Probably Stolen Events: Water Supply Crisis, Power Outage and Every Market Event Explained
Every event in the morning newspaper: what goes up or down and by how much, how long it lasts, how often it comes, who shows up, and how to see it coming.
Updated 2026-11-12 · Game data v1.0.0.12 · Continuously updated
Events are the news stories in your morning newspaper that change what goods sell for, for one to three days. A Water Supply Crisis makes water 50% more valuable, a Power Outage adds 66% to Energy Cells, a Material Surplus makes materials 25% cheaper. A new market event starts every three or four days on average, and most of them send an extra customer each day who wants exactly those goods. Stock up on water, Energy Cells and medical supplies while they are cheap, and you can sell into these events at a much better price.
How do events work in Probably Stolen?
Events start in the morning. From day 6 (day 1 if you skip the tutorial), the game checks every morning whether a new market event begins. The more events are already running, the lower the chance:
| Events running | Chance of a new event |
|---|---|
| 0 | 50% |
| 1 | 35% |
| 2 | 25% |
| 3 or more | 0% |
- What you see: from day 8 the morning newspaper, The Bottomline Bulletin, lists every event that is running, with its headline and a short story. On Price Gouge and Mark Up it also says how many days are left; on Thin Margins and Red Ink it only warns on the last day. The Unsubscribed starting perk takes the newspaper away.
- How long: each event lasts a fixed number of days, from 1 to 3. When it ends it cannot come back for a few days.
- Prices: while an event runs, its percentage is added to the price of every item of that kind, on top of the retail markup and contraband markup. If two events touch the same goods, the percentages add up.
- Customers: most market events bring one extra customer every day they run, who walks in before your usual visitors. Event customers are also easier to haggle with.
- Opposite events: a shortage and a surplus of the same goods can run at the same time; their percentages simply add up.
- Tips add events: a tip from the Shady Customer or Word on the Street adds a new event a few days later, on top of the random ones, and it starts even when three events are already running. Buying tips therefore makes those events come more often.
What are all the market events in Probably Stolen?
There are fifteen random market events, plus two that only start from a tip or a story. They fall into six groups by the goods they move. The card for each event shows how long it lasts, how often it comes in an average game, every price change and the customer it sends.
Water events: Water Supply Crisis, Minor Water Shortage and Water Supply Surplus
Water Supply Crisis
“Breakdown At Treatment Plant Threatens Water Supply”
- Lasts
- 3 days
- How often
- every ~37 days
- Prices
- Water +50%
- Water Ration +50%
- Beverage +45%
- Water Purification Supply +40%
- Extra customer each day
- Spacer · 50% · buys and sells: Water Ration, Water · budget 100–120
- Corporate Representative · 50% · buys and sells: Water Ration, Water · budget 450–500
Minor Water Shortage
“Scheduled Maintenance To Proceed At Water Treatment Plant”
- Lasts
- 2 days
- How often
- every ~44 days
- Prices
- Water +35%
- Water Ration +35%
- Beverage +30%
- Water Purification Supply +25%
- Extra customer each day
- Lower Level Citizen · buys and sells: Water Ration, Water · budget 150–200
Water Supply Surplus
“Miners Return from Ice Asteroid!”
- Lasts
- 2 days
- How often
- every ~40 days
- Prices
- Water −25%
- Water Ration −25%
- Beverage −20%
- Water Purification Supply −15%
- Extra customer each day
- Ice Miner · sells
The two shortages are the best events in the game for a water seller. Every day of a Water Supply Crisis, a Spacer or a Corporate Representative comes to buy water and Water Rations, and the Corporate Representative carries 450–500 credits. Keep a stock of bottled High-Quality Water ready, because by the time you read about the crisis it has already started. See the water guide for making it.
The Water Supply Surplus works the other way: water is worth 25% less and an Ice Miner brings High-Quality Water to sell you at a wholesale discount. Buy, do not sell.
