Your shop in Probably Stolen: Cyberpunk Shopkeeper Sim closes at night, but the Vending Machine keeps selling. It stands in front of the store and sells your stock after hours. Its odds follow a fixed formula, so you can work out what to load into it.
Quick answer: Take the Vending Machine starting perk (2 points) or buy the Vending Machine network upgrade for 1200 favor. Then stock it with cheap food and drinks, which have the best overnight odds.
How to get the Vending Machine
There are two ways to unlock it.
- Starting perk: pick Vending Machine on the Starting Perks screen for 2 points. You begin the run with the machine already in place.
- Network upgrade: buy the Vending Machine upgrade in the Store section for 1200 favor.

Join readers who trust AllThings.How
Add us as a preferred source on Google so our practical guides show up first next time you search.
Add to Google Preferences →Stocking, power and collecting cash
Each item sells at its value with Retail Markup applied, plus another 10 percent. Event price changes don’t affect it, whether they would raise or lower a price in the shop. Some things can’t go in the machine at all:
- Contraband
- Items you do not own
- Containers and machines
- Liquids other than wine
The machine uses 2 energy a night, plus 1 more for each capacity upgrade. It only sells if its battery can cover that cost, so a drained battery means no sales that night. Money from sales stays inside the machine until you press Transfer All, which moves it into your cash.

Selling mislabelled goods through the machine counts as fraud, or endangerment if the item is dangerous. It costs Lower and Upper Levels reputation at 1 point per 100 credits sold, up to 20 a night for each faction.
How the Vending Machine decides what sells
Every night, each item in the machine rolls its own chance to sell. That chance, in percent, is the machine’s attractiveness multiplied by the item’s type multiplier, multiplied by 200, then divided by 200 plus the item’s price. Cheap items with a high multiplier sell most often. Expensive items lose odds quickly as the price climbs.
| Item | Attractiveness | Chance per night |
|---|---|---|
| Food worth 20 credits | 15 | 20.5% |
| Food worth 20 credits | 100 | 136.4% |
| 150-credit item | 50 | 14.3% |
| 300-credit item | 100 | 10.0% |
Stacking copies of one item has diminishing returns. The second copy gets half the normal chance to be offered, the third gets a quarter, and each copy after that is halved again.
There’s also a floor. At least 1 item sells every night. That rises to 2 at 25 attractiveness and 3 at 50. These guaranteed sales come from non-luxury items worth 50 credits or less, and consumables go first.
Vending Machine type multipliers
The type multiplier is what separates a snack from a gun mod. Food and drinks get the highest one, which is why they move best overnight.
| Item type | Multiplier |
|---|---|
| Food, water rations, drinks, processed food, treats | x1.5 |
| Energy cells, tools | x0.5 |
| Materials | x0.33 |
| Luxury items | x0.165 |
| Modules, nodes, gun mods, chemical supplies | x0.15 |
| Anything else, under 100 credits | x1 |
| Anything else, 100-200 credits | x0.5 |
| Anything else, above 200 credits | x0.25 |
Vending Machine upgrades and costs
Both upgrades go on the Vending Machine Core. Capacity adds space, and attractiveness raises every item’s nightly chance.
Click the machine outside the window to open its panel: a battery slot, the Inventory, Control (the cash inside and Transfer All) and the Core. Hover the Core to see its upgrades. Its tooltip reads “Vending machine will sell with a markup at a fixed price regardless of active events. Certain types of item are more popular in the vending machine.”, then lists Storage (Metal Ingot), Attractiveness (Electronic Parts (Common)) and “Each Metal Ingot upgrade raises the nightly energy use by 1.” A fresh machine shows Current Attractiveness 15 and Required Energy 2/Day.

| Upgrade | Material | Effect | Start / max |
|---|---|---|---|
| Capacity | Metal Ingot | +1 row (8 slots) | 2 rows / 12 rows |
| Attractiveness | Electronic Parts (Common) | +5 | 15 / 100 (17 upgrades) |
A Metal Ingot has a base value of 50 credits. A Furnace turns 2 Scrap Metal or Metal Ore into 1 ingot overnight. Electronic Parts (Common) have a base value of 33 credits.
Each capacity row raises the machine’s nightly energy cost by 1, but attractiveness upgrades don’t. If your battery is tight, put Electronic Parts (Common) into attractiveness first. That also lifts the guaranteed-sale floor at 25 and 50 and gets cheap food closer to selling every night.
The Vending Fountain for water
The Vending Fountain is a separate 1200-favor Store upgrade in Wild’s network that sells water overnight. It has three tanks (Basewater, High Quality Water and Pure Water); each takes a water container you own, or a Water Purifier or Moisture Farm, and sells bottles labelled by tank. It starts at 15 attractiveness, gains +5 per Electronic Parts (Common) up to 100, and uses 2 energy a night plus 1 for every 2 attractiveness upgrades. Each bottle sells for the water’s value with Retail Markup plus 10%, and the bottle itself is free. Rustwater and Gutterflow are never sold, and water worse than its label counts as mislabelled.

| Tank | Every night | Extra sales by attractiveness |
|---|---|---|
| Basewater | 1 Bottle of Water (Standard) | Micro at 20, Small at 30, Standard at 40, Large at 50+; second extra: Micro at 70, Small at 80, Standard at 90, Large at 100 |
| High Quality | 1 Bottle of Water (Small) | Micro at 25, Small at 50, Standard at 75, Large at 100 |
| Pure | From 20 attractiveness: Micro at 20, Small at 50, Standard at 75, Large at 100 | – |
Both machines are listed with every other upgrade in the Wild’s network guide. For what your stock is worth before markup, see the items list, and for the full run, the complete Probably Stolen guide.






