Best Upgrades To In Probably Stolen

Best Upgrades To In Probably Stolen

Published Nov 11, 2026, 8:32 AM EST Cat Webling is a Kansas-based writer with six years of experience in the gaming industry in a range of roles from editor and journalist to narrative writer. She enjoys cozy gaming on PC and Nintendo Switch 2, especially if the game includes cute animals. Running a business means learning how to delegate your budget for things that improve your store, whether that's more space for inventory, higher quality contacts and connections in your network, or improved security and attractiveness in your storefront. These real-world responsibilities carry over into the cyberpunk world of Probably Stolen...with some additional things to consider that you're probably not thinking about in the real world (at least, I hope not). After meeting Joe Wild on day seven, you gain access to his network, which functions as the upgrades menu for the game. Here, you can gain access to new business opportunities, expand and improve your storefront, and get some help with the more...delicate aspects of running a store in a seedy part of the station. There are a lot of options to choose from, so here's a basic rundown of where to start. What Upgrades Are Available To Buy From Joe Wild? Joe Wild's network in Probably Stolen, an upgrade selection screen. There are a total of 51 upgrades available for your shop in Probably Stolen, though you can't get all of them at the same time; some upgrades lock out other options (for example, you can't have the Power Line Hijack and Makeshift Reactor perks at the same time). Wild's suite of upgrades can be roughly categorized into seven sections: Suppliers or Contacts. These are all of the people who unlock a new method for making or getting new products or resources, including the Red Imp Brewery, chemist, pharmacist, and mining corp. Joe's People. There are two favors directly from Joe: Rent Grace (meaning you don't have to pay your rent that week) and Clemency (meaning you don't have to pay fines for high-level contraband if you're caught). Then there's Joe's list of informants — think of it as "I know a guy" connections. These include inspection warning services, fixers (who get crimes dropped from your file), and evidence removal services. Referrals. Exactly what they sound like — Joe sends folks from his business to yours to buy or sell. Storefront Improvements. This includes expanding your showcase, upgrading your dossier and trash can, a vending machine, a vending fountain, and store renovations that generally improve the store's attractiveness. Services. Joe sends over a "friend" to give you a dubiously legal upgrade. Includes a power line hijack, commercial-grade power supply unit, and a marketplace request option. Trade Upgrades. Basically, this opens up a new trade you can practice in your shop, including farming, selling water, winemaking, and rat wrangling. Post-Ownership Upgrades. Once you buy the deed to the store from the Landlord, you can get endorsements from Joe for more business and customers with a higher budget, as well as access to Hypertech smuggling. The First Time You Play, Focus On Fast And Easy A screenshot from Probably Stolen, showing the display case and a storage bay filled with water bottles, a water pitcher, and various water testing supplies alongside other miscellaneous inventory. On your first run of Probably Legal, you can pretty much get whatever upgrades you like as you explore how the game works and what each option does. that being said, a few things will make your life a little easier, especially as your learn mechanics. Firstly, please get the Dossier upgrade. I know it doesn't sound particularly exciting or important, but trust me, you run out of room so quickly in that thing when you're hanging onto all of the tutorial documentation for reference. It's a great place to store your appraisal tools and identification documents, as well, so having more room there is a definite plus. After that, I'd go with a relatively quick and easy money-making option; the easiest of these are the Red Imp Brewery, water trading, and hydroponic farming. The Red Imp Brewery will send you a case of beer every week that sells for roughly 18 credits a pop, which is quick, convenient, and legal, so it won't cause you any trouble with any faction. With water trading, you can always have a supply of water to sell or use in farming, which can be especially good if you hit an event that causes water to become more valuable (such as the water treatment plant going down). Hydroponic farming requires only the base machine, seeds, water, and power, and can make you a lot of product quickly if you can get your levels just right; it's less complicated than other trades, so a great way to start learning how they work. Finally, I'd opt for the Power Line Hijack perk (your power service is free and you don't have to worry about generator maintenance) and then go through the upgrade tree for Dr. Jackson's shop to give yourself access to better equipment and machines. For Legal Route Runs, Focus On Safety And Simplicity Joe Wild's network in Probably Stolen, scrolled to the more advanced options. If you're doing a fully-legal run of Probably Stolen, you won't need to use Joe's people at all; you can ignore their upgrades completely. You can also ignore the chemist contact and chemistry trade entirely, as they produce illegal goods. I'd recommend really leaning into a trade for your money here. Pick up whichever trade you like the most; hydroponics, water trading, wine making, aquaculture, and rat wrangling are all legal, so they're all on the table. As I said, water and food are your most reliable early game moneymakers, so whether you stick with them or not, you might want to invest in them earlier on to build up your finances. You'll also want to invest heavily in your store's attractiveness and security. Get all three Store Renovation and Showcase Expansion upgrades to max out your shop's base attractiveness and your ability to bring in customers, then stack on a mirage projector for even greater effect. You could then get the vending machine and vending fountain for added streams of income. You'll also want to invest in insurance and the security alarm system to protect your store from thieves, and pay your janitorial fees to keep that attractiveness level high. For Illegal Route Runs, Focus On Speed And Secrecy Screenshot from Probably Stolen. A smuggler bay full of gun parts, a fake keycard, and a slip for the Underground Exchange. Now for something completely different. If you're doing an illegal run of Probably Stolen, you need to be invested in contraband; weaponry and drugs will make you the most money, but they're also some of the most dangerous items in the game. This is the kind of run where you're going to need Joe's people the most often. Invest early in the Inspection Early Warning Service and try to keep enough credit on hand for the fixers, Evidence Removal, and potentially Clemency. Start small with the Lower Levels Chemist upgrade and the Criminal Network upgrade to give you access to the Black Market, where you'll be able to buy and sell contraband of all levels. From there, I'd invest in the Retired Gunsmith perk, though the rest of that trade's perks make weapons sales legal, so if you're trying to stay on the wrong side of the law, you won't need them. After you buy the store, you can get the Hypertech Smuggler upgrade as well, which can bring you tons of money through high-tier contraband trading. You'll definitely want a Smuggler's Bay as early as you possibly can from Dr. Jackson, or a few of them; this will let you hide contraband so that inspectors can't find it in your inventory. You can modify them through the Underground Exchange to increase their capacity from a five by five grid to an eight by eight grid for more space.

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