$19.99Schedule I From street corner to kingpin
Build a drug empire in an open world, automate the supply chain and keep the cops and cartel at bay, best with friends.
Is Schedule I worth it?
Schedule I is worth it if…
- you like management games where you build and automate a business step by step
- you want a goofy co-op sandbox to run with friends
- you enjoy mixing and experimenting to find overpowered recipes
- you like juggling cops, rivals and deliveries in an open city
Screenshots
From broke dealer to kingpin
You roll into Hyland Point with empty pockets and build from there. Grow and cook product, bag it up, find customers and earn enough for a better apartment, then a warehouse, then staff. Hire dealers to run street sales, bring on growers and handlers, set up suppliers so jars, soil and baggies keep flowing. It feels like watching a messy startup turn into a machine, only the product is illegal and the competition shoots back.
Mixing strange new strains
Each drug has its own production routine to learn, then the real fun starts at the mixing station. Blend base product with convenience-store ingredients to discover variants with odd effects, name your creation something stupid and see what customers will pay for it. Chasing a picky buyer's wishlist can eat a whole evening. Expect a lot of trial, a lot of trash bags, and one jar on the shelf that sells for silly money.
Cops, cartel and bad decisions
Hyland Point is small enough to learn fast: alleys to skate through, curbs to drive over, doorsteps where regulars wait. Walk, skate or drive your deliveries yourself early on. Heat rises as you grow, patrols get bolder, and the Benzies cartel warns you off their turf. Refuse them and life gets spicy. Fists, melee weapons and guns are all on the table when a deal or a turf war turns ugly.
Better with a crew
Solo you do every job: water plants, pack baggies, restock dealers, launder cash, mop up. In co-op, that workload splits into glorious chaos. One friend runs the grow room, one mixes, one skates across town with a backpack full of orders while the cops take an interest. The tone stays loose and darkly funny throughout, more crime sitcom than crime saga, especially when the plan falls apart at 2 a.m.
Good to know?
What do you actually do day to day?
Grow, cook and package drugs, then get them sold. Early on that means planting, watering, bagging and handing product to customers on foot or by skateboard and car. Later you buy properties, hire growers, packers and street dealers, set supply lines and launder money, while you focus on finding new customers, unlocking recipes and keeping the shelves stocked.
Is it better solo or in co-op?
Both work, but co-op is the highlight. With friends you can split roles across growing, mixing, dealing and driving, move faster and laugh through the mistakes. The empire reaches new heights when everyone has a job.
How dangerous does it get?
Very, once you expand. Police attention intensifies as your operation grows, and the cartel muscle in on their turf with threats and attacks. You can fight back with fists, melee weapons or firearms, or try to outrun and outmaneuver trouble on a skateboard.
Does it get repetitive late in the game?
It can. The climb from broke to automated empire is the strongest part, full of unlocks and new systems. Once employees handle production and dealers handle sales, your job shrinks to restocking, collecting cash and buying supplies, and money loses its meaning.























