Gaming How-To

How to Make Money Fast in Probably Stolen (Best Margins and Upgrades)

Buy below base value, sell with your difficulty's markup, then let a Vending Machine and Wild's Endorsements do the rest.

Buy below base value, sell with your difficulty’s markup, then let a Vending Machine and Wild’s Endorsements do the rest.

Money in Probably Stolen comes from the gap between what you pay for an item and what a customer pays you, plus rewards, appraisal fees, store requests and Georgio’s loan. Your difficulty sets the markup on every sale; you control the rest by where you buy and what you stock.

Quick answer: Buy below base value through wholesale piles, phone-supplier couriers at 20% off, and stolen goods at a heat discount. Sell at base plus your difficulty’s Retail Markup, with contraband adding +35% to +150%. Then add a Vending Machine and, once you own the store, Wild’s Endorsements.

Volume matters less than margin early on. A single discounted scrap pile can return a quick profit the same day. Contraband and pure chemistry carry the largest markups, but they also carry the largest risks. Passive income from the Vending Machine and the bigger customer budgets from endorsements arrive later, through Wild’s Network.


Selling prices by difficulty in Probably Stolen

Every item starts with a base value; selling it applies the Retail Markup for your difficulty. Click a price entry in the buying panel to view its calculation. Under Mark Up, the line reads “Market and Merchant: Retail Markup (+15%)”.

DifficultyRetail Markup
Price Gouge+20%
Mark Up+15%
Thin MarginsNone
Red InkNone

Price Gouge pays the most per sale. On Mark Up, Peat with a base value of 25 sells to a Spacer for 29, and Scrap Metal with a base value of 10 sells for 12. On Thin Margins and Red Ink, a normal sale returns only the base value, so every bit of profit has to come from buying cheap.

Customers also have limits. The bottom of the buying panel shows each customer’s budget (for example, Customer Budget 119), and each customer has interests. The Lower Level Repairman, for instance, wants Material, Tool, and Energy Cell items. Stock what the person at the counter is actually looking for. Every item’s base value is in our full items list, and the difficulty guide compares the four modes.

Pixel-art pawn shop counter with a woman in orange overalls and a buying panel listing scrap metal, electronics and wire.
A Lower Level Repairman interested in Material, Tool and Energy Cell items buys three Scrap Metal, Electronic Parts (Common) and Wire for a total of 92₵ against a 119₵ Customer Budget.

Buying below base value

Wholesale piles from walk-in sellers

Some sellers who walk in will discount their whole pile if you take everything. The offer appears as “Offering Wholesale 33% Discount”, and the tooltip explains it plainly:

A seller may reduce the price if you purchase their entire stock; this option is called buying “Wholesale”. You can inspect every item in the offer on its own before buying.

On Day 2, a Junker offers a scrap pile for 64 credits after a 33% discount. The following buyer, a Lower Level Repairman, purchases three Scrap Metal for 12, Electronic Parts (Common) for 38, and Wire for 18; the items total 92. With Mark Up, that pile earns 28 credits in profit. A Scavenger may also offer 6 Peat for 128 at 15% off (when to accept a wholesale offer). On Mark Up, each Peat sells for 29, making the whole lot worth 174.

Once the Mentor teaches Bargains (Day 8 in our Mark Up run), you can push a price down further with the speech-bubble button on the trade window: a -10% Demand Discount cut a 15%-off Peat pile from 169 to 153, at the cost of some faction reputation. See how to bargain.

Pixel-art shop window with a goggled man in a green jacket, scrap items on counter, and a selling panel.
A Junker offers a pile of scrap at a 33% discount, totalling 64 credits.

Phone supplier couriers at 20% off

Once Wild’s Network introduces you to suppliers, their couriers sell to you at 20% off. Since you buy below base value and sell at base plus markup, you earn on both sides of the deal. Introduction costs on Mark Up include Red Imp Brewery at 200 favor, Lower Levels Chemist at 250, GP Mining Coop at 250, and Upper Level Pharmacist at 300.

Stolen goods from Thieves

Thieves sell stolen items at a discount that depends on the item’s heat. Heat is set by base value, so pricier items run hotter.

Base valueStarting heat
Up to 170%
Up to 4925%
Up to 8450%
Up to 13975%
140+100%
HeatThief discount
Up to 25%10% off
Up to 50%15% off
Up to 75%20% off
Above 75%25% off

Heat decreases overnight. Regular items lose 18 heat each night; contraband cools more slowly: 16 a night for low-level, 14 for mid-level, 12 for high-level and 10 for critical-level contraband. An inspector’s chance to find a stolen item is equal to that item’s heat.

Hold stolen stock off display until its heat has dropped, then put it out for sale.


Contraband and chemistry markups

Contraband sells with an extra markup based on its level.

Contraband levelMarkup
Low-level+35%
Mid-level+70%
High-level+100%
Critical-level+150%

For comparison, a normal sale only adds the Retail Markup: on Mark Up, a Pack of Hemingway Cigarettes bought for 100 sold for 115 to an Upper Level Visitor. The catch with contraband is Security. An inspection fines you the combined value of every illegal item it finds. You can pay a bribe instead, calculated as 100 + 2 x day – 2 x Security reputation and kept between 40 and 400. Items that are hidden or locked away are not searched; see security inspections and bribes.

Pixel-art shop counter with a person in purple robes and a buying panel listing two cigarette packs.
An Upper Level Visitor buys Pack of Hemingway Cigarettes for 115 credits each on Mark Up.

Crimes also build a Security case, and its total decides the outcome.

