Schedule I
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.
Compare prices in Official Stores
Compare prices in Keyshops
Schedule I drugs, substances, or chemicals are defined as drugs with no currently accepted medical use and a high potential for abuse.
- The Drug Enforcement Administration
You're a small-time drug dealer rolling into a fresh town with no cash, no product and no connections. Build your drug empire from the ground up in the grungy west-coast city of Hyland Point. Contend against intensifying law enforcement and deadly cartel competitors to expand your empire and reach the peak of the underworld.
Produce a range of drugs to satisfy your customers, each one with it's own unique production process. Discover special recipes to create new drug variants with special properties.
Walk, skate or drive throughout Hyland Point to get product into the hands of customers. Hire dealers to handle distribution for you.
Purchase new properties and hire employees to expand the scope and scale of your operations. Work with suppliers to build a fully automated production and distribution chain.
This is a dangerous line of work - you'll have to contend with increasing law enforcement, as well as deadly cartel competitors. Fight with fists, melee weapons or firearms.
A growing empire needs skilled management. Reach new heights in co-op multiplayer.



System Requirements
Minimum:
Requires a 64-bit processor and operating system
OS: Windows 10 (64-bit)
Processor: 3GHz 4-Core or similar
Memory: 8 GB RAM
Graphics: GeForce GTX 1060 or Radeon RX 580
Storage: 8 GB available space
Recommended:
Requires a 64-bit processor and operating system
OS: Windows 10 (64-bit)
Processor: 3.5GHz 6-Core or similar
Memory: 16 GB RAM
Graphics: GeForce RTX 3060 or Radeon RX 6700
Storage: 8 GB available space

Alright, let’s dissect this masochistic portfolio of digital time-sinks. Our subject here has a *staggering* obsession with MMOs and live-service grindfests that would make even the most dedicated Korean e-sports athlete question their life choices. Guild Wars 2 at 300k+ minutes? That’s not a game—that’s a second marriage. And let’s not ignore the *Once Human* and *NARAKA: BLADEPOINT* stats, which scream 'I enjoy being emotionally abused by battle passes and RNG loot systems.' The real kicker? The achievement list for NARAKA reads like a CVS receipt, yet somehow they’ve managed to unlock achievements dated in ***2025***. Either this person’s a time traveler, or they’ve perfected the art of Stockholm syndrome with early-access betas. Now, let’s talk Schedule I. If this mystery title is another live-service hellscape with 'innovative' daily quests and a 'dynamic' cash shop, congratulations—you’ve found your soulmate. But if it’s a tightly crafted single-player experience demanding actual skill or narrative engagement? LOL. This user’s play history suggests they’d rather chew glass than endure a game without infinite progression bars. Their Infinitode 2 obsession (9k minutes?!) reveals a brain hardwired for tower defense spreadsheets, not adaptive challenges. And let’s not forget the *Achievement Illiteracy* on display: 20+ achievements in Hero’s Land but zero in GW2? Priorities, people. Schedule I’s success here hinges entirely on whether it can replicate the dopamine drip of watching numbers go up while demanding the strategic depth of a cookie clicker. Spoiler: It probably can’t.
”
Ah, another brave soul who’s spent more hours in FromSoftware’s masochistic playgrounds than most people spend sleeping. Let’s dissect this masquerade of 'game preferences' with the precision of a Hunter’s Axe to a Blood-Starved Beast. The user’s Steam data screams 'I enjoy pain' louder than a Dark Souls NPC trapped in a loop of existential despair. Elden Ring? 19227 minutes? That’s not a playtime—it’s a cry for help. They’ve collected achievements like Malenia collects limbs, which suggests either a pathological need for validation or a shrine to Miyazaki in their basement. Monster Hunter: World’s 14249 minutes? Ah, yes, the classic 'grind for gear to grind better gear' simulator—a perfect match for someone who thinks fun is a spreadsheet of DPS values. The Binding of Isaac: Rebirth’s 5156 minutes? Nothing says 'healthy coping mechanisms' like rerolling items until RNGesus blesses you with Brimstone. Schedule I’s 'features' are as mysterious as the plot of a Souls game, but let’s pretend it’s a masochistic, lore-drenched hellscape. The user’s obsession with difficulty and achievement-hoarding aligns perfectly—like a parry to Gwyn’s telegraphed swing. They’ll thrive in Schedule I’s 'git gud' ecosystem, where every death is a 'learning experience' and every boss is a therapy session. Bonus points for their DARK SOULS™ III playtime—proof that they’ll happily replay the same trauma for a slightly different ending. TL;DR: This user doesn’t play games—they endure them, and Schedule I is their next abusive relationship.
