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I survived 100 Days in Schedule 1, and then the experiment didn’t so much continue as… refuse to end. I’m still not entirely sure when that happened. Anyway. What began as a standard 100 Days challenge slowly spiralled into a 180-day criminal-themed science experiment, charting the rise from a broke RV-dweller to the kingpin of Hyland Point. Or at least, that was the working hypothesis at the time. Every decision, mistake, police chase, Benzie encounter, and optimisation loop is pulled directly from real gameplay. No skips. No tidy montages. Just systems being pushed, adjusted, misunderstood, pushed again, and occasionally snapping in ways that felt… instructive. Across 180 days I build labs, recruit contacts, automate production, clean the books, dodge curfews, and gradually lose whatever grip on normality I thought I had at the start. Somewhere after day 100, survival turns into dominance, dominance turns into routine, and routine quietly becomes ritual. At that point it stops feeling like a challenge and starts feeling like maintenance. Or habit. Possibly a warning. This is Schedule 1 played as a 100 Days experiment, stretched well past its original scope. Long-form, narrative, mildly documentary, with dark humour, questionable science, and a growing sense that the experiment might be running me instead. If you’re looking for 100 Days gameplay, simulation systems, and story-driven chaos that wasn’t entirely planned, you’re probably in the right lab. In the name of science. Or something close enough... 0:00 (Days 0-30) Act 1 — The Scientific Method 47:47 (Days 31–70) Act 2 — Applied Chemistry 1:29:32 (Days 71–120) Act 3 — Industrial Alchemy 2:12:24 (Days 121–160) Act 4 — The Controlled Burn 2:41:02 (Days 161–180) Act 5 — Entropy & Enlightenment