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Schedule I
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Game

Schedule I

Schedule I is a first-person open-world crime simulation game where players build and manage a drug trafficking operation in the fictional city of Hyland Point. Gameplay combines business management with tactical strategy, as players grow and manufacture various substances, sell to residents while avoiding police, and expand through hiring employees and purchasing properties. Drugs can be mixed with various ingredients to alter their effects and increase sell value. Players must contend with law enforcement mechanics including random searches, roadblocks, and a wanted system. The game also fea

From small-time dope pusher to kingpin - manufacture and distribute a range of drugs throughout the grungy city of Hyland Point. Expand your empire with properties, businesses, employees and more.

Schedule I screenshot 1 of 81 / 8

About Schedule I

Released
March 2025
Developer
TVGS
Engine
Unity
Platforms
PC (Microsoft Windows)

Where to get it

Release, studio and platform data from IGDB. Store links go to the sellers, not to us. We do not sell games and we do not host files.

Browse everything

Sorted, filterable and paged. Every link goes to the author’s own download.

From the developers

Official announcements, newest first. Posted on Steam.

Mods indexed
1.6k
Versions
2
Newest tracked
Build 24484559
Most disruptive update
No breakage data for this game

More early access games see all

Why Schedule I mods break

A mod is compiled against one version of a game. When the game updates, anything that reached into the parts that moved stops working, and it usually stops working silently rather than with a message that explains itself.

That is what the table above counts. It is not a guess: each row is a mod the community has reported as broken by that specific release. The number is a fair measure of how disruptive an update was, and it is the reason people delay updating a game they have modded heavily.

Common questions

Does IndexGG host Schedule I mods?

No, and it never will. Every download link points at the author's own page on Nexus, GitHub, CurseForge or wherever they published it. We index the ecosystem; the files stay with the people who made them.

Where does the compatibility data come from?

From the communities that maintain it in the open, not from guesswork. Each claim carries how it is known, so a reported breakage is never presented as though the author said it.

Why is a mod listed as broken when it works for me?

Compatibility depends on your exact game version and the rest of your load order. A mod marked as broken in one release may work fine on an older one, which is exactly why the version is recorded next to the claim rather than a bare yes or no.