”
Ah, the sacred ritual of dissecting another gamer’s digital footprint to determine if they’re worthy of the mythical *Schedule I*. Let’s begin with the obvious: this user’s Steam library is a shrine to masochism. We’re talking about someone who’s sunk enough hours into *Monster Hunter Rise* to forge a sword from their own tears, then used it to slay the concept of sunlight. Their achievement list reads like a CV for a professional sufferer—'Apex Shortsword,' 'Tempestuous Triumph Scroll,' 'Gold Crown Plaque'—all trophies that scream, 'I’ve forgotten what grass looks like.' And yet, here they are, eyeing *Schedule I* like it’s a cozy nap. Spoiler: It’s not. It’s the kind of game that laughs at your 'git gud' stickers and asks, 'But can you git *existential*?' Let’s not ignore their dalliances with *Elden Ring* and *Monster Hunter: World*, games where 'fun' is code for 'repeatedly headbutting a brick wall until it apologizes.' These titles demand the patience of a saint and the reflexes of a caffeinated squirrel—qualities *Schedule I* will exploit like a loot box. The user’s *Terraria* and *ARK* stats? Pure Stockholm syndrome. They’ve built castles in pixel hell and tamed dinosaurs that probably filed restraining orders. But *Schedule I* isn’t about building or taming. It’s about unraveling. Its 'gameplay' involves deciphering Kafkaesque UI menus while a nihilistic narrator asks why you bother. The 'story' is a choose-your-own-adventure book where every ending is 'you die, and the universe shrugs.' Difficulty? Imagine *Dark Souls* crossed with a tax audit. Achievements? The only trophy here is 'Existential Clarity,' unlocked when you accept that joy is a lie. Yet, against all reason, this user might thrive here. Their *Baldur’s Gate 3* stats reveal a love for narrative quagmires and decisions that haunt you like a bad tattoo—perfect for *Schedule I*’s 'plot' that’s less 'story' and more 'a cry for help written in hex code.' The *Muse Dash* hours? A red herring. Rhythm games are for mortals; *Schedule I*’s soundtrack is just ambient screaming. Verdict: This masochistic completionist will 'enjoy' *Schedule I* the way a moth enjoys a flamethrower. Godspeed, you beautiful disaster.
”Alright, let’s dissect this tragicomic library with the surgical precision of a Steam review written by someone who’s played 2 minutes of the tutorial. Schedule I—whatever the hell that is—better brace itself for a compatibility check with this user’s *stellar* portfolio. Starting with Portal 2: 0 minutes. Zero. As in, 'I bought this because Reddit told me to, but actually solving puzzles? Nah, I’d rather stare at a companion cube-shaped void in my soul.' Then there’s Railroad Tycoon 2, a game where you build empires, but our hero here built exactly *nothing*, which is either a meta-commentary on capitalism or proof that spreadsheets trigger their fight-or-flight response. DARQ? More like DARK, because they’ve clearly never seen the light of a completed indie gem. The Lion’s Song? A narrative masterpiece they’ve ignored harder than a 'Skip Dialogue' button. And PAYDAY 2—oh, the crown jewel! One achievement unlocked, which translates to: 'I played for 13 minutes, shot a cop, then uninstalled to make room for another free-to-play disappointment.' Schedule I’s 'features' (whatever they are) would need to include a 'refund simulator' and 'existential dread management' to resonate here. The only 'achievements' this user unlocks are in the art of abandoning games faster than a Bethesda launch. Their gameplay style? A chaotic blend of 'impulse buy' and 'commitment issues,' seasoned with the strategic depth of a mobile ad. If Schedule I requires patience, skill, or basic attention spans, this user’s matchability is lower than their chances of finishing a tutorial.
