Probably Stolen is a shopkeeping simulator set on a towering space station split by wealth and corruption. You run a storefront, decide what to buy and sell, and judge every customer who walks up to the counter while the rent keeps climbing. The game is scheduled to launch on October 28, 2026; this page describes its systems as they appear in the store description, the official patch notes and the free demo.
The Core Loop
You play a former scavenger who got a storefront through a generous loan and some questionable timing. The stated long-term goal is to earn enough to buy out the shop before the rent forces your hand. Day to day, that means stocking goods, checking whether they are what the seller claims, selling them at a margin and covering each rent payment as it comes due. The rent and store economy page covers how rent, store attractiveness and customer budgets interact.
Running the Counter
Customers come to the counter one at a time. Some want to sell you something, some want to buy, some ask for an appraisal and some offer a barter. The store description warns that the person across the counter could be Security fishing for evidence, a revolutionary looking for leverage or a fallen elite testing how useful you are. On each sale you can approve it, refuse it, report it or look away, and someone is always watching what you choose.

Action | What It Involves |
|---|---|
Buy | Suppliers overstate value, so goods are inspected or appraised before you pay. See Authentication and Appraisal. |
Sell | Sell across the counter or through the display case, which sells to buyers on its own. |
Haggle | The bargain panel adjusts the price. Bargaining affects customer budgets, and buy-side and sell-side bargains carry separate reputation multipliers. |
Refuse or dismiss | Settings let you instantly dismiss a customer, or dismiss one and call the next. |
Report | With the Model Citizen perk, reporting a criminal customer pays a credit bonus, and a setting can call Security instantly. See Security and Contraband. |
Look away | Let a questionable deal go through and accept the risk that comes with it. |
Shoot | Pre-release screenshots show Shoot and Holster prompts at the counter, used against rogue AI hosts. See Augs and the Rogue AI. |
Product Lines
You can start as a gunsmith, chemist, water merchant, fence or farmer, or from absolute rock bottom. The starting scenarios page lists every confirmed start. Each product line has its own profit curve and its own way of going wrong, and some need heavy machinery and permits while others only need a good hiding spot.
Goods | Main Risk Named by the Developer |
|---|---|
Weapons | Inspections; weapons require permits and modifications |
Chemicals | Addiction; the profitable ones rely on closely guarded recipes |
Water | Liability; water must be tested and filtered. See Water Trading. |
Contraband | Raids |
Cigarette packs | Need visual inspection before resale |
Rare items | Need appraisal to avoid overpaying |
The store also lists additional jobs you can take on: water merchant, hydroponic farmer, organ dealer and more. Raising rats and fish is covered in Animal Farming.
Machines and Production
Several trades run on machines that need power, modules and inputs. Production chains turn raw goods into more valuable ones, from purified water to finished chemicals and wine. The Machines and Crafting page lists every machine named so far and what each is confirmed to do.
Factions, Reputation and Security
Reputation buys access and protection, but it also paints a target on your back. The two reputation tracks named in official patch notes are Security reputation and Black Market reputation; the wider picture is on Factions and Reputation. Security builds evidence, runs investigations and can fine or arrest you, while contraband can be hidden in a smuggler bay or covered with bribes. Joe Wild's Wild's Network sells upgrades, suppliers and services, including fixers who clean up evidence.
Augs
A sentient AI chip went rogue and took its hosts with it. Augs look like everyone else until they slip, and a Security guide in pre-release screenshots lists the signs to watch for. Every faction agrees they should be shot on sight, and you keep a gun at the counter. Misreading the signs costs you either way.
After Hours
You can leave the store for after-hours locations. At the dumping grounds you can scavenge, but each search carries a chance of a minor or major wound; one pre-release screenshot shows a 10% minor and a 2.25% major wound chance. A flashlight lowers those odds, and you cannot scavenge while wounded. At the end of each day the End of Day screen, nightly logs and reports summarize what happened, and a calendar tracks your status.

Inventory and Interface
Goods sit in grid inventories that you manage by hand. Update 049, released with the demo on September 14, 2026, added multi-item selection and a right-click sort menu. The Toolbox stores tools and binds them to keys 1 to 9. The store lists a mouse-only option and play without timed input; as of October 20, 2026, controller support is not listed.
Story and Endings
The developer built the game as a sandbox simulator first. In a forum reply on October 20, 2026, he said a main story is being added because the community asked for it, that it will not be ready for 1.0 and that it will arrive in a post-launch update. Players have tagged the store page with Multiple Endings, and since Patch 48.3.10 the ending for missing too many augs applies only on Hard Mode. As of October 20, 2026, the total number of endings has not been announced. For the pre-release builds, see Demo and Playtest.