Probably Stolen official cover art

Probably Stolen customer budgets and displays

Quick answer

Stock the Display Case before opening and choose goods that match the buyers you need. The launch-game Mentor note says item type influences the buyer and displayed value affects the attracted client’s social class. Neon signs attract sellers. Also check the current customer’s remaining budget: owning expensive stock does not mean that buyer can afford it. Store Attractiveness raises every customer's budget at set scores, 10% at 300 up to 100% at 900.

Checked 9 Nov 2026 · after patch 100-Rev13 (8 Nov 2026)

How this guide was checked

Coverage: Latest official patches 1.0.0.12 (November 6) and the 100-Rev13 hotfix (November 8) · not retested since. Kingy retail tests: Windows / Steam build 26284217 · 100-REV3 · October 29–30, 2026 UTC. Original water, machine/charging, caffeine, crate/keycard and exchange tests · stamp handbook checked · customer-budget help uses attributed creator footage. Controls, first-day trades, menus and Store Attractiveness checked on build 26525552 (100-REV13), November 9, 2026.. Research checked 9 Nov 2026. Updated 9 Nov 2026

This guide uses the linked sources and any attributed demonstrations. Platform differences and limitations are noted with the advice they affect.

See the 5 sources
5 sources
Creator clipChecked on screen · 9 Nov 20267 steps1 moment · 0:56
  1. 8:49–9:45Water in the display case drawing a Water Stockpiler (creator chapter at 8:41)Stock the case before opening · Recreational Suffering

See it first · Stock the case before opening ↓

Checked on screen · Nov 9, 2026

8:49–9:45 · 56 sWater in the display case drawing a Water Stockpiler (creator chapter at 8:41)
Recreational SufferingFull video ↗
Credits

“How to Make Pure Water in Probably Stolen (Water Guide)” by Recreational Suffering · Oct 31, 2026 · Release footage uploaded October 31, before update 1.0.0.12 changed the stock Water Purifier's maximum; the build number isn't legible in the frames we checked.

Independent creator · no partnership implied

Creator? Ask us to remove this

Displayed goods, buyer mix and customer budget
Kingy explanatory diagram. Source details and demonstrations follow below.

Before you start

  • Access to the Display Case and the clientele interface.
  • Stock you intend to sell, plus enough cash reserved for your coming bills.
1

Check what this buyer can spend

Launch-game footage

Insym works through a buyer’s request and budget. This one transaction illustrates the interface; it does not establish an average daily income.

By Insym · 21:38–22:08 · October 28 stream; exact build unknown

Link to this moment ↗

Launch trade: a customer’s request and limited budget

Recording: Insym · Game: Questing Goose Studio / tinyBuild · Poster: Kingy explanatory diagram; not a frame from the source video

Evidence and limits

Community-reported video. Visually reviewed 21:38–22:08: buyer requests and a finite budget in the negotiation interface. One transaction, not evidence of a universal customer budget or a profit rate.

YouTube connects when you load the player. No autoplay. If playback is unavailable, use the YouTube link.

Start with the customer’s request and the budget shown in the negotiation interface. A buyer can want a category of goods without having enough money for your whole stock. In the recorded trade, the customer states a finite budget and the creator chooses items for that transaction.

If adding another item prevents the sale, try a smaller basket that fits the displayed budget. Do not read one customer’s limit as the value of your entire shop, and do not assume a price increase creates more spending money for that buyer.

Sources for this section
2

Stock the case before opening

The Mentor’s note in the launch stream connects the category of displayed goods with the type of client drawn to the shop. It also says the total value of the displayed items affects that client’s social class. Stock the case before opening so the setup reflects the stock you want to move.

Keep valuable legal examples from the category you want to sell, rather than filling the case with unrelated low-value goods. This is a way to use the documented display rule, not a guaranteed high-budget visitor or an exact value threshold. The note also warns against putting contraband in the case.

Checked on screen · Nov 9, 2026

8:49–9:45 · 56 sWater in the display case drawing a Water Stockpiler (creator chapter at 8:41)

Keep water in the display case, then sell that buyer only the water they want, within their budget.

Recreational SufferingFull video ↗
Credits

“How to Make Pure Water in Probably Stolen (Water Guide)” by Recreational Suffering · Oct 31, 2026 · Release footage uploaded October 31, before update 1.0.0.12 changed the stock Water Purifier's maximum; the build number isn't legible in the frames we checked.

Independent creator · no partnership implied

Creator? Ask us to remove this

8:49–9:45Water in the display case drawing a Water Stockpiler (creator chapter at 8:41)
  1. Choose the category of stock you need buyers for.
  2. Place suitable legal goods in the Display Case before opening.
  3. Review the clientele interface to see what the setup is attracting.
  4. Adjust the display when your saleable stock changes.
Sources for this section
3

Raise Store Attractiveness for more customers and bigger budgets

The morning Nightly Report shows a Store Attractiveness score from 0 to 1000. Our new Apprentice store sat at the base 250. Its tooltip says the score depends on how recently the Janitor cleaned the storefront, and on certain machines and upgrades.

