What Really Happened With Schedule 1: The Solo Aussie Behind the $100 Million Hit

What Really Happened With Schedule 1: The Solo Aussie Behind the $100 Million Hit

Honestly, the gaming world in early 2025 was a bit of a snoozefest until this weird, lanky drug-dealing sim basically fell out of the sky. One minute we're all talking about high-budget sequels, and the next, everyone on TikTok is losing their minds over a game called Schedule I. If you’ve spent any time on Steam lately, you’ve seen the numbers. It didn't just "do well." It absolutely crushed titles like Grand Theft Auto V and Monster Hunter Wilds in active player counts, which is frankly insane for something that looks like an Adult Swim cartoon on a budget.

But the question everyone keeps typing into Google is pretty simple: who actually made this thing?

There’s a lot of noise about "vibe coding" and AI assistance, but at the heart of it, Schedule I was created by a solo developer from Sydney, Australia, known as Tyler, operating under the studio name TVGS (Tyler’s Video Game Studio).

The Mystery of TVGS: Who is Tyler?

For the longest time, "Tyler" was just a name on a Steam forum or a Trello roadmap. People weren't sure if TVGS was a secret shell company for a larger publisher or just a guy in his bedroom. It turns out, it really was just a guy. Tyler started the project as a solo endeavor, handling the design, the programming, and even the "rough around the edges" art style that eventually became the game's trademark.

He didn't do it entirely alone—KAESUL composed that infectious, grimy soundtrack that everyone's obsessed with, and a graffiti artist named Cody To provided the authentic-feeling street art scattered throughout the fictional city of Hyland Point. But the core engine? The systems that let you grow weed, mix chemicals, and outrun the cops? That was all Tyler.

It’s sorta funny how the industry works. While huge studios are spending $200 million on games that feel safe and sterilized, one Australian dev creates a game about being a "dope-pusher" and clears an estimated $60 million to $125 million in gross revenue within months.

Why the "Schedule 1" Name Matters

If you're wondering about the title, it's a direct reference to the United States Controlled Substances Act. Schedule I is the category for drugs that the government claims have "no currently accepted medical use and a high potential for abuse." By naming the game that, Tyler was leaning into the controversy from day one. It’s gritty, it’s edgy, and it’s definitely not something a corporate board at Sony or Microsoft would have greenlit without a thousand warnings.

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The Viral Surge and the "Vibe Coding" Controversy

You've probably heard the term "vibe coding" tossed around in Reddit threads about this game. Basically, Tyler has been pretty open about using ChatGPT as a "coding assistant" during development. He’s gone on record saying he’s not a traditional programmer or artist, but a gamer who used AI to help bridge the gap.

Some people hate this. They think it’s "lazy" or that it’s going to ruin the industry.

But look at the results. Schedule I has a 98% positive rating on Steam with over 170,000 reviews. You can’t fake that kind of love with just "AI vibes." The game works because the loop is addicting: you start in a motel with no cash, manufacture product, hire dealers, and eventually buy up businesses to wash your money. It’s a management tycoon game wearing a crime-sim suit.

The Beef with Drug Dealer Simulator

You can't talk about who made Schedule I without mentioning the massive "turf war" that happened in April 2025. Movie Games S.A., the publisher of Drug Dealer Simulator, actually launched an investigation into Tyler and TVGS. They claimed the game had too many similarities to their own IP in terms of the UI and the gameplay loop.

The internet, predictably, went nuclear.

Fans started review-bombing Drug Dealer Simulator, pointing out that Schedule I had over 400,000 peak players while the older game never broke 10,000. Movie Games had to put out a public "plea for peace," clarifying there was no actual lawsuit, just a mandatory investigation because they’re a publicly traded company. Tyler's response? He basically just kept updating the game. He's since moved into a real office in Sydney and hired a guy named Rob to help with development.

What makes the game actually good?

  • The "Coziness": Weirdly, critics (like Travis Northup at IGN) have called the management mechanics "cozy."
  • Automation: You can eventually hire janitors, cooks, and botanists so you aren't doing the dirty work yourself.
  • The Graphics: They’re janky, sure. But the "goofball" character models with giant eyes make the dark subject matter feel less heavy and more like a comedy.
  • Multiplayer: Co-op was a huge factor in the game’s virality on Twitch.

How to Follow the Project Now

If you're looking to see what's next for the Schedule I universe, Tyler is surprisingly active. The team at TVGS is expanding—they’re looking for 3D artists and technical gurus to polish up the "Early Access" roughness. They have a public Trello board where you can see upcoming features like parkour, jukeboxes, and the much-requested "Shrooms update."

Honestly, the success of this game is a bit of a wake-up call. It proves that a "complete rando" with a good idea and a copy of Unity can still outpace the giants.

Next Steps for Players and Creators:
If you're just getting started in Hyland Point, don't sleep on the Schedule I: Free Sample on Steam. It’s a surprisingly beefy demo that lets you get the "vibe" before dropping $20. For the aspiring devs watching Tyler's success: his biggest advice has been to "take it one baby step at a time" and not to toil away on details that don't actually matter to the player experience.

You can track the official updates directly through the TVGS Steam Developer page or the game's official site, scheduleonegame.com.