PSFG Probably Stolen Field guide · Lower Levels
GAME Probably Stolen - Cyberpunk Shopkeeper Sim PATCH 1.0.0.13 CHECKED 2026-11-09 STUDIO Questing Goose Studio · PUBLISHER tinyBuild
6 dossiers · patch 1.0.0.13

Starting scenarios

A trade, a licence and a ledger — or nothing at all.

Every run opens with a lease, a shelf of merchandise with flexible origins and a rent clock. The scenario decides which counter you stand behind in week one, which machines are already bolted to the floor, and which kind of trouble follows you home. Read these in the order you intend to play them: the water and chemist starts explain supply chains, the gunsmith and fence starts explain the station’s paperwork, and Rock Bottom explains the economy by removing every subsidy from it.

Choose by what you want the first week to be about, not by which scenario sounds strongest. Water and chemicals both start with machines, so their first days are production days; the gunsmith and fence starts begin with the station’s paperwork and a shelf of merchandise that can be sold badly or well. Aquaculture is the slowest opening on the station and the only one where your stock grows while the shutters are down.

Every scenario can be combined with a difficulty tier and with the challenge modifiers, and the combinations are where most of the replay lives. If a run is going badly, the useful diagnosis is almost always the same three questions: did the machines run, did the licence cover the stock, and did the district actually want the thing you stocked.

Shop counter in Probably Stolen with a customer, a wanted poster and the inventory grid
Shop counter with a customer holding a bottle of water
scenario · patch 1.0.0.13

Water Merchant

The scenario built around the station’s most expensive liquid: buy dirty water cheap, run it through the cleaning chain, sell it clean. What ends up in the bottle is your problem.

3 sources · tier 1–3

Fermenting and chemistry station with the reference guide open
scenario · patch 1.0.0.13

Chemist

The highest-margin line on the station: mix, cut and finish product in a lab, then sell it to people who will come back for the same thing next week.

2 sources · tier 1–3

Weapon counter from the release-date trailer
scenario · patch 1.0.0.13

Gunsmith

Weapons and modifications pay best and attract the most paperwork. A Class 1 permit, a stock of firearms and ammunition, and a Security file that opens with your name on it.

3 sources · tier 1–3

Handbook page open beside the inspection tray
scenario · patch 1.0.0.13

Fence

The scenario for merchandise with flexible origins: buy what walks in cheap, keep the heat off the counter, and sell it before Security comes around.

3 sources · tier 1–3

Inventory grids and machine bay interfaces during a shift
scenario · patch 1.0.0.13

Aquafarmer

Recirculating tanks, a stock of tilapia and a chain that ends in caviar. Slower than a counter trade, and far less maintenance than rats.

3 sources · tier 1–3

Faction standing and reputation document on the counter
scenario · patch 1.0.0.13

Rock Bottom

An empty counter, no stock, no safety net. The scenario designed for players who want the lease to be the antagonist.

2 sources · tier 1–1