Power events: Power Outage, Who Turned Out The Lights? and Power Plant Maintenance
Power Outage
“Low Power In The Lower Levels”
- Lasts
- 2 days
- How often
- every ~83 days
- Prices
- Energy Cell +66%
- Extra customer each day
- Lower Level Citizen · buys: Energy Cell · budget 150–200
Who Turned Out The Lights?
- Lasts
- 2 days
- How often
- every ~160 days
- Prices
- Energy Cell +50%
- Weapon +25%
- Ammunition +25%
- Extra customer each day
- Upper Level Resident · buys: Energy Cell · budget 325–400
- Panicked Shopkeeper · 25% · buys: Armor, Weapon · budget 150–300
Power Plant Maintenance
“Scheduled Power Plant Maintenance”
- Lasts
- 1 day
- How often
- every ~55 days
- Prices
- Energy Cell +33%
- Extra customer each day
- Lower Level Citizen · buys: Energy Cell · budget 150–200
Energy Cells are the goods here. A Power Outage adds 66%, the biggest single price change among random events. Only Who Turned Out The Lights? is a real blackout: chargers stop unless you own Power Line Hijack. The power guide covers what to do during a blackout.
Food and seed events
Bad Nutrifruit Harvest
“Poor Nutrifruit Harvest Devastates”
- Lasts
- 3 days
- How often
- every ~40 days
- Prices
- Food +50%
- Extra customer each day
- Food Buyer · buys: Food · budget 75–100
Nutrifruit Seed Shortage
“Nutrifruit Seed Heist!”
- Lasts
- 2 days
- How often
- every ~37 days
- Prices
- Food +33%
- Seed +50%
- Extra customer each day
- Farmer · buys and sells: Seed · budget 100–150
Nutrifruit Harvest
“Massive Nutrifruit Farm Harvest Season”
- Lasts
- 3 days
- How often
- Only from the information dealer's tip
- Prices
- Food −20%
The Bad Nutrifruit Harvest also posts a Soup Kitchen request for five
Peat. Nutrifruit Harvest, the only event that makes food cheaper, never starts on its own: it only comes from the Shady Customer's tip.
Medical events
Medical Supplies Shortage
“Counterfeit Medical Supplies Discovered!”
- Lasts
- 2 days
- How often
- every ~44 days
- Prices
- Medical +50%
- Extra customer each day
- Pharmacist · buys: Medical · budget 150–200
Oxymore Addiction On The Rise
- Lasts
- 2 days
- How often
- every ~121 days
- Prices
- Medical +25%
- Extra customer each day
- Clinic Volunteer · 33% · gives away free
- Desperate Addict · 22.11% · buys: Substance · budget 100–125
During the Oxymore wave a Clinic Volunteer may hand you
Naloxgone Injector for free. Medical Supplies Shortage posts three requests for
Medical Supplies (Common), and the Black Market one pays far more than the other two.
Material and household events
Meteor Shower
- Lasts
- 3 days
- How often
- Only after the lucky Scavenger's visit
- Prices
- Material +50%
- Extra customer each day
- Foreman · buys: Material · budget 400
Construction Projects
- Lasts
- 3 days
- How often
- every ~42 days
- Prices
- Material +30%
- Extra customer each day
- Foreman · buys: Material · budget 400
Material Surplus
“Mining Expedition Returns”
- Lasts
- 1 day
- How often
- every ~37 days
- Prices
- Material −25%
- Extra customer each day
- Miner · buys and sells: Substance · budget 65–75
Household Item Surplus
“Hidden Storeroom Excavated!”
- Lasts
- 1 day
- How often
- every ~42 days
- Prices
- Household Good −20%
- Extra customer each day
- Scavenger · sells
Construction Projects and the Meteor Shower both send a Foreman with 400 credits for materials. The Meteor Shower only happens the day after a lucky Scavenger leaves you an Engineering Foundry Supply Crate, which is also exactly what its requests ask for.
