Source: https://store.steampowered.com/app/3164500/Schedule_I/Strategically, the game’s development reflects the idea that more player agency is better when structure and freedom can coexist. At Hyland Point, the city feels like a machine in operation. Each upgrade increases the player’s sphere of influence, while every layer of automation shifts that happy highlight energy to something more efficient but still fulfilling. That’s deliberate, and it illustrates how pacing can reflect narrative ideas even in systems-driven design.
As a dev team, we see Schedule 1 as proof that risk, repetition, and rhythm can harmonize when design stays true to its core premise. It doesn’t attempt to disguise the grind—it is the grind. What you get is a loop of nonsense that manages to distill both the absurd humor and strategic prerequisite of good simulation games.
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UX design for games into a system that players can’t quit.