Schedule I shipped version 0.4.7 on 9 October 2026, and it delivers the feature the playerbase voted for: four travelling customer groups now come through town and buy in volume. The patch notes name all 31 customers across those four groups, list the eight behaviours they perform while they are in town, and never print which product a group actually wants. That absence is the interesting part of this update.

Nothing on this site covers Schedule I, so this is the first pass at it: what the 0.4.7 notes document, how it compares with the design the studio published in April when the feature won a community vote, and the one place it can genuinely cost a player something — a save-format change — plus a laundering ceiling that moved under existing layouts.

What this covers: the shipped 0.4.7 content list — four customer groups and their 31 named members, eight new NPC behaviours, raised laundering capacities for three businesses, new floor-level buildables, five teleport points and a rebuilt avatar system — plus the one thing no official page states, which is which drug type each group buys. Why it matters: the preferred-type mapping is the part a distribution layout would be built around, and because the notes do not print it, any preference chart you find elsewhere is somebody’s observation rather than a citation. Who should care: players mid-save on a laundering-and-distribution build who need to know which numbers changed, and anyone weighing whether to run the 0.4.7 beta branch alongside a save they care about.

The four groups, and the one that did not ship

The 9 October post is explicit about scale: “four travelling customer groups that periodically visit town, buying a large quantity of their favourite drug types.” It then names every member of each group — eight Hippies, nine on the Party Bus, six Businessmen and eight Bikers.

GroupNamed customers in 0.4.7Listed in the April vote post
Hippies8Yes
Party Bus9Yes
Businessmen6Yes
Bikers8Yes
Rock band0Yes, unnamed

That fifth row is the first documented drift. The April post announcing the vote result said the update “will introduce several travelling customer groups, such as: Bikers, Businessmen, Hippies, Party bus, Rock band.” The shipped notes list four. They do not say the rock band was cut, deferred to one of the two further updates promised for this year, or renamed — so treat its status as unconfirmed rather than cancelled.

The eight new behaviours are listed as their own additions block: talking on phone, using laptop, sitting on ground, dancing, peeing, vomiting, boinking and revving motorcycles. Only “revving motorcycles” points at a particular group, and by implication rather than by statement; all eight are described as behaviours “for the special customers” generally, so which group does which is not written down.

What the April design post promises, and what the notes leave blank

The feature exists because of an in-game vote. The 17 April post opened community vote #3 in the main menu with three options — Hireable Drivers, Police Improvements and Special Customers — and a one-week window. The 26 April result put Special Customers first with 142,287 votes against 125,314 for Drivers and 117,677 for Police Improvements.

That result post is where the mechanic is actually described, and it says more about the intent than the patch notes do: “Each group will have one or two preferred drug types, which they will purchase in large quantities whenever they’re in town. This will provide a fast method of offloading bulk quantities of product, albeit at a slightly lower profit margin.”

Read that as a design constraint rather than flavour text. The group visits are positioned as a volume outlet with a margin penalty — fast liquidation, not maximum price per unit. The developer framed the point as rhythm: “I think this will be a great addition and will add a lot more ‘rhythm’ to the gameplay.”

What the April post does not do is name a single drug type, and neither does 0.4.7. The shipped notes say “favourite drug types” and stop. So the honest position on the question players search for is: the mechanic’s shape is documented — one or two preferred types per group, bulk purchase, slightly lower margin — and the mapping is not. A guide that gives you “Hippies want X” is reporting what a player watched happen, not what the developer wrote. The official posts remain the documentation of record for this game, which is the same situation the TBH: Task Bar Hero primer ran into: patch notes as the only written source.

The timeline is worth keeping because it sets expectations for the two updates still promised. Special customers won the vote on 26 April with an expectation of “June-July”. On 1 August the developer wrote that the plan had been “gamepad support at the end of June, and release special customers in mid-late July”, and that gamepad work had run long. The 0.4.7 beta branch opened on 19 September; the release came on 9 October. In the release post the studio also said it had “expanded the scope beyond our original plans and also had to make some sizeable refactors” and that two further updates were being built in tandem, “both of which will release before the end of the year.” No dates for either.

The laundering change is the part that moves a layout

Buried in the tweaks block, under “Tweaked business laundering capacities”, are three numbers. This is the section that changes an existing build rather than adding to it.

