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Probably Stolen

Probably Stolen

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Description

What happens when you sell a customer a chemical batch without checking the recipe first? In Probably Stolen, you eat the loss, the customer might come back angry, and Security might start paying closer attention to your shop on the Lower Levels. That single risk-reward moment is the entire game compressed into one transaction, repeated across a run that only ends when you’ve either bought out your shop or lost it to rising rent.

Genre Cyberpunk shopkeeping simulator
Developer Questing Goose Studio
Publisher tinyBuild
Setting Lower Levels of a dystopian space station

You start as an Apprentice under the Mentor, whose loan gets you into the shop but not ownership of it, and the core mechanic revolves around appraising goods before you buy or sell them. Cigarette packs need visual inspection, water needs testing and filtering, weapons need permits, and rare items need a proper appraisal pass or you risk overpaying. Beginners tend to skip these checks when they’re rushing to hit a rent deadline, and that’s exactly when Probably Stolen punishes you hardest.

Managing Rent Pressure and the Dumping Grounds

Rent increases every week no matter how well your previous week went, and falling behind starts a spiral: your shop loses attractiveness, fewer customers walk in, revenue drops, and recovering usually means taking on riskier deals just to stabilize cash flow. Once you understand that rent is the real clock in Probably Stolen, you stop treating individual sales as isolated events and start treating each week as a single connected budget.

The Dumping Grounds give scavenger-minded players another income path entirely, letting you dig up junk, or occasionally something valuable, without relying on suppliers who overstate the worth of what they’re selling you. A cautious player will lean on the Dumping Grounds early to build capital before touching riskier contraband categories.

Faction Loyalty and the Rogue AI Thread

Beyond straightforward trading, Probably Stolen layers in a story thread about a sentient AI chip that went rogue and took its hosts, called Augs, with it. Augs look like everyone else until they don’t, and every faction on the station agrees on the same policy toward them, gun included. Reading the signs correctly matters as much as appraising an item correctly, and misreading either carries its own cost.

A risk-tolerant player leans into fencing discounted stolen goods once they trust that Security won’t reach them in time, while a more cautious trader sticks to permitted weapons and tested water even if the margins are thinner. The full release is expected to offer 10 different specializations, each a distinct product line rather than a character class, determining what you sell and which authority comes looking for you because of it.

  • The Water Merchant path centers on testing and filtering water for the commissary ration rather than trading in weapons or chemicals.
  • Rock Bottom is a Hard Mode starting scenario that several players in early feedback called their favorite way to test a build under real pressure.

By the time you’re deciding whether to relabel a counterfeit item as genuine or trust that mob justice won’t reach your door, Probably Stolen has already made its argument: on the Lower Levels, survival isn’t about being good, it’s about being profitable, and the Mentor’s loan only gets you the first step toward owning that truth.