Probably Stolen All Endings Guide

All 17 Probably Stolen endings, the exact triggers for each, how to reach the two buyout wins and how to avoid the reputation-floor losses.

Last Updated: 2026-11-02
Probably Stolen All Endings Guide — Probably Stolen gameplay

Probably Stolen All Endings Guide

Quick answer

There are 17 endings: two buyout wins and fifteen loss or exit states. The wins are Store Bought (pay the full price on any rent day) and Mortgage Paid (complete the mortgage over time). The losses come from rent, the loan, Security, faction floors, the cartel, the Immunivax clock, the Aug meter and the reactor.

Probably Stolen does not have a single "ending" screen. It has a set of failure states that can arrive from different systems, plus two ways to win. The good news is that most losses have a visible warning. The bad news is that the warnings are spread across the rent screen, the faction screen, the case file and the Aug meter.

This page lists all 17 documented endings, what triggers each one, and what to do about it.

The two wins

Store Bought

Pay the full buyout price on any rent day. This is the direct win: you save the entire purchase price, then hand it over. It does not require the mortgage, and it can be done as soon as you have the cash.

How to get there: treat the buyout price as the real goal from day one. The rent and buyout guide covers the maths. The short version: rent is a deadline, the buyout is the finish line, and every purchase should be judged by whether it brings the finish line closer.

Mortgage Paid

Pay the complete mortgage over time. This is the slower win: instead of saving the full price, you make scheduled payments until the balance is zero. It is more affordable per payment and more vulnerable to a bad week.

How to get there: keep the payment current, keep a cash buffer, and do not expand faster than the payment allows. A missed mortgage payment can lead to Repossession.

Both wins show a stats screen: most profitable sale, days survived, total worth and perks. The Merchant still visits on Sundays after the buyout, which is a nice touch rather than a new mechanic.

The rent endings

Rent Default

You fail to pay the landlord and have no Rent Grace. Rent Grace is owned on Cozy and Normal; on harder difficulties it must be bought from Joe Wild.

Avoid it: keep one rent payment in reserve. Do not spend the rent money on stock, even if the stock is a good deal. The money guide treats rent as a fixed cost, not a variable one.

Repossession

You miss a mortgage payment and do not have goods that qualify for repayment. This is the mortgage's failure state, not the rent's. The difference matters: a mortgage payment is smaller, but the penalty is the store itself.

Avoid it: keep the payment in cash, not in stock. If you are short, sell something that qualifies before the deadline.

The loan ending

Lou's Debt

Lou demands 1,500 credits of weapons, ammunition or medicine. If you hand over goods worth less than 500 credits, the ending triggers. The demand is not a suggestion.

Avoid it: keep a stock of qualifying goods, or the cash to buy them. Do not assume Lou will accept a payment plan. The crime system explains how Lou fits into the wider obligation chain.

The Security endings

Arrested

You are arrested for an unpaid fine. This is not a case-value threshold; it is a payment failure. A fine you ignore becomes a warrant, and a warrant becomes an arrest.

Avoid it: pay fines before they become warrants. If you cannot pay, sell something. The crime system covers fines, evidence and cases.

Executed

A case against you reaches a sentence of 1,500 or more. This is the serious-crime ending. It is the reason Intimidating (-33% evidence) is rated so highly in the perks guide.

Avoid it: reduce evidence, resolve the case early, or leave the station before the sentence. Do not let a case accumulate.

Framed

Security reputation reaches -100. This is the reputation-floor version of the Security ending. It can happen without a case if you have been hostile enough for long enough.

Avoid it: watch the Security track. At -80, stop doing what is lowering it and repair. The faction guide has the repair methods.

The faction endings

Lynched

Lower Levels reputation reaches -100. The people around your shop decide they have had enough.

Avoid it: do not gouge the poor, do not sell bad water, and do not report their people to Security. The Lower Levels track is the easiest to keep positive and the easiest to lose by being greedy.

Revolution

Revolution reputation reaches -100. The political faction turns on you.

Avoid it: do not betray their requests and do not cooperate with Security against them. If you are courting Security, keep the Revolution track above the floor.

Upper Levels and Black Market floors

The Upper Levels and Black Market tracks also have -100 failure states. The exact ending names vary with the faction and the case, but the trigger is the same: let the track bottom out.

