Schedule I update adds sewer system and performance fixes

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Key points
- The latest Schedule I update added a large new area, including a full sewer system.
 - Two new NPCs were added: the sewer king and the sewer goblin.
 - Various performance optimization and bug fixes were also implemented.
 
The latest Schedule I update on Nov. 2 added a new sewer system under Hyland Point. To gain access, the player must get ahold of the sewer access key; the sewers grant a new way to navigate Hyland Point without having to worry about the police or cartel members.
A new ladder system is being added in the sewers, providing more vertical navigation, alongside two new NPCs: the sewer king and the sewer goblin. The update also debuts significant performance optimization and bug fixes, which are said to boost framerates by 10-15%.
Here are the full Schedule I patch notes, according to the official Steam posting:
Additions
- Added sewer system.
 - Added climbing system.
 - Added ladders to various buildings.
 - Added sewer maintenance office property.
 - Added sewer access key.
 - Added 2x1m plastic table.
 - Added trash crown.
 - Added garbage throne.
 - Added water step sound.
 - Added ‘sewer king’ NPC.
 - Added ‘sewer goblin’ NPC.
 - Added meth LODs.
 - Added new ‘replication queue’ system to help stagger network traffic when a player joins a multiplayer game.
 - Added loading dock to west Gas-Mart.
 - Added 5 more graffiti locations.
 
Tweaks/Improvements
- Refactored the environmental FX and post-processing system to support transitioning between different visual zones.
 - Changed fog color and density to be controlled by day-night timeline instead of a basic curve/gradient.
 - Tweaked occlusion settings for more aggressive culling.
 - Tweaked shadow cascades.
 - Tweaked various LODs.
 - Disabled vehicle FixedUpdate calculations when vehicle is static.
 - Optimized compass rendering.
 - Disabled a light optimization technique that wasn’t actually providing any performance improvement.
 - Changed a lot of calculations to be on-demand instead of every frame.
 - Disabled additional light shadows when quality is set to medium or below.
 - Changed various cooldowns to use global time (Time.timeSinceLevelLoad) instead of manual time tracking.
 - Removed unnecessary update loops from a number of scripts.
 - Replaced some MeshColliders with primitive colliders.
 - Cached animation string hashes on start instead of recalculating on use.
 - Turned off shadows for a bunch of small objects.
 - Tweaked graffiti surfaces to only generate texture data when required instead of when the game starts. This was causing a ~1s hitch and unnecessary memory allocation whenever loading a game.
 - Reorganised the structure of the main scene. This shouldn’t have any visible impact but makes my job easier in the future 🙂
 
Bug fixes
- Fixed police global vision events not working properly (this allows police to ‘share’ their knowledge of where a wanted player is).
 - Fixed a bug where NPCs would shoot at the player even when not visible.
 - Fixed some duplicate GUIDs.
 - Fixed police officer vision getting bugged if killed while searching for the player.
 - Fixed ‘cuke effects’ and ‘energy drink effects’ utility items being usable in item slot filters.
 - Fixed not being able to pickpocket unconscious NPCs if you have recently failed a pickpocket.
 - Fixed null reference error that occurred when inserting cash into a storage entity.
 - Remove some unnecessary Player.log spam.
 
Schedule I was released on March 24, 2025, and currently has “Overwhelmingly Positive” Steam reviews with over 220,000 users having provided input. The title is only available on PC.
			
				
		
				
		
				
		
				
		
		
		
		
		




