In Probably Stolen: Cyberpunk Shopkeeper Sim, the day continues after you close the store. From Day 2 (Tuesday), you can leave the shop after closing, ride the transit system to the Dumping Ground, and dig through trash for things to sell. Each dig raises your chance of getting hurt, and you can only bring home what fits in your pockets and your backpack.
Quick answer: Close the store, click “Leave the Store”, pick a backpack, travel to the Dumping Ground, press Scavenge up to five times, drag the finds you want into your pockets and backpack, then press Return.
How the Dumping Ground unlocks on Day 2
On Day 2, The Mentor comes into the shop and asks, “You still remember the way to the Dumping Grounds right?” He leaves three things behind: Mentor’s Note: After-Hours Activity, a Fanny Pack (Est. Value 50, Base Value 50), and a Topical Medication Bandage [Medical] worth 16.

The note explains the rules: once the shop closes, you may visit one Sector location, and you can return to the Dumping Grounds whenever you want to scavenge. Without a backpack, you can bring very little back. Take a bandage in case you get injured; a serious injury keeps you from going out for a few days.
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At the end of Day 2 on Mark Up, Your Funds showed 498 credits; the 5 credit power bill had not yet been deducted.
Wound chance per Scavenge attempt
You get 5 attempts per trip. Below Attempts Remaining, the SCAVENGE panel shows two numbers: Minor Wound Chance and Major Wound Chance. Both go up every time you press Scavenge.
| Point in the run | Minor Wound Chance | Major Wound Chance |
|---|---|---|
| Before the first attempt | 5.00% | 1.00% |
| After 1 attempt | 6.00% | 1.25% |
| After 5 attempts (0 remaining) | 10.00% | 2.25% |
Bring a bandage so you can treat a wound. The game has three kinds:
- Basic Bandage, value 8: a plain dressing for wounds.
- Topical Medication Bandage, value 16: helps the wound heal.
- Hemostatic Bandage, value 16: stops both heavy and light bleeding.
The Fresh Dump event on Wednesdays makes Junk 50% less likely but makes Injuries 25% more likely.
What the Dumping Ground gives you
Most finds are Junk. Five attempts on Day 2 turned up three pieces of Junk (worth 3 each), a Tube of Toothpaste (worth 15), and an Empty Beer Bottle (worth 5). The bottle’s description says brewers offer a buyback. The bottle and the toothpaste went into the two pockets, and the Junk stayed on the ground.

You can also find materials such as Scrap Metal, Wire, Nuts, Flux Agent, Printer Plastic, Gun Parts, Electronic Parts (Common), and Kotton Fabric. Other finds include household goods, tools, makeshift weapons, machine modules, packed food, and basic bandages.
Repair customers buy these materials (see how a wholesale scrap pile paid off on the same day). On Mark Up, the Lower Level Repairman paid 12 for Scrap Metal, 38 for Electronic Parts (Common), and 18 for Wire.
The game has two more after-hours locations, Dr. Jackson and the Commissary, but neither was open on Day 2. Dr. Jackson is closed on Mondays. The Commissary has a Fresh Restock on Fridays (+35% of max stock) and a Burglary event that leaves it with less stock.
Probably Stolen backpacks and base values
Your backpack sets how much you can bring home, on top of your two pockets. The BACKPACK column on the Dumping Ground screen shows the bag you picked and its grid.
| Backpack | Base value |
|---|---|
Fanny Pack | 50 |
| Backpack (Army-Issue) | 130 |
Satchel (Small) | 150 |
Kid’s Backpack | 200 |
Kid’s Backpack (Large) | 250 |
| Large Military Backpack | 280 |
Backpack (Small) | 300 |
Backpack (Basic) | 450 |
Backpack (Large) | 650 |
The game also has a Technician Backpack, a Small Modular Backpack, a Modular Backpack and a Large Modular Backpack. The Backpack (Small) is described as compact and worn from use, with a light build and space for essentials. The Army-Issue pack is a heavy-duty bag intended for military use.
Starting perks that change after-hours scavenging
Five perks on the Starting Perks screen change how many attempts you get or how often you can go out. The full list is in our starting perks guide.
| Perk | Perk points | Perk screen text |
|---|---|---|
| Proficient Scavenger | Costs 1 | “You can perform up to 2 additional Search actions in the Dumping Grounds every time you visit.” |
| Careful Scavenger | Free (0) | “You can perform 2 fewer actions in the Dumping Grounds every time you visit, but you never get injured while searching.” |
Short Sleeper | Costs 1 | “You won’t miss out on any customers when going out during after-hours activities the night before.” |
Agoraphobia | Gives 1 | “After visiting an after-hours location, you must rest at the Store for 2 nights before going out again.” |
Degenerative Osteoarthritis | Gives 1 | “Scavenging in the dumping ground works normally for the first week. After that, you lose 1 max scavenging attempt every week that passes. Once your max attempts fall below 3, you can no longer scavenge at all. Normal shopkeepers start with 5 daily max attempts. Start with 2 additional topical medication bandages.” |

Fanny Pack
Satchel (Small)
Kid’s Backpack
Kid’s Backpack (Large)
Backpack (Small)
Backpack (Basic)
Backpack (Large)
Short Sleeper
Agoraphobia
Degenerative Osteoarthritis