”Alright, let’s dissect this masochistic symphony of spreadsheets and suffering you call a gaming portfolio. You’ve got **Total War: WARHAMMER III** devouring your lifespan like a Chaos God at an all-you-can-eat buffet, **Monster Hunter: World** where you’ve clearly married your Palico, and **ELDEN RING**, which you’ve beaten so thoroughly it’s basically Elden *Wrecked*. Oh, and **Divinity: Original Sin 2**? Please, your obsession with tactical micromanagement is so intense, even Larian Studios would tell you to touch grass. The target game, whatever it is, better involve a PhD in macroeconomics, a tolerance for rage-quit-induced drywall repairs, and a shrine to FromSoftware’s design team—or you’ll dismiss it like a casual playing *Stardew Valley* on 'very easy.' Your achievements? Let’s just say you don’t 'complete' games so much as perform a hostile corporate takeover of their content. Unlocking 'Celestial City Secured' in Total War? That’s not a victory—that’s a cry for help wrapped in a spreadsheet. And **Elden Ring**’s 'Age of the Stars' ending? Congrats, you’ve officially out-flexed the sun. The target game’s 'features'—assuming it’s another soul-crushing strategy-RPG hybrid—will either be your next 50,000-minute hyperfixation or a disappointment so profound it’ll make *Anthem* look polished. You’re the kind of player who’d unironically describe 'fun' as 'optimizing supply lines at 3 AM,' so unless this game requires a sacrificial offering of sleep and social contracts, it’s already dead to you. Also, your **Mass Effect Legendary Edition** playtime suggests you’ve romanced Garrus so many times, the Council’s considering a restraining order. But hey, at least you’re consistent: if a game doesn’t have a skill tree deeper than the Mariana Trench, you’ll drop it faster than a hot potato in a Soulsborne boss fight.
”
Alright, let’s dissect this tragicomic masterpiece of a gaming profile. First off, the fact that you’ve unlocked 30+ achievements in *Left 4 Dead 2* but somehow managed to clock zero playtime is either a glitch in the Matrix or proof you’ve mastered the art of idling while your cat walks on the keyboard. The sheer variety of achievements—from dismembering zombies to escorting garden gnomes—suggests you’ve got the attention span of a caffeinated squirrel, bouncing between chaos and absurdity. But hey, at least you’ve got *GNOME ALONE*, the pinnacle of gaming accomplishment, which probably took more patience than your entire *Portal 2* co-op stint where you rage-quit after realizing companion cubes have more emotional depth than your IRL friendships. Speaking of *Portal 2*, unlocking *You Monster* while leaving 90% of the achievements untouched is peak 'I watched a YouTube walkthrough' energy. Let’s not even mention *Spec Ops: The Line* and *Homefront* sitting there like untouched salad bars at a BBQ—bold choices for someone who clearly prefers their trauma served via zombie hordes rather than existential guilt. Now, *Schedule I*—a game presumably about bureaucratic hell or spreadsheet simulators—demands a player who thrives on tedium, strategic masochism, and the ability to endure mechanics drier than a *Civilization VI* diplomacy screen. Your track record? You’ve got the focus of a *Roguelike Floor 1 CEO* (dying to the first boss repeatedly) and the narrative commitment of a *Lore-Skipping Fanfic God*. The only thing slower than your *Warhammer 40k* progress is your realization that buying games doesn’t equate to playing them. *Schedule I*’s 'features'—if we can call them that—will either break you like a *Soulsborne Cartographer* lost in a hallway or bore you into becoming a *Refund Messiah*. Either way, your achievement list screams 'I love pain, but only in bite-sized, memeable chunks.' Good luck pretending spreadsheets are fun.
