Shrooms Update positions Schedule 1 closer to its eventual 1.0 release, though no timeline has been announced. For an Early Access title built by a single developer, the scope of this release underscores both the scale the game has reached and the expectations now placed on its continued development.
Schedule 1 Shrooms Update Patch Notes (December 26, 2025)
Additions
- Added shrooms as a new substance type
- 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
- Added renaming feature to the management system
- Added temperature system
- Added temperature heatmap visualization
- Added randomly spawning shrooms in the sewer
- Added mushroom hat
- Added Fungal Phil
- Added Irene Meadows as a new customer (Uptown)
- Added Kelly Reynolds as a new customer (Docks)
- Added Sherman Giles as a new customer (Docks)
- Added Bruce Norton as a new customer (Downtown)
- Added units setting under Display to toggle imperial and metric
- Added shroom introduction quest
- Added remove button to object list entries in the management system
- Added dirt particles when soil is used up
- Added cartel dealer smoke breaks
- Added Santa hats to dealers
Tweaks and Improvements
- Limited cartel influence in Westville to 500/1000, with older saves scaled down automatically
- Changed coca plant yield from 9 to 12, or 18 when boosted with PGR
- Cleaners can now be assigned to up to six trash cans
- Warm temperatures now boost plant growth speed
- Modified customer preferences to favor shrooms
- Enabled filing cabinet functionality for item storage
- Added explanations when taps cannot be interacted with
- Adjusted botanist behavior hierarchy for drying rack usage
- Improved jar glass material appearance
- Improved baggie material appearance
- Improved brick wrapping material appearance
- Updated appearance of applied additives
- Optimized employee logic to reduce unnecessary pathfinding
- Added teleport command support for NPC targets
- Replaced Pickpocket interaction with View Inventory when NPCs are unconscious
- Refactored dealer code
- Refactored botanist code
- Removed bomb from item filter
- Reduced weight of moisture-preserving pot
- Cleaned up tap code
- Refactored watering can code
- Added additional random items to cartel goon inventories
- Added extra safeguards to loading code to prevent duplicate objects or employees
- Added fully grown particle effects to coca plants
- Staggered tick functions to reduce recurring lag spikes
Bug Fixes
- Fixed customers missing favorite effects
- Fixed objects remaining highlighted after using the management clipboard
- Fixed built object initialization running twice
- Fixed pupil dilation not resetting after sobering up
- Prevented additives from being applied to fully grown plants
- Fixed coca leaves falling behind the cauldron
- Fixed mixing station preview product not matching final product appearance
- Fixed item instance data being sent before product creation for joining clients
- Fixed NPCField replication errors in the management system
- Fixed delivery vans missing visible trunk items
- Fixed drying rack item alignment issues
- Fixed excessive light LOD usage
- Disabled management clipboard toggling during object selection or transit routing
- Fixed outline renderers being occluded
- Fixed NPC combat behavior not resetting vision components
- Fixed first-person arm skin color desynchronization
- Added missing collider to the fire station
- Fixed missing information on the Veeper sale sign
- Fixed NPC scheduling bugs in the tutorial
- Fixed handlers blocking item removal by other NPCs
- Fixed quest UI null reference
- Fixed mixing station hints reappearing
- Fixed final prologue cutscene getting stuck
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