Probably Stolen: Cyberpunk Shopkeeper Sim puts you in charge of a space-station shop with little cash and rent approaching. On Mark Up (Normal), the opening shift is marked DAY 1 MONDAY; the wall display shows 550 credits and RENT IN 6 DAYS. This short, scripted day introduces the systems you’ll rely on for the rest of the week.
Quick answer: Open the shutter, serve all five customers, close the store, then sleep. On Mark Up, Day 1 ends at 598 credits, and you need 200 credits for rent on Day 7.
Probably Stolen shop layout: what the hint overlay labels
Press O to show or hide the hint overlay. It tags every working part of the shop, and it reminds you that “THE GAME WILL AUTOSAVE AFTER SLEEPING.”
- Display Case and Telephone
- Reputation Interface
- Negotiation Counter and Negotiation Interface
- Start/End Day, Customers Remaining and Call next customer
- Conversation Recorder and Sleeping Bag

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The Mentor says to leave both sides of the counter clear, since items on the outside counter are vulnerable to theft.







A properly completed day is confirmed by the Nightly Report message “The power bill has been paid.” and an autosave. Mark Up then starts Tuesday’s DAY 2 TUESDAY with 598 credits; RENT IN 5 DAYS is shown.

Day 1 trades and credits on Mark Up
| Customer | Trade | Amount | Credits after |
|---|---|---|---|
| Start of day | — | — | 550 |
| Scavenger (SELLING) | You buy 5 items | −95 | 455 |
| Spacer (BUYING, budget 64) | Two Peat at 29 | +58 | 513 |
| Spacer (BUYING, 96 credits) | Four different items | +90 | 603 |
| Overnight | Power Service | −5 | 598 |
The Scavenger sells Galaxy Blend at 25 (two of them), Soda at 15 (two), and a Cat Chocolate Bar at 15. The first Spacer is interested in Food, and Peat shows up at 29 with the line Market and Merchant, Retail Markup (+15%). The second Spacer wants Food and Beverage, so one each of Puice 18, Galaxy Blend 32, Cat Chocolate Bar 20 and Soda 20 fits both the budget and the Variety rule.

That Galaxy Blend is a good illustration of how money works here. You buy it for 25 and sell it for 32, because your own sales automatically get the 15% retail markup on Mark Up. If you buy below what you can resell, every trade puts you ahead. Food is also the category both Spacers came in for, which matches The Mentor’s advice to keep it on the shelves.
Paying rent: what the Nightly Report shows
The Calendar tab of the Nightly Report marks Rent Due on Day 7 and Day 14. It also spells out the bill with “The Landlord will come to collect 200 Credit in Rent in 5 Days” and notes “The current value of the property is 12000 Credits.”

The Status tab shows your current credit count of 598 Credits, an Estimated Total Wealth of 793 Credits, and your Active Perks. The report also rates Store Attractiveness at 250 on a bar that runs from 0 to 1000.

On Mark Up, set aside 200 credits for the Day 7 landlord visit before you spend on new stock. Our rent guide covers increases and the Landlord’s grace, and from Day 2 you can scavenge the Dumping Ground after closing.
Wanted poster bounties
Officer Lun’s poster lists nine names, each with its own bounty in credits, from Lou at 1500 down to Arthur Lafleur at 100. See the full Wanted list and how to report.
Probably Stolen shop controls
- Right-click an item for its Interact Menu (Open, Use, Equip, Read, Toggle, Unload, Pin).
- Double-click an item to interact with it.
- Ctrl+click to quick-transfer an item.
- Hold the left mouse button and drag to select several items.
- Right-click an empty inventory slot for the sorting menu.
- Press Esc to close a panel, and O to toggle the hint overlay.
Ctrl+click is the fastest way to fill the Negotiation Counter. Read the buyer’s Interests and restrictions before you load it up, keep the outside counter empty, and go into Day 2 with the Day 7 rent already set aside.
After Day 1, the complete Probably Stolen guide walks through every system in order. Useful next reads: all Mentor’s Notes, the items list with base values, crafting recipes, factions and reputation and Wild’s network upgrades.






