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Probably Stolen Wild's Network Guide: How to Unlock It, Earn Wild's Favor and Pick Every Upgrade

When Joe Wild opens his network, how Wild's Favor is earned and spent, what each of the 51 upgrades costs and does, which nightly services pay back, and what to buy first.

Updated 2026-11-06 · Game data v1.0.0.6

Jump to the upgrade planner

Wild's Network is Joe Wild's upgrade shop in Probably Stolen. It opens on Day 7, and its upgrades add buyers, bigger display cases, new production lines, legal cover and nightly services. Each upgrade is paid with Wild's Favor first and credits for the rest, so on Price Gouge and Mark Up your trades quietly fund it. Buy Showcase Expansion I and the Buyer Referral Service first, then one production line you will really use. The upgrade planner below works out every price for your difficulty and perks.

How do you unlock Wild's Network?

Joe Wild comes to you; you can't find him on your own:

  1. Day 4: the Insurance Service. Joe Wild introduces himself and offers his nightly Insurance Service. This is not the network yet.
  2. Day 7: the network introduction. He explains his favors and opens the upgrade screen right away. On Price Gouge you get 300 Wild's Favor, on Mark Up 200, on Thin Margins 100 and on Red Ink none.
  3. Close the screen and take his card. After you close the network for the first time, he leaves his business card on the counter and his number starts working.
  4. Call 8376 whenever you want to shop. Choose to browse his services on the phone to open the network again.

If your start skips the tutorial, the network is open from Day 1 and the card is already in your dossier, but you never get the introduction favor. On Price Gouge and Mark Up, Joe Wild also drops by if you haven't called him five days after the introduction, and then every six days or so to remind you about upgrades; visiting the network or Dr. Jackson resets that count. Thin Margins, Red Ink and Rock Bottom get no reminders.

How does Wild's Favor work?

Wild's Favor is a second currency that only Joe Wild accepts. Its total shows at the top of the network screen as Wild's Favor. When you buy an upgrade, favor is spent first and credits cover the rest, so you can buy anything as long as favor plus credits reach the price. Favor never expires or decays.

DifficultyIntroductionPer tradeFees backOne-time gift
Price Gouge30010%75%250
Mark Up2005%50%250
Thin Margins100—25%—
Red Ink0—15%—
Per trade: share of what you pay or receive, buying and selling. Fees back: share of the nightly fee for Insurance, Buyer and Seller Referral, Wild's Fixers and Criminal Networking. Every difficulty also gives 40 favor per point of Lower Levels reputation earned outside trades.
  • Trades. On Price Gouge and Mark Up, every purchase and every sale adds favor: 10% or 5% of what you actually paid or received, after haggling and after a customer's budget cap. A busy Mark Up day of 2,000 credits in trades is 100 favor.
  • Nightly service fees. A share of what you pay each night for the Insurance Service, Buyer Referral, Seller Referral, Wild's Fixers and Criminal Networking comes back as favor, rounded down. The Inspection Early Warning Service, the Hypertech Smuggler, power and janitorial fees give nothing back.
  • Lower Levels reputation. Every point of Lower Levels reputation you gain from something other than a trade, such as killing an Aug, gives 40 favor. Reputation from trades gives no favor.
  • When business goes badly. Once per run on Price Gouge and Mark Up, if your store's estimated value has been falling over the last eight days, Joe Wild gives you 250 favor. It doesn't need to fall every day, but the first day must be higher than the last and no more than two days may hold steady or rise. Rock Bottom never gets it.

How much do Wild's Network upgrades cost?

The base prices run from 100 for Rent Grace to 10,000 for Wild's Endorsement III. Three things change them, and they multiply together:

  • Difficulty: Price Gouge and Mark Up pay the base price, Thin Margins 1.5 times and Red Ink twice.
  • Starting perks: Wild's Favorite takes 10% off, On Wild's Bad Side adds 10%. You can't take both.
  • Pillar of the Lower Levels: at 100 Lower Levels reputation, everything costs 15% less.

