Verified on Schedule I v0.3.5f1 (April 2026 Early Access build). Pricing values and bonus amounts may change with updates.
Most Schedule I players set a price and leave it. They pick something around the suggested value, assign customers to dealers, and wonder why their daily income plateaus. The market isn’t broken — their pricing system is. The difference between a $500-a-day operation and a $2,000-a-day one isn’t production volume. It’s knowing which price to charge which customer, when to sell personally instead of delegating, and how to stack the bonuses the game quietly offers every night between 11 PM and 3 AM.
Quick Start: 5 Steps to Maximise Market Prices
- Set your asking price at 1.1x the suggested price when opening a new customer relationship
- Push to 1.4x once loyalty builds — this is the sweet spot where most customers still buy without hesitation
- Schedule personal deliveries between 11 PM and 3 AM to stack the $50 curfew bonus on top of base payment
- Sprint or use a vehicle to qualify for the Quick Delivery bonus ($5–$30) by arriving before the deal timer starts
- Assign low-spending customers to dealers and keep the high-budget customers for yourself — dealers take a 20% cut every time [5]
How Schedule I Calculates Product Prices
Every product in Schedule I starts from a base price, then scales upward based on what effects you’ve mixed in. All cannabis strains share an identical base of $35, regardless of which strain you’re growing. Meth and cocaine have higher bases that scale with ingredient cost and unlock progression [4].
The formula is straightforward:
Sell Price = Base Price × (1 + sum of all effect value multipliers)
The effect values are what create the real price differences. The three highest-value effects are Shrinking (0.6), Zombifying (0.58), and Cyclopian (0.56). Stack all three and your multiplier hits 2.74 — turning that $35 base into roughly $95 before any asking-price adjustment [4]. The highest-documented recipe generates $164 in revenue from $34 in ingredient costs, a $130 profit per unit [4].
One mechanism worth understanding: negative effects have zero impact on sell price. They only affect which customers will buy. If a mix gives your product an undesirable effect, you haven’t lowered its value — you’ve just narrowed who’ll take it [4].
See our mixing recipes ranked guide for the full effect-value table and top recipe combinations.
Setting the Asking Price — The Loyalty Ladder
The suggested price is a floor, not a target. The practical ceiling depends entirely on how much a customer trusts you — and that trust compounds over time [2].
Here’s the progression that experienced players use:
- New customer (no loyalty): Start at 1.1x suggested price. Push higher and you’ll see zero text inquiries [2].
- Building loyalty: Move to 1.4x once the customer has bought from you consistently. At this multiplier, demand stays strong and orders flow reliably [2].
- Max loyalty: Push to 1.5x or 1.6x. Long-term customers absorb higher prices without reducing their order frequency [2].
There’s a practical test you can run: raise your price in $5–$10 increments and watch your message volume. When orders dry up, drop back $5. That threshold is your current customer ceiling [2]. The ceiling rises as loyalty deepens — the same customer who wouldn’t pay 1.4x on day one will pay 1.6x after ten successful deals.
Quality also shifts the ceiling. High-quality product allows roughly a 15% markup above the standard fair price; heavenly quality extends that to 30% [3]. But this matters more for phone-order customers than for walk-ups — walk-up buyers negotiate aggressively regardless of quality tier [5].

Timing Your Sales — Curfew Bonuses Explained
Schedule I adds flat cash bonuses on top of base product payment for two delivery conditions. Both can stack on the same deal [1].
Curfew Bonus (9 PM–5 AM):
- $20 minimum — deliveries in the first or last two hours of curfew (9–11 PM and 3–5 AM)
- $50 maximum — deliveries between 11 PM and 3 AM [1]
Quick Delivery Bonus:
- $30 maximum — arrive at the deal location before the deal timer even starts
- $5 minimum — arrive at the end of the first hour after the timer starts [1]
Stack both on a single deal — arrive fast during peak curfew hours — and you’re adding up to $80 per transaction on top of whatever the product itself is worth. On a mid-tier cocaine deal, that bonus alone can represent 10–15% of total revenue [1].
The risk is real: police are active during curfew and respond faster. The tradeoff is usually worth it for high-value deals. For lower-value items like single-unit weed sales where the product itself might be $40–$60, the $50 bonus can literally double the deal value.
