Gaming How-To

Probably Stolen: How to Get the Vending Machine and What Sells Overnight

The Vending Machine has two unlock routes, a sale-chance formula, upgrade costs, and an item-type ranking that sets your overnight income.

The Vending Machine has two unlock routes, a sale-chance formula, upgrade costs, and an item-type ranking that sets your overnight income.

A Scavenger at the store window on Day 1 in Probably Stolen

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.
Vending Machine perk tooltip on the Probably Stolen Starting Perks screen
The Vending Machine perk on the Starting Perks screen.

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.

Vending Fountain and Vending Machine standing outside the store window
The Vending Fountain (left) and Vending Machine (right) stand outside the shop window.

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.

ItemAttractivenessChance per night
Food worth 20 credits1520.5%
Food worth 20 credits100136.4%
150-credit item5014.3%
300-credit item10010.0%

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 typeMultiplier
Food, water rations, drinks, processed food, treatsx1.5
Energy cells, toolsx0.5
Materialsx0.33
Luxury itemsx0.165
Modules, nodes, gun mods, chemical suppliesx0.15
Anything else, under 100 creditsx1
Anything else, 100-200 creditsx0.5
Anything else, above 200 creditsx0.25

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.

Vending Machine panel with the Vending Machine Core tooltip
The Core tooltip lists the machine’s upgrades and energy use.
UpgradeMaterialEffectStart / max
CapacityMetal Ingot+1 row (8 slots)2 rows / 12 rows
AttractivenessElectronic Parts (Common)+515 / 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.

Water Vending Machine panel with Basewater, High Quality Water and Pure Water tanks
The fountain shows up as the Water Vending Machine, with one tank per water grade.
TankEvery nightExtra sales by attractiveness
Basewater1 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 Quality1 Bottle of Water (Small)Micro at 25, Small at 50, Standard at 75, Large at 100
PureFrom 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.