The result is rounded to the nearest credit. Three upgrades also get more expensive each time you buy them: Rent Grace doubles, and Clemency and Evidence Removal rise by 100.

Pick your difficulty, perks and the upgrades you want, and the planner shows the real prices, how much your favor covers and what the nightly services cost:

Joe Wild's introduction on Day 7 gives 200.
Total price
400
2 upgrades
Credits to pay
200
after 200 favor

Or trade 4,000 credits' worth of goods first: buying and selling both give 5% as favor.

Nightly fees (favor back in green)
  • Buyer Referral Service10 (+5)
10 a night, 5 back as favor: 5 net.
Pick the upgrades you want to buy (prerequisites are added for you)
Introduction
Favor
Informant
Referral
Service
Store
Water Merchant
Hydroponic Farmer
Gunsmith
Aquaculture
Supplier

Rent Grace doubles in price and Clemency and Evidence Removal rise by 100 each time you buy them; the prices here are for the first purchase.

What should you buy first?

The network marks six upgrades as recommended: Red Imp Brewery, Buyer Referral Service, Showcase Expansion I, Water Trading, Retired Winemaker and Aquaculture. A good order for most runs:

  1. Showcase Expansion I (200). One more Display Case buyer every day and a bigger case, with no nightly fee. The best first buy on any start.
  2. Buyer Referral Service (200). One more buyer every day and one more Display Case buyer, for 10 credits a night, half of which comes back as favor on Mark Up.
  3. One production line. Water Trading (300), Retired Winemaker (200), Retired Farmer (350) or the Retired Chemist (1,000) give a starter kit and a weekly supplier. Pick one you will run; see the water guide and chemist guide.
  4. Rent Grace (100) on Thin Margins and Red Ink. Those difficulties start without one. On Price Gouge and Mark Up you already have one at the start.
  5. Power Line Hijack (300). The nightly Power Service becomes free and power cuts no longer affect you.

After that, spend by goal: Store Renovations and Showcase Expansion II for more and richer customers, Wild's Fixers if you deal in contraband, and the Minor Shareholder upgrades for suppliers you already order from. Keep enough credits for Sunday's rent; favor can't pay rent. For the money side of each upgrade, see how to make money.

Which nightly services are worth paying for?

Some upgrades unlock a nightly service instead of a one-time effect. Every night, the end-of-day screen lists your services with a checkbox each. A service stays ticked until you untick it, and you can't end the day if the ticked fees add up to more than your credits.

ServicePer nightFavor back each night
Price GougeMark UpThin MarginsRed Ink
Inspection Early Warning Service10————
Wild's Fixers25181263
Wild's Fixers II453322116
Wild's Fixers III7052351710
Buyer Referral Service107521
Seller Referral Service107521
Criminal Networking3-day cooldown453322116
Hypertech Smuggler5-day cooldown500————
Fees do not change with difficulty or day. Wild's Fixers charge only the tier you own.
  • Buyer and Seller Referral (10 a night). Each sends one extra buyer or seller the next day; the Buyer Referral also adds a Display Case buyer. At 10 credits, one good trade pays for a week, and on Price Gouge most of the fee comes back as favor.
  • Wild's Fixers (25 / 45 / 70 a night). Each night they cut every crime type on your record by 15, 20 or 25%, then take a flat 50, 150 or 400 off each type. So evidence spread across several crime types drops faster. Only the tier you own is charged. Details in the contraband guide.
  • Inspection Early Warning Service (10 a night). The night log warns you two days before a scheduled inspection, again the day before, and once more when it is imminent. It can't see surprise inspections, and it stops working once you have VIP, the Security reputation perk that ends inspections.
  • Criminal Networking (45, 3-day cooldown). Brings one high-budget contraband buyer the next day: half the time a thief with a 500–750 budget who buys keycards, medical goods and melee weapons, otherwise a mercenary with 600–650 who buys armor, medical goods, weapons and ammo. Each use also adds 2 Black Market reputation.
  • Hypertech Smuggler (500 a visit, 5-day cooldown). Visits the day after you pay with five Hypertech items, such as Electronic Parts (Hypertech), Hypertech Power Cell or a Mind Reprogrammer. No haggling, and prices are 50% above value on Price Gouge and Mark Up, 100% on Thin Margins and 150% on Red Ink. Report him and the service is gone for good.
  • Insurance Service (from Day 4). Not a network upgrade, but Joe Wild runs it: stolen items come back the next morning. It costs 3 a night plus 1 for every 400 credits your store is worth, twice that on Thin Margins and three times on Red Ink. Wild's Favorite halves it, On Wild's Bad Side adds half, and its fee also returns favor.