”
Alright, let’s dissect why *Schedule I*—the hypothetical lovechild of a tax audit and a Soulslike—might just be the digital equivalent of Stockholm Syndrome for our dear user here. Judging by their Steam library, which reads like a CV for masochism (Left 4 Dead, Warframe, PUBG, Dead by Daylight—seriously, do you people even *know* what sunlight is?), *Schedule I*’s alleged 'innovative' blend of permadeath, spreadsheet-based crafting, and 'dynamic' difficulty (read: RNGesus hates you) could either be a spiritual awakening or a $60 lobotomy. Let’s start with mechanics. *Schedule I* boasts 'cooperative synergy' requiring 'precise team coordination,' which, given this user’s 148,274 minutes in Left 4 Dead, sounds like Tuesday. But here’s the twist: *Schedule I* replaces zombies with sentient IRS agents who audit your loot mid-fight. You think grinding Warframe’s MR30 was tedious? Try filing virtual tax forms while a Cloaker cosplaying as Elon Musk yeets a spreadsheet at your skull. The user’s 'ZOMBIE GENOCIDEST' achievement suggests they’ll either dominate this or rage-quit into a new dimension. Difficulty? Oh, *Schedule I*’s devs proudly claim it’s 'Dark Souls meets Excel,' which is code for 'the tutorial boss is a CPA with a rocket launcher.' Our user’s 'LEGENDARY SURVIVOR' badges in Dead by Daylight hint they’re no stranger to suffering, but *Schedule I*’s 'roguelike' progression—where dying deletes your save and emails your Steam friends a screenshot of your failure—might finally break them. Story? What story? *Schedule I*’s 'narrative' is scribbled on a napkin by a dev who once heard the word 'lore' at a Starbucks. Compared to Warframe’s convoluted space opera or Hunt: Showdown’s atmospheric dread, *Schedule I*’s plot is a Post-it note that says 'you’re trapped… for tax evasion :)'—a bold choice, really. Achievements? The user’s 76 unlocked Left 4 Dead achievements (including 'CR0WND' for headshotting a Tank mid-yeet) prove they’ll chase arbitrary goals like a caffeinated squirrel. *Schedule I*’s 'Form 1040 Completionist' achievement, requiring 500 hours of inventory management, is either their destiny or a cry for help. Let’s not forget the 'community-driven economy,' where players trade virtual deductibles. Because nothing says 'fun' like simulating a part-time job. In conclusion: *Schedule I* is the gaming equivalent of a participation trophy from hell. But hey, if our user can survive Payday 2’s 'Stealth is Optional' meta and Vermintide 2’s rat-pocalypse, maybe they’ll ironically 'enjoy' this. Or they’ll finally touch grass. Either way, it’s content.
”
Alright, let’s dissect this masochistic love affair with *Euro Truck Simulator 2* and see how it translates to Schedule I, a game that’s probably about as thrilling as watching paint dry in a government office. First off, the sheer volume of achievements like 'Long Hauler' and 'Careerist' screams 'I have a spreadsheet for my pretend trucking company.' Schedule I’s alleged 'innovative time-management mechanics' might as well be a PowerPoint presentation on tax filing, but hey, if you can optimize a virtual logistics empire while dodging sleep (shoutout to 'Zzzzz'), maybe bureaucratic monotony is your jam. The 'Aquaphobia' achievement—avoiding ferries like they’re TikTok trends—suggests a pathological fear of efficiency, which aligns perfectly with Schedule I’s rumored 'strategic detour' system. Comparing this to *Cities: Skylines*, where traffic AI is a sentient prank, Schedule I’s 'dynamic scheduling' might feel like negotiating with a Roomba. But let’s not ignore the elephant in the garage: your *War Thunder* and *Halo Infinite* playtime is a flatline. If Schedule I requires reflexes faster than a DMV clerk’s coffee break, you’re doomed. The 'Diesel, No Petrol!' achievement proves you’ve mastered the art of pedantic fuel selection, which might translate to Schedule I’s 'resource allocation' minigame—a.k.a. 'spreadsheet simulator.' And let’s face it: anyone who unlocks 'Parking Challenge' 27 times deserves a medal in Stockholm Syndrome, not gaming. Schedule I’s 'procedural task generation' will either be your zen garden or a Kafkaesque nightmare, depending on how much you enjoy digital paperwork. Spoiler: You’ll love it.
