Schedule 1 has released its game-changing Shrooms update, adding another layer of progression to the hit indie game. The Shrooms update has been a long time coming to Schedule 1, and solo developer TVGS (Tyler) has finally managed to get it out the door just in time for 2026. And despite the new mushrooms substance being the headline addition, the patch also comes with a number of other important changes.
Schedule 1 was arguably 2025’s most surprising success story. Although it was a game filled with indie hits such as Peak and REPO, the fact that Schedule 1 came from a solo developer who had never previously launched a game is pretty incredible. Within a few months, Schedule 1 had generated a jaw-dropping $125 million in revenue, and continued releasing updates throughout the year to keep players coming back for more. Naturally, it hasn’t hit the player count heights of its initial launch period since, but the Early Access title has still retained a dedicated community of players in the tens of thousands. Schedule 1 still has a long way to go before it’s ready to reach 1.0, but this latest update is a massive step forward for the game.
Full Schedule 1 Map & All Key Locations
A complete Schedule 1 map showing the locations of all of the businesses and properties that players can invest their ill-gotten gains into.
The latest Schedule 1 update patch notes were released in a post on Steam. The update is aptly named the Shrooms Update, adding the first post-launch substance type: Shrooms. This was initially voted for by the Schedule 1 community in a player vote, and developer Tyler has been hard at work on the patch for three months now. It went into beta a few days prior to its full release, and has been deemed stable enough to go out to all players. In the Shrooms Update, players can now grow and sell mushrooms to customers across Hyland Point, with the latest substance introduced before the final substance progression. This involves tons of new equipment, tools, and tasks, which should provide an interesting refresh to the Schedule 1 gameplay loop that players have become accustomed to over the last nine months.
Schedule 1 has also introduced a new temperature system with this latest update. Players are able to use AC units to cool and warm areas, and players must manage the heat for mushroom cultivation. This can also aid with plant growth speed for the other Schedule 1 substances. The Shrooms Update also features a bunch of new NPCs and customers, as well as an introduction quest which should give players a good idea of how the latest substance fits into the current game.
Beyond the mushrooms themselves, the latest Schedule 1 update has a bunch of other small but important changes. Players now have the ability to rename stations, pots, and storage racks using the management clipboard, which makes it easier to keep track of storage when the operation gets too large. Cartel dealers from the Cartel Update now take smoke breaks, which makes them “easier to find and ambush” according to Tyler. Cleaners get a buff in this update, too, and they can now be assigned to up to six trash cans. Finally, dealers now have Santa hats, which is presumably not a permanent change.
With the Shrooms Update now released, Tyler says that he’s taking 10 days off for the holidays and “will be resuming work in early January.” However, he claims that he’ll “have some exciting news to share then,” so players might have something cool to look forward to from Schedule 1 to start 2026. It’s presumed that for the next major update, there will be another Schedule 1 community vote to decide exactly what that will be. Last time around, hireable drivers and fishing failed to beat mushrooms, and it remains to be seen if those choices will return for a second time.
Schedule 1 Shrooms Update Patch Notes (December 26, 2025)
Additions
- Added shrooms.
- 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.
- Adding a renaming feature to the management system.
- Added temperature system.
- Added temperature system ‘heatmap’ visualisation.
- Added randomly spawning shrooms in the sewer.
- Added mushroom hat.
- Added Fungal Phil.
- Added Irene Meadows (new customer, uptown).
- Added Kelly Reynolds (new customer, docks).
- Added Sherman Giles (new customer, docks).
- Added Bruce Norton (new customer, downtown).
- Added ‘units’ setting under display. This allows you to toggle between imperial and metric.
- Added shroom introduction quest.
- Added a ‘remove’ button to object list entries (management system).
- Added some dirt particles when soil is used up.
- Added cartel dealer smoke breaks.
- Added Santa hats to dealers.
Tweaks/Improvements
- Cartel influence in Westville is now limited to 500/1000. Old saves will automatically have Westville influence scaled down to reflect this.
- Changed coca plant yield from 9 -> 12 (18 when boosted with PGR).
- Cleaners can now be assigned to 6 trash cans.
- Plant growth speed can now be boosted by warm temperatures.
- Modified a few existing customers preferences to favour shrooms.
- The filing cabinet can now actually be used to file stuff (you can put items in it).
- Explanation now displayed when a tap can’t be interacted with.
- Moved ‘use drying rack’ botanist behaviour down the behaviour hierarchy.
- Improved jar glass material appearance.
- Improved baggie material appearance.
- Improved brick wrapping material appearance.
- Changed the appearance of applied additives.
- Optimized employee logic to reduce unnecessary pathfinding calculations.
- You can now use the teleport command to teleport to NPCs (e.g. ‘teleport benji_coleman’).
- ‘Pickpocket’ interaction is now replaced with ‘view inventory’ if the NPC is unconscious.
- Refactored some dealer code.
- Refactored a lot of botanist code.
- Removed bomb from item filter.
- Made the moisture-preserving pot a bit lighter.
- Cleaned up tap code.
- Refactored watering can code.
- Added more random items to cartel goon inventories.
- Added some extra safety in the loading code to prevent loading the same object or employee twice.
- Added ‘fully grown particles’ to the coca plant.
- Staggered some tick functions to reduce recurring lag spikes.
Bug fixes
- Fixed some customers having no favourite effects.
- Fixed objects sometimes getting stuck highlighted when using the management clipboard.
- Fixed built object initialization sometimes happening twice.
- Fixed pupil dilation not resetting to default after sobering up.
- You can no longer apply additives after a plant is fully grown.
- Fixed coca leaves sometimes falling behind the cauldron
- Fixed mixing station ‘preview product’ having a different appearance from the actual product.
- Fixed item instance data being sent to a joining client before created product data.
- Fixed NPCField replication error (management system).
- Fixed delivery vans having no items visibly displayed in the trunk.
- Fixed drying rack items sometimes not aligning correctly.
- Fixed excessive LODs on some lights.
- You can no longer open/close the management clipboard while you’re selecting an object or setting a transit route.
- Fixed outline renderers getting occluded.
- Fixed NPC combat behaviour sometimes not resetting the NPC’s vision component when combat is done.
- Fixed first-person arms not synchronising with your skin color.
- Added a missing collider to the fire station.
- Fixes missing info on the Veeper’s sale sign.
- Fixed some bugs in NPC schedules in the tutorial.
- Fixed a bug where handlers would prevent other NPCs from removing items from stations.
- Fixed a quest UI null reference.
- Fixed mixing station hints reappearing.
- Fixed a bug where the final prologue cutscene would get stuck.

- Developer(s)
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TVGS
- Publisher(s)
-
TVGS
- Engine
-
Unity
- Multiplayer
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Online Co-Op
- Number of Players
-
Single-player