Other events: Lower Level Lynching and Tourist Influx
Lower Level Lynching
“Mob Justice in the Lower Levels!”
- Lasts
- 1 day
- How often
- every ~74 days
- Prices
- Weapon +33%
- Ammunition +33%
- Armor +33%
- Extra customer each day
- Angry Citizen · buys: Armor, Weapon · budget 75–150
Tourist Influx
“Which Way To The Pool?”
- Lasts
- 2 days
- How often
- every ~57 days
- Prices
- No price change
- Extra customer each day
- Tourist · 33% · buys: Food, Substance, Water, Water Ration · budget 180–250
- Station Tourist · 22.11% · buys: Weapon · budget 200–300
- Station Tourist · 44.89% · buys: Junk, Makeshift, Material · budget 125–200
Tourist Influx changes no prices but brings tourists with 125–300 credits: one buys food, water and substances, the other two buy souvenirs (weapons, or junk and materials).
Which goods go up or down during events?
This table turns the cards around: pick the goods you hold and see which events help or hurt them. Faction operations that actually happen are included.
| Goods | Events that move the price |
|---|---|
| Energy Cell |
|
| Food |
|
| Seed |
|
| Medical |
|
| Water |
|
| Water Ration |
|
| Material |
|
| Beverage |
|
| Water Purification Supply |
|
| Weapon |
|
| Ammunition |
|
| Armor |
|
| Household Good |
|
- Best shortages to sell into: Energy Cells (+66%), water (+50%), food (+50%), medical supplies (+50%), seeds (+50%) and materials (+50% after a Meteor Shower).
- Best surpluses to buy in: household goods (−40% during Household Relief Drive), weapons and ammunition (−35% during Illegal Weapon Shipment), water (−25%) and materials (−25%).
The percentage is added to the item's market price, so a +50% event on a 100-credit item makes it 150 before haggling. See money making for how markups and haggling stack on top.
How often does each event happen?
Over an average game a market event is running on about half of all days. The table shows how often each event comes and how many days it is running in total. Faction operations are included, because they are far more common than any market event.
| Event | How often | Days running |
|---|---|---|
| Household Relief Drive · Upper Levels | every ~8 days | 24.6% |
| Increased Weapons Demand · Revolution | every ~9 days | 35% |
| Illegal Weapon Shipment · Black Market | every ~14 days | 14.4% |
| Nutrifruit Seed Shortage | every ~37 days | 5.4% |
| Water Supply Crisis | every ~37 days | 8.1% |
| Material Surplus | every ~37 days | 2.7% |
| Bad Nutrifruit Harvest | every ~40 days | 7.5% |
| Water Supply Surplus | every ~40 days | 4.9% |
| Household Item Surplus | every ~42 days | 2.4% |
| Construction Projects | every ~42 days | 7.2% |
| Medical Supplies Shortage | every ~44 days | 4.5% |
| Minor Water Shortage | every ~44 days | 4.5% |
| Power Plant Maintenance | every ~55 days | 1.8% |
| Tourist Influx | every ~57 days | 3.5% |
| Lower Level Lynching | every ~74 days | 1.4% |
| Power Outage | every ~83 days | 2.4% |
| Oxymore Addiction On The Rise | every ~121 days | 1.7% |
| Who Turned Out The Lights? | every ~160 days | 1.2% |
Weapons and ammunition swing the most often: Increased Weapons Demand pushes them up a third of the time and Illegal Weapon Shipment pulls them down for two days every couple of weeks. A single water shortage, by contrast, comes about once every five or six weeks, so do not build a water business around waiting for one.
What are faction operations?
Faction operations are events started by the factions. The game schedules them four days ahead, and they show up in the newspaper like any other event when they start.
Security Budget Increase
Security · 1 day
Happens once, on day 10, and changes nothing you can see.