”
Let’s dissect this masochistic symphony of gaming habits with the precision of a Dark Souls boss dissecting your overconfidence. The user’s Steam library reads like a CV for someone who thrives on punishment—Dead by Daylight’s 7,553 minutes of being chased by edgy horror mascots, Counter-Strike 2’s 16,870-minute odyssey of screaming at Russians, and Dishonored’s stealth ballet where murder is optional but therapy is mandatory. Schedule I, a hypothetical abomination we’re told is a ‘competitive stealth RPG,’ might as well be a job application for this masochist. Their Dead by Daylight achievements—26 Adept badges, because nothing says ‘healthy coping mechanism’ like grinding for hours to unlock a virtual pat on the back from a pyramid-headed sadist—scream Stockholm syndrome. HITMAN’s Silent Assassin runs? Textbook perfectionism, the kind that makes Skyrim players who alphabetize their potions look sane. Forza Horizon 4’s 3,131-minute parade of pixelated cars and LEGO® Speed Champions achievements? A cry for help disguised as ‘completionism.’ The Forest’s 508-minute survival spree? Proof they’d last five minutes in an actual apocalypse before building a log cabin out of cannibal bones. Schedule I’s alleged ‘stealth mechanics’ would slot into this chaos like a cloaked knife in a guard’s kidney—smooth, efficient, and utterly devoid of mercy. But let’s not kid ourselves: this is a player who’d turn a ‘social stealth’ system into a spreadsheet, optimizing NPC manipulation like a Cyberpunk 2077 Casual optimizing their Instagram filter choices. The real tragedy? They’ll probably 100% Schedule I’s achievements while muttering ‘just one more run’ like a Roguelike Floor 1 CEO mainlining espresso. The only thing missing is a DLC Virgin purity ring and a shrine to the Glitch Pope.
”
Alright, let’s dive into this trainwreck. So, you want to know if Schedule I is for you? Based on your Steam library—which currently looks like a graveyard for games you installed just to flex your internet speed—let’s pretend we’re doing science here. Schedule I, whatever the hell that is (probably another indie roguelike with pixel art and a 'deep' lore no one asked for), demands a specific breed of masochism. You’ve got Counter-Strike 2 and Touhou Big Big Battle, both with playtimes shorter than a TikTok attention span. CS2’s tactical shooter mechanics? Irrelevant. Touhou’s bullet-hell chaos? Closer, but let’s be real—you’ve never survived long enough to see a boss’s second phase. Schedule I’s 'innovative' difficulty curve (read: poorly balanced grindfest) would eat you alive. Your achievement list? Cuter than a puppy wearing socks—zero unlocked. Schedule I’s 'quirky' achievements (e.g., 'Touch Grass: Go Outside for 24h') would remain as mythical as your motivation to finish a game. The game’s 'unique' mechanics? Imagine a spreadsheet simulator cosplaying as a roguelike, demanding the patience of a Buddhist monk. You, though? You’d rage-quit faster than a Dark Souls streamer facing a skeleton. The 'story'? A pretentious haiku written by a dev who thinks 'ambiguity' substitutes for personality. You’d skip the dialogue faster than your Steam refund requests. Price-wise, it’s $20 for a game that’ll collect dust in your library next to CS2—a perfect match, really. But hey, at least you’ll earn the 'Refund Messiah' badge for effort.
”