Probably Stolen Endings: All 17 and What Triggers Each
Two ways to win, fifteen ways to lose, and the exact condition behind every one of them.
Updated 2026-11-04 · Game data v1.0.0.6
Probably Stolen has 17 endings: two Buyout wins and 15 ways to lose. You win by buying the store, in cash or by paying off the Loan Shark's mortgage; most losses come from missed payments, a Security sentence or a faction falling to −100.
The cards below show every ending with its in-game text, victories first. The sections after them explain what triggers each one, grouped by cause.
- BuyoutWin
You sign the deed, and with it, the weight of the rent vanishes, alongside the shadow of the Landlord. The shop is yours, free and clear, a hard-earned victory in a world that's never been kind. For the first time, you stand in control of your future, with nothing but your own ambition to guide you.
- BuyoutWin
You sign the final papers, and with it, the last chains that bound you to the loan shark are broken. The store is truly yours now, free from the threat of repossession, free from the shadow of the underworld. You've beaten the odds, survived the grind, and come out on top. The future is yours.
- You Defaulted On Your RentGame over
As a result of failing to pay your rent, you were evicted. Abandoned by your customers, your contact, and even The Mentor, you are forced to go back to the life of a scavenger. It isn't long before the Store is rented out to somebody new, and you find yourself standing on the other side of the counter, haggling for just a few credits more.
- ArrestedGame over
For crimes against the station, the Security arrested you. You were locked up in the brig. While serving your sentence, your store was leased to someone else. After your release, with the store lost, you went back to the life of a struggling scavenger.
- ExecutedGame over
For capital crimes against the station, the Security arrested and executed you. After your execution your store was leased to someone else. Your customers quickly forgot about you, and in time, there was no trace of you left on the Station.
- RepossessionGame over
It's the end of the road. The store is taken from you, and with it, everything you fought for slips through your fingers. The loan shark's cold grip tightens as the walls close in, leaving you bankrupt, homeless, and with nothing but a bitter reminder of how quickly everything can be lost in this unforgiving world.
- LynchedGame over
After one too many offences against the Lower Levels, a mob of angry customers stormed your store. They took everything you owned and you were thrown out of the airlock. This is justice in the Lower Levels.
- FramedGame over
Arrested by the Security on some trumped up charges, you were thrown in the brig. The store was seized and sold to pay for a large fine. You were released after a few weeks, but the store was long gone. You went back to the life of a struggling scavenger.
- AssassinatedGame over
After one too many offences against the Upper Levels, a hitman was contracted by the elites of the station to take you out for good.
- Sentinel CollapseGame over
After skipping one too many Immunivax injectors, your faulty immune system turned on your own body. It wasn't an illness that killed you, it was yourself.
- BombedGame over
After being declared as an enemy of the Revolution, a bomb was planted in your store. The explosion destroyed the store and killed you. The ruin of your store served as a warning to others who would dare to oppose the Revolution.
- BombedGame over
Lou told you not to touch her toys. She left another little present on your counter, and this one was real. The explosion destroyed the store and killed you.
- BombedGame over
You couldn't pay what you owed Lou, so she settled the score her own way: a little present on your counter, and this one was real. The explosion destroyed the store and killed you.
- RetiredGame over
The Cartel decided that you were no longer worth keeping around. You were retired from the business.
- No PermitGame over
You weren't able to secure a vendor permit and were forced to close your store.
- AugmentedGame over
The Aug population reached a critical point and now operates openly. During the night, a group of Augs broke into your store and forcibly installed an augmentation chip. Security never arrived. The implant activates. You are only a passenger in your own body.
- MeltdownGame over
The makeshift reactor finally gave out due to a criminal level of neglect. The blast took the Store and the block around it. Security is opening an investigation into Dr. Jackson's involvement.
How do you win Probably Stolen?
Both victories are called Buyout, and both are the only endings that let you keep playing.
- Buyout (cash). Pay the Landlord the full deed price. On Mark Up it is 12,000 credits until Day 50, then rises by 50 a day to a cap of 17,000.
- Buyout (mortgage). Take the Loan Shark's offer and make the final weekly payment. The Loan Shark only offers it on a rent day when you hold at least twice the down payment.
Both count for Keys to the Kingdom. The deed planner shows the deed price, mortgage terms and rent for your difficulty and day.
The LandlordCollects the rent every 7th day and sells you the deed.
Which endings come from running out of money?
You Defaulted On Your Rent. Rent is due every seventh day. If you cannot pay it and have no Landlord Grace — or you choose not to pay — the run ends. Grace rolls the unpaid rent into the next bill, has a 15-day cooldown and doubles in price each time you use it. On Thin Margins and Red Ink you start without it.
Repossession. When you miss a mortgage payment, the Loan Shark seizes goods worth about one installment. The run only ends if everything seizable in the store is worth less than one installment.
Which endings come from Security?