Increased Weapons Demand
Revolution · 3 days
- Weapon +25%
- Ammunition +25%
Weapons and ammunition sell for more. The most common event in the game: it runs about a third of all days.
Household Relief Drive
Upper Levels · 2 days
- Household Good −40%
Household goods sell for 40% less, so buy them cheap and hold them until it ends.
Illegal Weapon Shipment
Black Market · 2 days
- Weapon −35%
- Ammunition −35%
Weapons and ammunition sell for 35% less: a bad time to sell guns, a good time to buy them.
In the current version only four operations ever start. Increased Weapons Demand repeats from about day 12, Household Relief Drive from the first week, and Illegal Weapon Shipment from about day 14. Security Budget Increase happens once, around day 10. Riots, strikes, raids, the Station-wide Crackdown, Martial Law and the Gang War are in the game but do not start.
Trusted (Security reputation 60) and Friend of the Revolution (Revolution reputation 60) warn you about those factions' operations in advance, so with Friend of the Revolution you see every Increased Weapons Demand coming.
How can you know an event is coming?
Ordinary market events cannot be predicted: the game only decides on the morning they start. A tip works differently: it adds a new event a few days later and tells you when it starts, so you get both the event and the warning. Three things give you advance notice:
- The Shady Customer: he sells a tip for 50 credits. He comes from day 14 (from the start if you skipped the tutorial): always once a week has passed since his last visit, and from the fourth day on he has a 25% chance each day. After he leaves, the event is added, you get an Intel Slip, and the event appears on your Calendar with its start day and length.
- Word on the Street: this Lower Levels perk (reputation 60) adds a random market event 2–3 days later on 4% of days and gives you a free Intel Slip for it.
- Trusted and Friend of the Revolution: advance notice of Security and Revolution operations.
The Shady Customer's tips cover seven events:
| Event | Chance | Starts in (days) | Lasts |
|---|---|---|---|
| Nutrifruit Harvest | 11.76% | 1–4 | 2–4 |
| Bad Nutrifruit Harvest | 17.65% | 3 | 3 |
| Medical Supplies Shortage | 17.65% | 1–4 | 2–4 |
| Household Item Surplus | 11.76% | 1 | 2 |
| Material Surplus | 11.76% | 1–3 | 1–2 |
| Water Supply Crisis | 17.65% | 3 | 3 |
| Water Supply Surplus | 11.76% | 2 | 2 |
A tip is the only way to get Nutrifruit Harvest, and a tip ignores the three-event limit. The best tips to buy are the water and medical shortages: three days of warning is enough to fill bottles or buy Medical Supplies (Common) at normal prices.
How do you make money from events?
- Keep a small stock of the shortage goods. Water, Energy Cells, Medical Supplies (Common) and food are what the biggest price jumps hit. Charged Energy Cells and High-Quality Water keep, so build a stock in quiet weeks.
- Sell during shortages, buy during surpluses. During a Material Surplus or Household Item Surplus the event customer sells at a wholesale discount; buy and hold the goods until the next shortage or construction project.
- Do not dump weapons during an Illegal Weapon Shipment. Wait for Increased Weapons Demand, which comes back about every nine days.
- Fill event requests. With Marketplace Requests (Wild's Network), several events post requests that pay well:
| Event | Posted by | Deliver | Credits | Reputation |
|---|---|---|---|---|
| Bad Nutrifruit Harvest | Soup Kitchen Coordinator · Lower Levels | 5 × | 187 | +8 |
| Medical Supplies Shortage | Lower Levels Charity Clinic · Lower Levels | 3 × | 60 | +8 |
| Upper Levels General Hospital · Upper Levels | 3 × | 100 | +3 | |
| Shady Merchant · Black Market | 3 × | 360 | +3 | |
| Construction Projects | Lower Level Construction Crew · Lower Levels | 5 × | 75 | +6 |
| Shady Broker · Black Market | 5 × | 100 | +3 | |
| Meteor Shower | Lower Levels Engineers · Lower Levels | 1 × | 350 | +10 |
| Upper Levels Community Manager · Upper Levels | 1 × | 500 | +5 | |
| Evidence Locker Break-In! | Head of Security for Lower Levels · Security | 1 × | 400 | +10 |
| Unknown · Black Market | 1 × | 700 | +5 |
A request posted on the first day of its event lasts for that day and the next one; Soup Kitchen gives one more day. Delivering stolen goods to a request counts as fencing.