BusinessBefore 0.4.7After 0.4.7Change
Post office4,0005,000+25%
Car wash6,0008,000+33%
Taco Ticklers8,00012,000+50%

The notes do not state the unit those capacities are counted in, nor the interval they reset on, so resist converting them into a cash-per-hour figure. What is safe to say is that the ceiling for each of the three named businesses rose, and that the two larger ones gained most in proportion: the post office picks up a quarter, the car wash a third and Taco Ticklers half. A layout that was capped by laundering throughput before 0.4.7 has more headroom in exactly those three places and nowhere else the notes mention.

There is a second laundering item, and it is the one most likely to be misread. The release post says the update adds “a new laundering business” and, separately, that “Hyland Medical is now a purchasable business” with a new interior added and NPC schedules modified to match it. It never states that Hyland Medical is the new laundering business, and it never gives Hyland Medical a capacity. Since the capacity list names only the post office, car wash and Taco Ticklers, the Hyland Medical number is unconfirmed.

Floor mats, rugs, teleports and an avatar rebuild

The “new floor-level buildables” the post advertises turn out to be flat decor: black rubber mats in 1x1, 2x2 and 4x4 sizes from the hardware store, and a Persian rug from Bleuball’s Boutique. No prices are given. Five teleport locations were added — southoverpass, suburbia, park, westville and casino — which is a travel change rather than an economic one, and one the notes do not describe beyond the names.

The larger buried item is that the avatar appearance system was rebuilt from scratch. The notes are unusually candid about why: the old system “was pretty janky and would not have been adequate to support user-created cosmetics (coming in a future update)”. Accessories and layers were replaced by “AvatarObjects”, each of which can carry several layers and attachments, and AvatarSettings was replaced by NakedAppearance plus Outfit. Custom cosmetics are flagged as a future update with no date; the rebuild is the groundwork for it, not the feature itself.

One more addition is easy to miss: a new command called queuecustomergroup. The notes confirm it exists and say nothing about its arguments or effect, so it is not yet a documented tool — if you see it referenced in a guide with a syntax, that syntax did not come from these posts.

The save-format warning is the one line that can cost you a run

The 19 September beta post opens with a warning that carried through to release: the way player appearances are saved has changed. Loading an existing save converts legacy appearances to the new format automatically — and if you then switch back to the default version of the game, appearances converted to the new format “will not load properly.”

That is a one-way door for character appearance, not for progress, and the notes do not describe a rollback. The practical rule is branch discipline: decide which branch a save lives on before you load it after 0.4.7, and do not bounce a converted save back to an older build to see whether something still works.

Performance work aimed at late saves

The 0.4.7 tweaks block spends more lines on memory and stutter than on customers. Stored items are now pooled instead of instantiated and destroyed, which the notes say mitigates “stuttering in late-game saves with many employees.” Icon generation and saving for mixed products was optimised, with the stated result of “several-hundred megabytes saved in memory use for late-game saves.” NPC ragdoll physics components are no longer created until they are needed.

The bug list points the same direction. Physics props falling out of sync when thrown in multiplayer, frame drops when pouring water or additives into a pot or grow bed, gamepad cursor lures jittering during multi-drag, and a memory leak from runtime-generated icons that were not cleared when exiting to the menu. None of these are headline features. All of them are the kind of thing that decides whether a large save is playable in an hour’s session.

How to read this update on a live save

  1. Do not build around a preference chart you cannot cite. The design intent — one or two preferred types, bulk, slightly lower margin — is what the developer wrote; the per-group mapping is not published, so the game itself is the only authority on it.
  2. Audit your laundering before you expand. Only three businesses have a stated capacity, and all three rose. If your throughput bottleneck was the post office or the car wash, 0.4.7 gives you room; if it was somewhere else, the notes say nothing about it.
  3. Treat Hyland Medical as a purchase, not a laundering upgrade, until a source prints its capacity.
  4. Keep a save on one branch. The appearance conversion is described as one-way in the notes.
  5. Expect two more updates before the end of the year, with no dates attached — the studio said as much in the 0.4.7 release post.

For scale: the store page’s English-language review summary reads 97% positive across 204,340 reviews, with 3,564 reviews in the last 30 days at 96%, and Valve’s player-count endpoint reported 5,530 in game on the day this was written. The game is still sold as Early Access at $19.99, first listed on 24 March 2025, and the notes are still the manual.

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