Arrested. An investigation ends in a sentence when evidence reaches 95; below that the case closes for lack of evidence. A sentence of 300 to 1,499 credits of crime means arrest. A smaller sentence is a fine equal to the crime value, and if you cannot pay it, you are arrested too. An inspection that finds Critical contraband also means arrest, unless you hold Clemency, a one-time 250-favor service from Wild's Network.
Executed. A sentence of 1,500 credits of crime or more. Crime value builds from trafficking, possession, fraud and similar charges, so one large contraband sale can carry you past the line. The contraband and Heat guide shows how inspections and Heat feed into it.
No Permit. The game contains this ending's text and summary, but nothing that triggers it was found in version 1.0.0.6, so it is not confirmed that it can happen. What the game does show: The Mentor reminds you about the Business Permit on Day 24, officials visit every week from Day 38 until you buy one, and from Day 45 you can bribe them instead. The permit costs 500 on Price Gouge, 1,500 on Mark Up, 2,000 on Thin Margins and 3,000 on Red Ink.
Officer LunSecurity officer who hands you the Wanted poster on Day 1.
Which endings come from faction reputation?
Each of these triggers the morning after a faction's reputation reaches −100. The factions guide shows every rung of every ladder.
| Ending | Faction | What happens |
|---|---|---|
| Lynched | Lower Levels | A mob storms the store. |
| Framed | Security | You are arrested regardless of evidence. |
| Bombed | Revolution | A bomb is planted in the store. |
| Retired | Sector 13 Cartel | Chemist start only. A Cartel hitman comes for you; the Cartel storyline can also retire you. |
| Assassinated | Upper Levels | Cannot currently trigger. |
Assassinated has full ending text, but the perk that dispatches the Upper Levels hitman was never added to that faction's reputation ladder. In normal play, Upper Levels reputation stops having new effects at −60. The same goes for the Black Market, whose ladder also ends at −60 — neither faction can end your run.
Which other endings are there?
Bombed (Lou's toy box). Lou, one of the criminals on the Wanted List, leaves a box in your store with a warning not to touch it. Cross her while it is there and the box is real.
Bombed (Lou's debt). Lou demands money. If you cannot pay what you owe her, she settles it with another box.
Sentinel Collapse. Only with the Sentinel Collapse Disorder perk, which makes you take a weekly
Immunivax Injector. Skip enough doses and your immune system kills you. Learning to spot fake Immunivax matters on this perk.
Augmented. Aug presence reaches 100 on Thin Margins or Red Ink, or on any difficulty with the Aug Menace perk. Augs break in overnight and implant you. An
Aug Scanner is the cheapest way to make sure none walk out. The Augs guide explains how presence rises and falls.
Meltdown. Only with the Makeshift Reactor perk. Neglect the reactor long enough and it explodes, taking the store with it.
How do you avoid the most common game overs?
Most runs end in one of four ways, and each has a simple guard:
- Rent. Keep the next rent payment in cash before you buy any machine. On Thin Margins and Red Ink you have no grace to fall back on, and rent rises 10% every week.
- Inspections. Stolen goods lose 18 Heat a night, so hold them until they cool. Keep contraband in a
Smuggler's Bay or locked away, and buy Clemency before you stock anything Critical. - Investigations. The sentence depends on your total crime value. Selling contraband to Black Market or Revolution customers counts for less, which keeps the total down.
- Factions. Watch the reputation screen. Lower Levels and Security have warning rungs from −20 down to −80 before the −100 that ends the run. The Revolution warns you only once, at −40, so it is the easiest to slip past.
The Lower Levels in particular punish fraud. Mislabeled water sold to the wrong buyer, or a long run of hard bargaining, adds up faster than a single bad trade.
Why do guides disagree on the number of endings?
Three endings are all named Bombed and the two Buyouts share a name, so a list of unique titles comes to 14. Lists that also drop the endings nobody can currently reach end up shorter still. The game has 17 separate endings, and that is the count this page uses — with the caveat that two of them do not currently fire.
For the run as a whole, start at the Probably Stolen wiki home.
FAQ
How many endings does Probably Stolen have?
The game has 17: two Buyout victories and 15 game overs. Three of the losses share the name Bombed, which is why some guides count 14 or 15.
How do you get the good ending in Probably Stolen?
Buy the store. Either pay the Landlord the full deed price in cash, or take the Loan Shark's mortgage and make every weekly payment. Both are called Buyout, and both let you keep playing afterwards.
Can you keep playing after the Buyout ending?
Yes. Both Buyout endings are the only two that let you continue the run. Every other ending closes the save.
Can you get the Assassinated ending?
Not in normal play. The perk that sends the Upper Levels hitman exists in the game but was never added to the Upper Levels reputation ladder, so falling to −100 with the Upper Levels does not trigger it.
What happens if you never buy a Business Permit?
The game has a No Permit ending text, but nothing that triggers it was found in the current version. Officials keep visiting each week from Day 38, and from Day 45 a bribe route opens.
Which faction reputations end the run at −100?
Lower Levels (Lynched), Security (Framed), Revolution (Bombed) and, on a Chemist start, the Sector 13 Cartel (Retired). The Upper Levels and Black Market ladders stop at −60 and do not end the run.