What does every Wild's Network upgrade do?

The lists below use the game's own descriptions, grouped as on the network screen. Prices are for Price Gouge and Mark Up. The notes cover what the descriptions leave out.

Suppliers and Minor Shareholders

Introduction

  • Red Imp Brewery200

    Wild will introduce you to the sales representative of the Red Imp Brewery, allowing you immediate and consistent access to their beer supply. A business card will be given to you to contact this supplier.

  • Lower Levels Chemist250

    Wild will introduce you to a Lower Levels Chemist who produces cheap but illegal drugs for both recreational and medical uses. A business card will be given to you to contact this supplier.

  • Upper Level Pharmacist300

    Wild will introduce you to the Inventory Manager for an unnamed Upper Levels Pharmacist, allowing you immediate and consistent access to legal, but hard to source, medications. A business card will be given to you to contact this supplier.

  • GP Mining Coop250

    Wild will introduce you to the leader of GP Mining Coop, who will allow you to order large amounts of mineral ores. A business card will be given to you to contact this supplier.

  • Minor Shareholder: Red Imp Brewery1,450
    Needs Red Imp Brewery

    Buy a minor share of the Red Imp Brewery. Their courier's wholesale discount grows by 15%, and every Thursday morning a dividend of 1 case of beer is waiting on the counter.

  • Minor Shareholder: GP Mining Coop900
    Needs GP Mining Coop

    Buy a minor share of the GP Mining Coop. Their courier's wholesale discount grows by 15%, and every Friday morning a dividend of 6 ore is waiting on the counter.

  • Minor Shareholder: Lower Levels Chemist1,440
    Needs Lower Levels Chemist

    Buy a minor share of the Lower Levels Chemist's operation. Their courier's wholesale discount grows by 15%, and every Saturday morning a dividend of 8 street grade Dream Dust is waiting on the counter.

  • Minor Shareholder: Upper Level Pharmacist2,500
    Needs Upper Level Pharmacist

    Buy a minor share of the Upper Level Pharmacist's practice. Their courier's wholesale discount grows by 15%, and every Sunday morning a dividend of 5 Oxymore injectors is waiting on the counter.

Prices on Price Gouge and Mark Up. Thin Margins ×1.5, Red Ink ×2.

Each introduction gives you a supplier's business card to order by phone. Their courier sells wholesale at 20% off; a Minor Shareholder upgrade raises that to 35% and leaves a dividend on the counter on opening: 1 case of beer on Thursday, 6 Metal Ore on Friday, 8 Vial of "Dream Dust" on Saturday and 5 Oxymore Injector on Sunday.

Favors and protection

Favor

  • Rent Grace100

    Wild will convince the Landlord that if you missed a rent payment, it's acceptable to pay the missing rent together with the next week's rent. This is a one time favor.

  • Clemency250

    Wild will use his political influence to ensure that if a Security Inspector finds contraband that would normally result in imprisonment, you will instead be let off with a warning. This is a one time favor.

Informant

  • Inspection Early Warning Service300

    Wild will introduce you to his informant within the Security Department. As long as you pay a nightly fee, the informant will notify you of any regular Security inspection. The informant won't be able to help with any surprise inspections.

  • Wild's Fixers350

    Wild will allow you to hire his fixers. As long as you pay a nightly fee, the fixers will silence witnesses and clean up evidence not yet collected by Security, lowering your suspected crime level at an increased rate.