  • Crime value up to 299: a fine, or arrest if you cannot pay
  • Crime value 300 to 1,499: arrest
  • Crime value 1,500 or more: execution

A chemistry product’s sale price is determined by the grade on its label; that grade can push the price above double or bring it close to nothing. Certain customers use a Chem Scanner to read the label.

Label gradeChange to base value
Pure Grade (99%+)+135%
Pharma+85%
Near Pharma+40%
Street StandardNone
Cut Product-45%
JunkJunk-75%
Starch-95%

Overheating a chemistry batch destroys the extract. The Dream Dust guide shows the whole chemistry chain.


Overnight sales and station events

The Vending Machine sells overnight at the item’s value plus Retail Markup plus an extra 10%, and it ignores event price changes. You can get it from the Vending Machine starting perk or the Vending Machine network upgrade (Store, 1200 favor). It needs 2 energy a night.

Low-cost food sells the fastest. A food item worth 20 credits sells at 20.5% per night with 15 attractiveness, and at 136.4% with 100 attractiveness. At 100 attractiveness, an item worth 300 credits sells at only 10% per night. For water, the equivalent service is the Vending Fountain, also available for 1200 favor.

Station events change prices across categories, and the Calendar lists upcoming events with their effects. Who Turned Out The Lights? adds +50% to Energy Cell, +25% to Weapon, and +25% to Ammunition. Lower Levels Riot adds +30% to Food, +50% to Weapon, and +50% to Ammunition. Stock up before the event, then sell during it, at the counter rather than through the Vending Machine.

Calendar event box listing Who Turned Out The Lights? price changes
Click an event bar on the Calendar to see its price changes.

Bounties, appraisals, requests, and loans

When a criminal from the Wanted List is at the counter, hold the teal Call Security button to report them. The Model Citizen perk raises each reward by +50%. More in how to call security and the wanted list.

Pixel-art pawn shop counter with a bald eyepatched man and a pistol, beside a wanted board of six portraits with prices.
A bald customer with an eyepatch puts a pistol on the counter while the Wanted board lists bounties for The Butcher, Arthur Lafleur, Lou, Li Bei Wen, John Smith and Leroy.
Wanted criminalReward
LouLou1,500
The ButcherThe Butcher450
Li Bei WenLi Bei Wen400
James BaileyJames Bailey300
Odin HaraldssonOdin Haraldsson300
LeroyLeroy300
JuanJuan125
John SmithJohn Smith125
Arthur LafleurArthur Lafleur100

The Appraisal Guild sends customers with items to value, and your estimate earns a grade. Perfect means within 5%, Excellent within 10%, Good within 15%, Mediocre within 25%, and anything further off is Awful. The fee grows with rank, from a base fee of 20 as Junior Appraiser to 100 as Master Appraiser, and a Perfect grade pays 15% to 25%.

For 250 favor, the Marketplace Requests service adds store requests that generally pay above market value. For example, Medical Supply For Upper Levels General Hospital pays 100 credits if you deliver 3 Medical Supplies (Common) within 3 days.

On Day 43, the scavenger Georgio asks for a loan of a quarter or half of your cash. He repays four times the amount, either on a rent day when you are short (more than 5 days after the loan) or 25 days after the loan at the latest.


Wild’s Network upgrades that raise income

Wait for Joe Wild’s card to arrive on Day 7. The network is not available until then.
Call Joe Wild’s Assistant on 8376. This opens Wild’s Network and its upgrade tabs.
Spend favor on the upgrades below. The costs listed are for Mark Up.
UpgradeTabFavor (Mark Up)Effect
Buyer Referral ServiceBuyer Referral ServiceReferral200Nightly-fee buyer referrals, more display traffic
Power Line HijackPower Line HijackService300Free nightly Power Service
Marketplace RequestsMarketplace RequestsService250Store requests
Vending MachineVending MachineStore1200Overnight sales
Vending FountainVending FountainStore1200Overnight water sales
Showcase Expansion I/IIShowcase Expansion I/IIStore200/500Bigger showcase
Jackson Investment I/IIJackson Investment I/IISupplier400/650Dr. Jackson’s budget and stock rise
Monday’s Special StockSupplier1250Special stock
Wild's Endorsement I/II/IIIWild’s Endorsement I/II/IIIEndorsement2500/5000/10000+25% customer budget each
Hypertech SmugglerHypertech SmugglerReferral2500Nightly Hypertech items

Wild’s Endorsement sits in the ADVANCED tab and unlocks only after you own the store, as does Hypertech Smuggler. Each endorsement level gives visiting customers 25% more budget to spend, which directly lifts what a single customer can buy at the counter.

Dark upgrade menu with tabs, a description panel on the left and rows of priced icons including three hats.
The Advanced tab of the Wild’s Network menu shows the selected Wild’s Endorsement I upgrade, which gives visiting customers 25% more budget to spend, next to the Recommended, Referral and Endorsement upgrade rows.

Costs that eat into profit

  • Rent comes due once every 7 days, beginning at 200; the amount increases with each rent day.
  • A power bill arrives every night until Power Line Hijack makes it free.
  • Inspection fines equal the value of every illegal item found.
  • Items left on the outside counter can be stolen.
  • An overheated chemistry batch loses its extract.

The Mentor puts the counter rule bluntly: “don’t leave anything on the outside counter unless you want it to get stolen”. Keep stock inside, keep hot goods hidden, and save enough cash for each rent day before you chase the bigger margins.

Related guides: the Vending Machine, station events, the Appraisal Guild, all Wild’s Network upgrades and the complete Probably Stolen guide.