Hover each face marker on the bar to read what that score unlocks. Budget bonuses apply to all customers, so a buyer's budget depends on this score as well as on who they are. We only read these at 250; we have not reached the higher thresholds.

Where the Nightly Report appears

Marker text as recorded (JSON)

ScoreMarker text, in short
100Display case merchandise attracts no extra customers
200One random normal customer visits each day
250+2 customers each day
300All customers have 10% more credits
400Poor customers are less likely to visit
450All customers have 25% more credits
500+3 customers each day
650Poor customers are even less likely to visit
750All customers have 75% more credits
900All customers have 100% more credits
Sources for this section
4

Separate attracting buyers from attracting sellers

The same tutorial distinguishes merchandise in the case from special items such as neon signs. Displayed merchandise draws buyers for its type; neon signs draw customers offering goods for sale. If you keep receiving stock offers while unsold inventory piles up, check which function your display is serving.

This does not mean every sign should be removed. Use supply signs for goods you need to obtain, and keep a buyer-facing display for goods you need to sell. Make changes according to your stock and cash position instead of buying every offered item.

Official screenshot of the shop with its display case on the left of the customer window
Find the display case to the left of the customer window. The source video above shows the in-game display instructions.Official Steam promotional screenshot © Questing Goose Studio / tinyBuild · Open full-size diagram ↗
Sources for this section
5

Separate cash, sales and profit

A player who prompted this guide reported remaining around 1,400–2,000 credits after rent and restocking despite reaching day 100. That is a useful diagnostic problem, but the report does not establish a bug or a universal income ceiling.

Cash is money available now. Sales revenue is what customers paid you. Stock value is tied up in goods that still need buyers. Profit also depends on what those goods and your operating costs consumed. A full storage bay can therefore coexist with a poor cash position.

Compare your cash at the same point in successive rent cycles. Note purchases, completed sales and paid bills separately. Reserve the next known bill before treating a large sale as money available for another upgrade.

SymptomUseful next check
Many goods, little cashHow much money went back into unsold stock?
Interested buyer stops after one itemRemaining budget and basket total.
Wrong type of customersDisplayed merchandise and clientele preview.
Mostly new supply offersWhich neon signs or other seller-attracting items are active?
A good sales day still leaves little cashRestocking, rent and other operating expenses.
Sources for this section
6

Upgrade after identifying the bottleneck

The displayed Mentor note says upgrading the case can attract more clients. That supports considering an upgrade when your current display is already supplying the right category but capacity remains limiting. It does not tell you that the upgrade will repay itself in a particular number of days.

If customers cannot afford a single expensive item, address the display and the buyer mix first. If inventory absorbs your bill money, slow purchases before expanding. If the stock category is wrong, change the display before buying production equipment. These are diagnostic recommendations, not measured optimal strategies.

Sources for this section
7

What is established and what remains unknown

Kingy reviewed the launch footage linked here. The display rules come from the visible in-game note, and the finite budget is visible in a trade. Exact social-class thresholds, lamp stacking, faction bonuses, maximum budgets and daily profit rates are not established by these clips and are not supplied as facts here.

The recording’s precise build, difficulty and mod configuration remain unknown. This is source-based help, with no claim that Curtis or Kingy played or tested the game.

Sources for this section

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Sources · 5Walkthrough · Reported · Official · checked 9 Nov 2026 · Research checked 9 Nov 2026
Kingy retail test: controls, first trades, menus and day 2 (100-REV13) ↗First-hand Windows / Steam build 26525552 (100-REV13), Apprentice / Mark Up (Normal), no perks, intro on, day 1 to day 2 morning. Key binds, rotation, one purchase and one sale, end-of-day services, Nightly Report attractiveness markers, Calendar and Status read on screen; all 12 specializations, 48 perk tooltips and 4 difficulties read from the New Game menus. Perk effects and other starts not played. AI-operated (computer use) and edited; source timestamps in the evidence JSON.Walkthrough ·
Display-case Mentor note and setup ↗Community-reported video. Visually reviewed 1:02:32–1:03:38: Mentor note on displayed category, total value/social class, stocking before opening, upgrades and contraband warning. Launch stream, exact build/difficulty/mods unknown; no controlled income comparison.Walkthrough ·
The customer budget in a trade ↗Community-reported video. Visually reviewed 21:38–22:08: buyer requests and a finite budget in the negotiation interface. One transaction, not evidence of a universal customer budget or a profit rate.Walkthrough ·
A shop stuck around 2,000 credits ↗Prelaunch report of low buyer budgets and stagnant cash. Used for the diagnostic question, not proof of an income formula.Reported ·
Probably Stolen official Steam artwork and screenshots ↗Publisher-provided promotional images, used for visual context and credited to the game owners. Screenshot build unknown; not proof of guide instructions or Kingy gameplay.Official ·

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