The 4 AM Window — Schedule I’s Infinite Selling Mechanic
Time in Schedule I freezes at 4 AM. The game clock stops advancing until you manually progress by sleeping or waiting. This creates an infinite window for completing queued deals without the night ticking away [2].
In practice, this means you can line up multiple deals during the curfew window, then execute all of them at 4 AM when police patrol patterns reset and you face minimal enforcement pressure. Every one of those deals still qualifies for the curfew bonus because the game hasn’t advanced past 5 AM [2].
The optimal play: queue your highest-value personal deals for the 11 PM–4 AM window, run them in sequence, and advance time only after you’ve cleared your deal list. This is how experienced players capture the curfew bonus on 8–12 deliveries in a single in-game night instead of the 2–3 they’d manage in real time.
This mechanic also means the curfew is never as dangerous as it looks — you’re not racing a clock. You’re working in a suspended moment where every deal is eligible for maximum bonus [2].
Customer Demand Mechanics: Spending Caps, Addiction, and Regional Tiers
Understanding how customers decide to buy — and how much — directly determines which price strategy you apply to each one [7].
Daily spending caps: Every customer has a fixed daily budget. In the starting area of Hyland Point, most customers cap out at $400–$700 per day. In later regions like Westville and the Docks, customers regularly carry $1,300 or more [3]. A customer won’t spend more than their daily cap regardless of how cheap your product is.
This creates a counter-intuitive truth: the total revenue from any one customer is essentially fixed regardless of your unit price. If a customer’s cap is $500 and your weed costs $100, they buy 5 units. Drop the price to $50 and they buy 10 — same $500 spent. The unit price affects how quickly inventory moves, not how much money you make per customer per day [7].
Addiction levels: This is where things get interesting. The addiction mechanic built into ingredient mixing changes the frequency equation. Higher addiction makes customers order more often and pushes their willingness to pay above base price [7]. This is the mechanism behind the long-term loyalty-price relationship — an addicted, high-loyalty customer isn’t just paying your 1.6x because they like you. Their addiction has raised their effective demand floor [7].
Regional customer tiers: As your rank increases and you unlock new areas, the customer pool’s budget ceiling rises dramatically. Westville and Docks customers with $1,300+ daily budgets will comfortably absorb pricing that would kill demand entirely in Hyland Point [3].
For more on managing customers and growing your dealer network, see our complete dealer guide.
The Buy Side — Managing Suppliers to Keep Margins High
Profit isn’t only what you earn on the sell side — it’s also what you don’t spend on the buy side. Schedule I has three suppliers, each tied to a specific product category [6].
- Albert Hoover — Cannabis seeds. Available by default at the start, no unlock required. Located behind Dan’s Hardware. Additional strains unlock with progression [6].
- Shirley Watts — Pseudo (meth base). Unlock by reaching friendly status with Meg Cooley and/or Jerry Montero. Located in Westville [6].
- Salvador Moreno — Coca seeds (cocaine). Unlock via Mac Cooper and/or Javier Perez. Located in the Docks area [6].
Each supplier runs on a debt system. Albert Hoover will demand repayment if your debt exceeds $300. Going over that threshold restricts your ordering capacity and can stall production at critical moments [6].
The practical rule: never let debt compound. Pay it off between order cycles, especially when ramping production for a curfew push. Once you achieve loyal status with a supplier, the order limit disappears — you can order as much as you need without hitting a ceiling [6].
Ingredient cost directly eats into your per-unit margin. The formula is visible in the order screen — it shows both cost and sell price. Where two mix recipes produce similar sell prices, always pick the one with lower ingredient cost. A meth recipe that costs $100 less in materials but sells for only $3 less is the better choice by a significant margin [4].
