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How to Make Money in Schedule I: Sales, Dealers and Laundering

In Schedule I, direct sales can help with early XP and keep more of each sale, while dealers trade a cut for convenience. Learn when laundering businesses help manage cash.
WorldSchedule I: Sales, Dealers and Laundering Length4 min Posted Quest giverVGSources Team
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In Schedule I, earn cash by selling product directly or supplying dealers, then use laundering businesses to convert cash when deposit limits become a bottleneck. Early on, direct sales can help you level up and keep more of each sale; dealers make distribution easier but take a cut. The figures below come from fan-made guides and are tied to their stated dates or game build, so check your version before relying on them.

How money-making works in Schedule I

There are two separate problems: earning cash and converting cash through laundering. Selling creates cash; laundering businesses increase how much you can process, but they are not described in the cited guides as independent sources of operating income. Cash tied up in laundering is unavailable until the process finishes.

Schedule I is a PC game in Early Access on Steam. Its listing describes selling directly, hiring dealers, and buying properties and businesses, and warns that Early Access games can change. The detailed figures in this guide come from fan-made references, not official developer documentation.

Choose a selling method for your stage of the game

Method What it offers Trade-off or limit
Sell directly Keep the sale for yourself and handle customer sales manually. A beginner guide reports 20 XP per direct transaction in build v0.4.6f12, checked 2026-08-11. Requires your time and attention. The XP figure is a guide-reported value for that build, not a guaranteed current value.
Supply dealers Dealers sell product you supply, reducing the need to make every sale yourself. A dealer guide lists a 20% cut and up to eight assigned customers per dealer. It also reports buy-ins from $500 to $5,000; a higher price does not necessarily mean better performance.
Other in-game methods A money guide also lists recycling trash for cash, pickpocketing, ATM robbery, and casino gambling. The guide characterizes some as risky in-game activities. It does not establish a guaranteed return or a single best option.

The dealer guide says to manage assignments in the in-game phone’s Dealer Management app. There is no source-backed universal customer layout or exact passive-income rate, so treat assignments as something to adjust to your own supply and demand rather than a guaranteed formula.

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What to do early: sell, then expand production

The beginner guide recommends starting with direct sales of OG Kush, then beginning to mix products as ingredients unlock. It also favors production automation once it becomes affordable. Its progression advice is to save for a Bungalow rather than buying the Sweatshop as an intermediate step; that is the guide author’s recommendation, not an official developer rule.

For a sense of the guide’s example margins, its table reports these values for build v0.4.6f12, checked 2026-08-11:

Guide example Reported cost Reported sale price Reported profit
Unmixed OG Kush $30 $39 $9
Paracetamol, then Donut $36 $65 $29
Paracetamol, Donut, then Banana $38 $72 $34

These are guide-reported examples, not independently tested or confirmed current prices. The guide says seed cost is per seed and a seed yields several buds, so the simple row-level margins do not capture the full yield economics. It also says some input costs are modeled and not every transformation rule has been individually confirmed.

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When dealers make sense

Dealers are useful when the time spent selling manually is more valuable than the share you give up. The dealer guide lists a 20% sales cut, while the beginner guide reports 10 XP per dealer transaction versus 20 XP for a direct sale in build v0.4.6f12, checked 2026-08-11. Those values make direct sales attractive for early progression in that build, while dealers trade some proceeds and reported XP for convenience.

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Before assigning customers, consider whether you can supply enough product and whether the saved time matters more than the dealer’s cut. The available references do not identify an optimal arrangement or establish that higher-priced dealers sell more effectively.

Manage cash limits with laundering businesses

The money guide lists ATM deposits as capped at $10,000 per week per player and says business laundering takes 24 hours. The business guide says only one business can launder at a time, and money being processed is unavailable during that period. When cash begins piling up, a business can raise your laundering capacity; compare its purchase cost with how much capacity you actually need.

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Business Listed price Listed laundering capacity
Laundromat $4,000 $2,000
The Post Office $10,000 $4,000
The Car Wash $20,000 $6,000
Taco Ticklers $50,000 $8,000

These prices and capacities are listed by Schedule1.io, accessed 2026-10-08. The businesses are presented as ways to increase laundering capacity, not as businesses that generate separate operating income. Verify the values in your game before making a large purchase.

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How to choose your next step

  • If you are starting out: follow the beginner guide’s direct-sale approach and use its OG Kush and mix examples as dated reference points, not fixed guarantees.
  • If manual selling is taking too much time: supply dealers and weigh the convenience against the guide-listed 20% cut.
  • If you are short on progression: the guide reports more XP for direct sales than dealer sales in build v0.4.6f12; confirm whether that remains true in your build.
  • If you have cash you cannot conveniently convert: compare ATM deposits and business laundering, accounting for the weekly deposit cap, processing time, and money temporarily tied up.
  • If you are considering an alternative method: the money guide lists recycling, pickpocketing, ATM robbery, and gambling, but does not provide a reliable profit ranking.

Why figures can change

Steam lists Schedule I as an Early Access game released on 24 March 2025. The developers’ Early Access statement says the game will continue to receive substantial content updates on a monthly basis for the next few years. Detailed values such as XP, dealer cuts, costs, and laundering capacity should therefore be treated as version-sensitive. The beginner guide identifies its reference build as v0.4.6f12 and says it checked that guide on 2026-08-11; the business figures above were accessed on 2026-10-08.

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Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

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