Image credit: TVGS

The late December 2025 Shrooms Update is the biggest shift Schedule I has seen since Early Access began.

It adds a new substance category and reshapes the systems that drive production and scaling. The update affects how you plan layouts, manage space, and grow large operations, pushing players to rethink their setups from the ground up rather than treating mushrooms as extra content.

TL;DR

Schedule 1 Shrooms Update — Quick Summary

The Shrooms Update is Schedule 1’s biggest Early Access shift yet — it adds mushrooms, but more importantly it rewires the core systems for scaling, layouts, and late-game optimization.

  • New substance: Mushrooms add a full production pipeline and push tougher mid-to-late game planning instead of simple expansion.
  • Temperature becomes a core system that affects production efficiency across your entire operation, not just the new mushroom chain.
  • Heatmap visualization lets you see temperature distribution room-by-room, making layout, AC placement, and coverage real optimization levers.
  • Progression is less linear now as demand patterns and chains compete for space, power, and attention, forcing smarter prioritization.
  • New NPCs and market changes integrate mushrooms into Hyland Point’s economy and adjust customer preferences and demand behavior.
  • Quality-of-life upgrades for big ops include renaming stations/pots/racks, proper remove tools, and filing cabinets working as real storage.
  • Cartel, dealers, and employee AI tuning improves stability, predictability, and late-game performance for long sessions.
  • Polish + bug fixes add UI and visual improvements, performance work, and stability fixes that strengthen the foundation toward 1.0.

Schedule 1 Shrooms Update

The update introduces mushrooms as the first post-launch substance added to Schedule 1’s production ladder. This was not a big surprise, as mushrooms won a community vote, beating out several other proposed features, and they are positioned right before the game’s final planned substance.

Schedule 1 Mushroom Update | Image credit: TVGS

Mushrooms act as a bridge between mid-game and end-game systems, pushing players to engage with deeper optimization instead of brute force expansion. It is a deliberate step toward the full vision of the economy.

Schedule 1’s Growth as an Early Access Success

Schedule 1 is developed solo by Tyler under the TVGS label. Since launch, the game has quietly turned into a major commercial success, with estimates putting total revenue north of $125 million.

Player numbers cooled after the initial surge, which is normal for Early Access, but the base stayed stable. Expectations went up with that success, and the Shrooms Update feels like a direct response.

New Substance: Mushroom Production Pipeline

Mushrooms come with a full production loop. You grow them, process them, and sell them across Hyland Point just like existing substances, but the rules are tighter.

They slot into the existing progression without replacing anything. Instead, they add pressure. Customer preferences have been adjusted, new demand patterns emerge, and ignoring mushrooms means leaving money on the table once you reach higher tiers.

Schedule 1 Mushroom Update | Image credit: TVGS

This makes progression less linear. You now have to decide which chains deserve space, power, and attention instead of scaling everything evenly.

Temperature Management System

The most important change in the update is not mushrooms, but the temperature.

Temperature is now a global system that affects production efficiency. You manage it using AC units and heating mechanics, and mushrooms demand careful balance to grow correctly.

The twist is that warmth boosts plant growth across all operations, not just mushrooms. That single change turns temperature into a core variable for every serious setup. Cold, poorly managed rooms are no longer just inefficient. They actively hold your operation back.

Heatmap Visualization and Optimization

To support this system, the update adds a temperature heatmap.

You can now see heat distribution room by room, which makes inefficiencies obvious. Poor AC placement, wasted power, and uneven coverage stand out instantly.

For advanced players, this adds a new optimization axis alongside layout, staffing, and supply flow.

New NPCs and Market Changes

The update adds new faces to match the expanded economy. Fungal Phil is the standout, but he is not alone. Additional customers appear across multiple districts, each tying mushrooms into the broader market logic.

Quality of Life Improvements for Large Operations

The Shrooms Update also tackles long-standing friction points for players running large facilities.

You can now rename stations, pots, and racks using the clipboard. Object lists include a proper remove button instead of forcing workarounds. Filing cabinets finally function as real storage instead of decorative clutter.

Cartel and Influence System Adjustments

Cartel systems got some practical tuning. Influence limits in Westville have been adjusted, dealer smoke breaks now change how patrol routes behave, and inventories have been expanded to give dealers more flexibility.

Behind the scenes, dealer logic was refactored for better stability. The result is fewer edge case failures and more predictable behavior during long sessions.

Employee AI and Performance Improvements

Employees also benefit from under-the-hood work. Cleaners can handle higher capacity. Botanists prioritize tasks more intelligently. Pathfinding and internal logic have been optimized to reduce late-game slowdown.

Visual, UI, and Presentation Updates

Visual polish rounds out the update. Materials look cleaner. New particle effects improve readability during production. Unit systems can be toggled for clarity, and first person arm visuals have been corrected.

Bug Fixes and Stability Work

The patch includes a long list of fixes covering NPC behavior, UI errors, object duplication, lag spikes, and save safety issues.

It feels like groundwork: less about selling features, more about making sure the foundation holds as the game moves closer to 1.0.

Developer Commentary and Short Break

Tyler confirmed a short holiday break after the update and teased more news coming in early January. That transparency has been part of Schedule 1’s rhythm since the start, and it helps set expectations without overpromising.

What’s Next for Schedule 1?

Future community votes are likely, and previously discussed ideas like hireable drivers or fishing could resurface. There is still no announced 1.0 release window, which suggests the focus remains on system depth rather than rushing an endpoint.

A Turning Point for Schedule 1

The Shrooms Update is a milestone for Schedule 1. It adds content, but more importantly, it reshapes how the game works at a fundamental level.

Source:

  • https://store.steampowered.com/news/app/3164500/view/523111043238463501?l=english