Sell It Yourself or Use Dealers? — The Decision Framework
Dealers take a flat 20% commission on every sale they make for you [5]. That cut comes directly off your net revenue. Whether that’s worth it depends on the deal.
| Situation | Best Channel | Why |
|---|---|---|
| High-budget customer ($1,000+ daily cap) | Sell yourself | 20% cut on a $1,000 deal = $200 lost — not worth delegating [5] |
| Low-budget customer ($300–$500 daily cap) | Assign to dealer | Free your time for higher-value targets; the 20% cut is acceptable on small deals [5] |
| Curfew window deal (11 PM–3 AM) | Sell yourself | Only personal deliveries get the curfew bonus — dealers don’t qualify [1] |
| Walk-up street customer | Either | Walk-ups negotiate down regardless; dealer commission may not change your net much [5] |
| New area, building relationships | Sell yourself | Personal sales build loyalty faster; faster loyalty = faster price ceiling increases [2] |
| Scaling production beyond personal capacity | Both (split) | Keep best customers, delegate rest — maximum throughput without max time [5] |
The key insight: dealers are a scaling tool, not a profit-optimisation tool. Use them to handle volume you can’t service yourself, not to replace the high-value deals where your personal margin is highest.
Pricing Strategy by Player Type
| Player Type | Priority | Price Strategy | Sales Channel |
|---|---|---|---|
| New Player | Build cash quickly | 1.1x to 1.3x — stay affordable, don’t risk zero orders | All personal sales until dealers unlock |
| Casual Player | Steady income, low effort | Set 1.4x, assign everyone to dealers, collect passively | Mostly dealers — accept the 20% cut for convenience |
| Optimiser / Hardcore | Maximum per-deal revenue | 1.6x on loyal customers; push curfew window for every personal deal; stack both bonuses | Personal sales for all high-value targets; dealers handle bottom tier only |
| Completionist | Max loyalty on all customers | Start 1.1x, patiently ladder up to 1.6x per customer | Personal sales priority — XP from personal deals is double what dealers generate [2] |
Frequently Asked Questions
What is the best price multiplier in Schedule I?
1.4x is the reliable sweet spot for most customer relationships — high enough to meaningfully increase revenue above suggested price, low enough that established customers don’t walk. Once a customer has max loyalty, push to 1.5x or 1.6x. The mistake is starting new relationships above 1.2x; you’ll cut off demand before it has a chance to build [2].
Does curfew bonus apply to dealer sales?
No. The curfew bonus only applies to personal deliveries you make yourself during the 9 PM–5 AM window. Dealer-managed sales don’t trigger it, which is one of the strongest arguments for handling your own high-value deals at night [1].
Only if you have selective high-quality customers who won’t buy standard-grade product. The 15–30% quality markup sounds significant, but customer daily spending caps mean total revenue per customer stays roughly constant regardless. Quality matters for unlocking new customers and maintaining addiction levels — not for squeezing extra dollars out of existing ones [3][7].
How do I stop customers ordering too little?
Two levers: lower your unit price (customers with a fixed budget will buy more units at lower prices), or increase their addiction level through mixing (addicted customers order more frequently and are more tolerant of higher prices). If orders have dropped off completely, your price is almost certainly above their cap — drop it in $5 increments until orders resume [2][7].
When should I start using dealers instead of selling personally?
Once you can’t service all your customers personally in a single day. The optimal split: assign anyone with a sub-$500 daily cap to a dealer, and keep $800+ customers for personal sales. That threshold shifts upward as you unlock later regions where even $1,000+ customers become commonplace [3][5].
Key Takeaways
Schedule I’s marketplace isn’t a static price board — it’s a system of layered levers. The price formula tells you your floor; the loyalty ladder tells you your ceiling; the curfew and bonus mechanics tell you when to operate for maximum return. Use the 4AM time-freeze to batch your personal deliveries, keep your highest-value customers out of dealer hands, and manage supplier debt so production never stalls.
For a full breakdown of which products generate the best margins at each game stage, see our Schedule I Beginner’s Guide. For optimised mixing recipes that maximise effect value multipliers, the mixing recipes ranked guide has the complete breakdown.
Sources
- How To Make More Money From a Deal In Schedule 1 — TheGamer
- Price of product — Steam Community Discussion (steamcommunity.com/app/3164500/discussions)
- Dealers and drug quality — Steam Community Discussion (steamcommunity.com/app/3164500/discussions)
- Schedule 1 Mix Price Calculation System Explained — ClawsomeGamer
- Schedule 1: Asking Price Explained — GamerBlurb
- All Suppliers in Schedule 1 and how to unlock them — Destructoid
- Product Quality, Prices, and Customer Purchase Quantity? — Steam Community Discussion (steamcommunity.com/app/3164500/discussions)
