one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

core loop

grow or cook a base product -> mix in ingredients to add effects -> sell to customers who want those effects -> avoid police searches and curfews -> hire dealers and staff -> buy properties -> unlock new regions

design notes

Schedule I runs a production business through a first-person avatar: the player waters plants, operates mixing and cooking stations, and walks or drives deals across Hyland Point before hiring dealers, botanists, cooks, and janitors to automate the chain. Mixing common ingredients such as soft drinks or paracetamol into a product adds effects that raise its sale value, and customers want particular effects, so recipe discovery is the product-development layer. Police pressure rises with growth through random searches, roadblocks, and curfews, and being seen breaking the law sets a wanted status, a player-heat rule the taxonomy lacks (proposed as heat-wanted-level). The game is in early access, with an exit planned for Q4 2027.

relations

12 stored edges
uses

Crop cultivation

Plants are grown in pots with soil and water over a growth timer, then harvested as the base product.

core
uses

Customer value choice

Customers have preferred effects and price tolerances; matching them builds repeat orders and relationships that open further customers.

core
uses

Direct avatar control

The player personally grows, cooks, mixes, and delivers in first person until staff take over.

core
uses

Product development

Mixing ingredients such as soft drinks or paracetamol into a base product adds named effects that raise its value and match customer preferences.

core
uses

Staff hiring and rosters

Dealers sell to their own customer lists for a cut, and botanists, cooks, and janitors run production at owned properties.

core
uses

Crime and policing

Police pressure grows with operations through patrols, random searches, roadblocks, and night curfews; being seen raises a wanted status that can end in arrest.

supporting
uses

Day-night cycle

A daily clock with a night curfew shapes when deals can be made.

supporting
uses

Building placement

Grow tents, stations, and storage are placed inside bought properties.

supporting
uses

Milestone unlocks

Rank and story progress unlock new regions, customers, and equipment.

supporting
uses

Modding API

No official API at release; mods load through the de facto MelonLoader.

supporting
uses

Production chains

Higher products need multi-step chains such as cooking methamphetamine at chemistry stations.

supporting
uses

Quality tiers

Product quality varies with inputs such as soil and additives and affects price.

supporting

sources

2
Wikipedia contributors (2026). Schedule I (video game). Wikipedia
(2026). Schedule I on Steam. Steam

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gecatalog
2026-10-25
reviewed2026-10-25-contributor-readinessmaintenance