- Buy tips for the shortages. At 50 credits, a water or medical tip pays for itself with a single sale.
Which events are part of the story?
Some news only appears at fixed times or after a story choice:
- Evidence Locker Break-In! on day 7: a Thief sells you the Security Department Evidence Locker, and two requests offer 400 (Security) or 700 (Black Market) for it.
- Lottery Draw every Saturday from day 20 (from the first week with Gambling Addiction). See the luck guide.
- Meteor Shower after the lucky Scavenger's visit.
- pastel's Nutrifruit Secret Leaked! if Eleanor leaks her research: Nutrifruit Seed Shortage never happens again after that.
- News about wanted criminals and Lou's story only appear in the newspaper and change no prices.
Rent day and mortgage payments are also events, kept off the newspaper but shown on the Calendar.
FAQ
How do events work in Probably Stolen?
Every morning from day 6 the game may start a new market event: a 50% chance when nothing is running, 35% with one event, 25% with two, and none with three or more. Each event changes the price of one or more kinds of goods for 1 to 3 days, and most also send one extra customer every day they run. Running events are listed in the morning newspaper.
What does the Water Supply Crisis do?
For 3 days water and Water Rations sell for 50% more, beverages 45% more and water purification supplies 40% more. Every day either a Spacer or a Corporate Representative comes to buy water. It is the best time to sell water you stored up beforehand.
What is the difference between Water Supply Crisis and Minor Water Shortage?
The Minor Water Shortage is the weaker one: 2 days at +35% for water and Water Rations, +30% for beverages and +25% for water purification supplies, with a Lower Level Citizen buying water each day. The Water Supply Crisis lasts 3 days at +50%, +45% and +40%.
Can you know about an event before it happens?
Not for ordinary events: they start the morning they appear. You can buy a tip from the Shady Customer for 50 credits; he comes from day 14, and his tip adds one of seven events a few days later and shows it on your Calendar. A tip does not reveal an event that was coming anyway: it creates a new one, so buying tips makes those events more common. Word on the Street (Lower Levels reputation 60) also sometimes gives you a free tip.
Do events stack?
Yes. Up to three events can run at once, and when two touch the same goods their percentages add up. Events that push the same goods in opposite directions both stay and cancel each other out in part.
Why have I never seen a riot, crackdown or martial law?
The game contains sixteen faction operations, but in the current version only four of them start: Increased Weapons Demand, Household Relief Drive, Illegal Weapon Shipment and a one-time Security Budget Increase around day 10. The others need faction conditions that are never met.
Keep reading
How to Make Money Fast: Margins, Income & UpgradesThe fastest money strategies right now, where the margins are, and what earns while you sleep.
Water Guide & Water Purifier CalculatorMake High-Quality and Pure Water, compare purifier setups, and sell to the right buyers.
Power Guide: Energy Cells, Charging & Power Line HijackKeep every machine powered: batteries, chargers, Power Line Hijack and blackouts.
Factions & Reputation GuideHow reputation rises and falls with all six factions, and every perk and penalty at each tier.
Machines: Prices, Modules & What Each DoesWhat each machine does, which modules pay off, and the breakpoints, recipes and odds behind them.
Rat Ranching Guide: Breeding, Feeding & Butchering RatsStart a rat colony, keep it healthy, breed better rats and butcher at the right weight.