Avoid it: the same rule as every faction. Pick two to court, keep the rest above -30, and never chase all five.

The cartel endings

Retirement

The cartel handover goes wrong. The triggers are:

  • Cartel reputation reaches -100.
  • You hand over the goods without the requested Dream Dust.
  • The average purity of the handover is 1/4 or less of the requested purity.

Avoid it: treat the cartel request like a contract. Check the purity before you hand over, and do not substitute a different product.

Lou's Toys

A toy is missing, or Lou's box disappears. This is a collection quest with a hard failure state: if the item is gone, the ending triggers.

Avoid it: keep the toys in a secure container. Do not sell them, do not leave them in the display, and do not let a night robbery take them. The fence guide covers hiding valuables.

The body endings

Sentinel Collapse

You go too many nights without an Immunivax Injection. The station's condition catches up with you.

Avoid it: keep a supply of injectors and track the nights. The Sentinel Collapse Disorder perk makes this a weekly requirement and gives points for it; if you take it, put the injector on the same routine as rent.

Augmented

The Aug meter reaches 100 at the start of a day. The difficulty rules changed in a patch, so check your mode: on the hard-mode version this ends the run; on lower difficulties the meter may behave differently.

Avoid it: check the meter daily, scan suspicious customers, and remove Augs before the meter reaches 90. The Aug guide covers the tells and the responses.

The machine ending

Meltdown

The Makeshift Reactor integrity reaches zero. This only applies if you have the reactor, which is a perk or a build choice, not a default system.

Avoid it: repair the reactor before it fails. If you do not want a maintenance task, do not take the reactor. The perks guide flags it as a challenge pick.

The ending map

Ending System Trigger Warning sign
Store Bought Buyout Pay full price on a rent day Buyout price visible
Mortgage Paid Buyout Complete the mortgage Mortgage balance
Rent Default Rent Miss rent with no grace Rent due
Repossession Mortgage Miss payment, no qualifying goods Payment due
Lou's Debt Loan Goods worth <500 when Lou demands 1,500 Lou's demand
Arrested Security Unpaid fine Fine notice
Executed Security Sentence ≥1,500 Case value
Framed Security rep Security ≤ -100 Faction bar
Lynched Lower rep Lower Levels ≤ -100 Faction bar
Revolution Revolution rep Revolution ≤ -100 Faction bar
Upper/Black Market floor Faction rep Track ≤ -100 Faction bar
Retirement Cartel Rep ≤ -100, missing Dream Dust, purity ≤1/4 Cartel request
Lou's Toys Collection Missing toy or box Toy list
Sentinel Collapse Injections Too many nights without Immunivax Injection count
Augmented Aug meter Meter 100 at day start Aug meter
Meltdown Reactor Integrity 0 Reactor condition

How to see the ending you want

  • For a win: save the buyout price or keep the mortgage current. Do not split the difference.
  • For a specific loss: trigger the system deliberately, but back up the save first. Some endings overwrite the run.
  • For 100%: use separate saves. The faction endings conflict with each other, and Clean Hands conflicts with the criminal endings.

The achievements guide maps the endings to the achievement run. The Rock Bottom guide covers the hardest win.

One of the ending screens. The run summary shows the sale, days survived and total worth.
One of the ending screens. The run summary shows the sale, days survived and total worth.

One of the ending screens. The run summary shows the sale, days survived and total worth.

FAQ

How many endings are there?

17 documented: two buyout wins and 15 loss or exit states.

How do I get the buyout?

Pay the full balance on a rent day, or pay the mortgage over time.

Can I keep playing after a buyout?

Yes. The Merchant still visits on Sundays after a buyout.

Sources and version notes

  • Ending list cross-checked against the community ending compilation published 28–30 October 2026.
  • Trigger values (1,500 case, 500 goods, -100 reputation, 100 Aug) cross-checked against in-game UI and player reports.
  • The exact names of the Upper Levels and Black Market floor endings vary; the trigger is the reputation floor.
  • Build 1.0.0.6.

Official source: Steam store ↗ · Steam guides ↗ · Steam Workshop ↗, checked 2 November 2026.

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