Update 049 (Demo) · Lower Level, Sector 14
Probably Stolen Wiki
A cyberpunk pawn-shop simulator on the Lower Levels of a space station: buy stock, appraise whatever walks in, haggle, and pay the rent every seven days before it buries you. This Probably Stolen wiki keeps the game's own wording — 12 systems, 393 items, and only the numbers the game actually prints, each claim traced to the game's strings or an official post.

Pictured: day 117, rent due in two days, the Landlord at the window. The lease sets payment every seven days.
Start here
Where a first session goes: the counter loop, the start you pick, and the hubs behind them. A first run usually needs the first two, then the shelves and the systems.
The loop the game teaches first: buy, inspect, haggle, sell, and pay the rent before it buries you.
→ OpenWater Merchant, Rat Wrangler, Apprentice or Rock Bottom — what each start seeds, and what it withholds.
→ OpenEight shelves and every item with something to show, under the names the game gives them.
→ OpenThe twelve systems that decide a run: rent, haggling, machines, modules, contraband, factions and augs.
→ OpenSteps in order: appraisal and counterfeits, winemaking, rat husbandry, and the tells of an aug.
→ OpenWhat the current build changed, the release date announced with it, and the playtest it closed.
→ OpenStarting scenarios
A start seeds your stock, your machines and the trouble that arrives first. The demo copy names four: two begin with a trade already half-learned, and the other two begin with either no specialisation or nothing at all.
| Scenario | Focus | Starting gear |
|---|---|---|
| Water Merchant | Water, purity and the tap | Water Trading Manual · testing and purification kit · extra water storage |
| Rat Wrangler | Rats for meat, and the ranching that keeps them coming | Animal cage · rats · food |
| Apprentice | No specialisation, and a cheaper setup | More starting Credits · a Storage Bay · household goods and food stock |
| Rock Bottom | No help at all | Nothing — the store and a will to survive |
Gear is the list the game prints for each start.
The twelve systems
Twelve systems hold the shop up. The counts on the right are how much is written down for each one, and how many items it touches; each row links to the entry that carries the detail — the tables, the item lists and the values read off the screen.
- 71 entries50 items
Animals & husbandry
Catching, feeding and breeding rats, reading their genes, and harvesting the meat.
- 152 entries80 items
Augs & the rogue AI
A rogue AI rides in brain implants; its hosts pass for ordinary customers until the scanner disagrees.
- 67 entries34 items
Contraband, inspections & raids
Four tiers of illegal goods, and the inspections that end in a fine or the brig.
- 26 entries16 items
Events & the newspaper
The daily paper, the price moves it prints, and the log of what happened while the shutters were down.
- 58 entries19 items
Reputation & factions
Six reputation tracks watch the counter, and perks open and close as they move.
- 22 entries1 item
Haggling, blackmail & threats
Every offer opens a haggle, and what you say to a customer comes back later.
- 149 entries80 items
Machines & production chains
Overnight machines, the power they draw, and the chain from scrap to finished goods.
- 127 entries70 items
Modules & loadout planning
Modules trade one machine stat for another, and the extractor pulls a stuck one back out.
- 67 entries37 items
Perks & progression
Starting perks bend a run before it begins; reputation perks bend it as it goes.
- 101 entries29 items
Rent, customers & running the shop
The lease, the grace week, the buyout, and the store qualities that decide who walks in.
- 127 entries54 items
Trading, appraisal & counterfeits
Buy, sell, appraise, relabel: the counter loop and the counterfeit trade beside it.
- 95 entries56 items
Water, filters & purity
Purity grades, the filters and tablets that lift them, and the machines that make ditch water sellable.
Faces at the counter
Sixteen named people come through the door, and every one of them has an entry. These four are the ones the game drew a portrait for.
Dr. JacksonLower Levels inventor: overnight machines, the modules inside them, and scrap bought after hours.
GeorgioA self-described greatest scavenger of the Lower Levels, forever returning with dubious finds.
Probably Stolen FAQ
What is Probably Stolen?
A pawn-shop simulator on the Lower Levels of a space station. You deal in merchandise of questionable origin, satisfy the Landlord's rent, and earn enough to buy the shop.
Is it out yet?
Not yet. The full game is dated 28 October 2026 on Steam; what is playable now is the demo that replaced the open playtest on 14 September 2026.
How does a run start?
Pick one of the four starts, then work the counter loop: buy, inspect, haggle, sell, and pay the rent every seven days. Getting started walks that first week.
Where do the numbers come from?
From the game itself. Names, labels and printed values are the game's own wording; values filled in at run time are described broadly rather than guessed.
Why are some values described broadly?
Because the game only works those figures out while it runs. An entry prints the letter instead of a number it cannot source, and the line under the table says which value is meant.
Which languages does it come in?
English and Traditional Chinese. The game itself ships English, German, Japanese, Russian and Simplified Chinese, so the Chinese here is converted from the game's Simplified strings and checked by hand.
Every claim traces back to one of three places: the game's own strings, a screen the game prints, or an official announcement. How the entries are put together is set out on the About page.

