Probably Stolen Wiki and Guides

A working Probably Stolen wiki for patch 1.0.0.6: walkthroughs, profit routes, mod notes and ending conditions checked against the live build.

Last Updated: 2026-11-02
Probably Stolen Wiki and Guides — Probably Stolen gameplay

Probably Stolen Wiki and Guides

Quick answer

Stolen Ledger is a task-first Probably Stolen wiki. Start with the first 10 days walkthrough if you have just opened the shop, use the money guide when the first rent payment is covered, and open the mod desk only after you know which loop you enjoy. Every page is written for the 1.0 build and the 1.0.0.6 hotfix, not for the demo.

Probably Stolen is a shopkeeping simulation dressed as a cyberpunk crime story. You inherit a storefront on a space station, sell other people's mistakes, and try to buy the deed before the rent and the factions eat you. The game is dense in the way old trading sims are dense: the tutorial teaches you to appraise a glove, then lets you loose on counterfeit medicine, stolen organs, bad water and customers with wires in their heads.

This hub exists because the useful questions are not "what is the release date" anymore. They are "which start actually pays", "how do I value this crate", "why did Security search my back room", and "which mod fixes the inventory without deleting the tension". Those are routes, not encyclopedia entries.

What this site covers

The 30 guides are split into four jobs.

Job Pages Use it when
Learn the shop Walkthrough, first 7 days, appraisal, crime system You are still losing runs before the second rent
Pick a profit lane Chemistry, water, wine, guns, fencing, farming, rats You have one reliable loop and want a second
Finish the run Rent and buyout, factions, perks, specialization, endings, achievements You can survive but cannot close
Change the rules Best mods, QoL, economy, Brewing Expansion, multiplayer, save files, modding You have seen the vanilla loop and want a different one

The sibling wiki at probablystolens.wiki ↗ is the reference desk: item tables, module stats, Workshop directory, install troubleshooting. This site is the field notebook. When a page needs a data table, it links out instead of copying one.

The game in one screen

You start with a loan, a counter and a locked door. Customers bring goods; you decide what is real, what it is worth, and whether the paperwork can survive a inspection. The store has five reputation tracks — Lower Levels, Upper Levels, Security, Black Market and Revolution — and each one opens a door while painting a target.

The run ends in one of two ways that matter. You buy the store, either by paying the full price on a rent day or by clearing the mortgage over time. Or you lose: rent default, repossession, an unpaid fine, a case worth 1,500 credits, a faction at -100, a cartel handover without Dream Dust, a missing toy, a Sentinel collapse, an Augmented meter at 100, or a reactor meltdown. The all endings page lists the triggers without pretending there are more than the game shows.

There are nine starts: Apprentice, Water Merchant, Fence, Gunsmith, Chemist, Hydroponic Farmer, Aquafarmer, Rat Wrangler and Rock Bottom. They change your opening stock and your first customer pool, not the underlying rules. The specialization guide ranks them by what a new player should pick, not by which one has the highest theoretical ceiling.

What changed in launch week

The launch build was 1.0. The hotfixes moved fast enough that demo advice is now a trap.

  • 1.0.0.2 cut the Moisture Farm from 650 to 350 credits, the Water Filter from 50 to 25, and Dr. Jackson's normal markup from 25% to 15%.
  • 1.0.0.5 cut the Water Purifier machine to 250 credits, made the Inventor stock the Gene Scanner once Rat Ranching is unlocked, and fixed the pitcher-filter prompt.
  • 1.0.0.6, the Modding Security Update on 31 October, changed how mods declare capabilities. Some Workshop items stopped loading until their authors updated them.

If a guide tells you to budget 650 for a Moisture Farm, it is describing launch day, not the current build. Patch-sensitive numbers on this site carry the version they were checked against.

How to use the first hour

  1. Finish the tutorial and appraise the glove. The appraisal board is not decoration; it is the only reliable way to learn what the game considers a fair price.
  2. Read your rent day before buying anything. The ledger shows the number. A guide cannot give you a universal rent figure because difficulty and events change it.
  3. Buy the labeler and the testing kit before the second product lane. Mislabeling is how new players turn a profit into a criminal case.
  4. Pick one lane, not four. Water is the cheapest to understand, appraisal is the safest, fencing is the fastest, and chemistry is the most punishing.
  5. Keep a rent reserve. The single most common failure state is a full shelf and an empty wallet on rent morning.

How the facts are checked

Store and patch facts come from the Steam page and the developer's hotfix notes. Mechanic facts come from the in-game manual and from screenshots of the live UI. Workshop facts come from the item pages, with the subscription count and update date recorded on 2 November 2026. Where a number is inherited from the demo or from a single player report, the page says so and marks it needs testing.

Profit examples always state the buy price, the sell price, the time and the difficulty. If those assumptions are missing, the number is not a promise. This is a simulation with events, faction multipliers and difficulty modifiers; a clean spreadsheet number can still lose money on a bad day.

Frequently asked

Is this the official Probably Stolen wiki?

No. It is an independent guide site. The game is developed by Questing Goose Studio and published by tinyBuild. Steam is the authoritative source for patches and achievements.

Which page should I read first?

Walkthrough for the first ten days, then money guide. If you are choosing a start, read best specialization before you create the save.

Does the site cover mods?

Yes, but with a bias toward mods that change a run rather than mods that only add a menu. Start with best mods, then read QoL mods and economy mods if you want a specific fix.

How many endings are there?

The community has documented 17 ending states, including two buyouts and a long list of failure states. The all endings guide separates confirmed triggers from player reports.

Is multiplayer official?

No. The base game is single-player. A Workshop mod called Probably Multiplayer adds online visits and player customers; the multiplayer page covers what it does and what it does not.

The counter is the centre of every run: appraisal, negotiation and the rent clock all meet here.
The counter is the centre of every run: appraisal, negotiation and the rent clock all meet here.

The counter is the centre of every run: appraisal, negotiation and the rent clock all meet here.

FAQ

Is Stolen Ledger a full item wiki?

No. It is a task-first handbook: routes, opening orders, endings and mod loadouts. Item tables live on the wiki sites we link when useful.

Does it cover mods?

Yes — best mods, QoL, economy, Brewing Expansion, multiplayer, save editing, modding basics and a 10-mod run pack.

Which patch does it cover?

Build 1.0.0.6, checked 2 November 2026. Hotfix changes are called out on the pages they affect.

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

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