  • Wild's Fixers II450
    Needs Wild's Fixers

    Wild assigns you his more experienced fixers. They clear evidence faster, so your suspected crime level drops more each night. The nightly fee increases.

  • Wild's Fixers III550
    Needs Wild's Fixers II

    Wild puts his best crew on your store. Witnesses forget, evidence disappears, and your suspected crime level drops even faster each night. The nightly fee increases.

  • Evidence Removal500

    Wild will order his security contacts to destroy all collected evidence and tamper with any ongoing investigation against you. This favor has a cooldown of 14 days.

Prices on Price Gouge and Mark Up. Thin Margins ×1.5, Red Ink ×2.

Rent Grace and Clemency stay in your hands until something uses them. Rent Grace covers one missed rent; Clemency turns one arrest-level inspection result into a warning. After use, each can be bought again at its higher price. Evidence Removal acts at once and then waits out its 14-day cooldown.

Referrals, services and the store

Referral

  • Buyer Referral Service200

    Wild will agree to refer buyers from his network to your Store, if a nightly fee is paid. Additionally, more customers will be attracted to items in the display case.

  • Seller Referral Service200

    Wild will agree to refer sellers from his network to your Store, if a nightly fee is paid.

  • Criminal Networking350

    Wild will agree to refer high-budget contraband buyers from his network to your Store, if a nightly fee is paid. Using this service also grants you a small amount of Black Market reputation (3 days cooldown)

  • Retired Chemist1,000

    Immediately receive a Chemist Starter Kit. A retired chemist will visit you the next day and, subsequently, once a week, selling chemical supplies and equipment. (Unlocks Advanced Chemistry Content.)

  • Ranching750

    Wild will refer you to a Rat Rancher who will visit you once a week. Immediately receive a Rat Ranching Starter Kit. (Unlock Rancher Content)

  • Retired Winemaker200

    Immediately receive a Winemaking Starter Kit. A retired winemaker will visit you the next day and, subsequently, once a week, selling winemaking supplies and equipment. (Unlocks Winemaking Content.)

  • Hypertech Smuggler2,500Only after you own the store

    Joe Wild refers you to a smuggler who deals in Hypertech items, technology far beyond what the station's industry can produce. Unlocks the Hypertech Smuggler nightly service.

Service

  • Power Line Hijack300

    Your power will be supplied by a external solar panel owned by someone who (probably) doesn't need it. The nightly Power Service is now free.

  • Commercial Grade Power Supply Unit350

    Your power supply unit will be upgraded to accommodate more power. The Recharger and PowerBloc will charge 100% quicker.

  • Marketplace Requests250

    Wild will connect you with the Marketplace Request network, allowing you to browse and fulfill various requests from buyers. Rewards for requested items are usually higher than regular market value.

Store

  • Showcase Expansion I200

    Your showcase will be expanded to allow more items to be displayed. 1 more customers will be visiting to buy items from the Display Case per day.

  • Showcase Expansion II500
    Needs Showcase Expansion I

    Your showcase will be expanded even more. 1 additional customers will be visiting to buy item from the Display Case per day.

  • Upgraded Dossier300

    Expand the size of the dossier.

  • Upgraded Trash Can300

    Expand the size of the trash can.

  • Vending Machine1,200

    A vending machine will be immediately installed in the store. Allowing goods to be sold during the night.

  • Vending Fountain1,200

    A vending fountain will be immediately installed in the store. Allowing water to be sold during the night.

  • Store Renovation I500

    Wild will hire contractors to make modest renovations to the Store, improving its base attractiveness by 150 points.

  • Store Renovation II750
    Needs Store Renovation I

    Wild will hire contractors to make substantial renovations to the Store, improving its base attractiveness by another 150 points.

  • Store Renovation III1,000
    Needs Store Renovation II

    Wild will hire contractors to make transformative renovations to the Store, improving its base attractiveness by another 150 points.

Prices on Price Gouge and Mark Up. Thin Margins ×1.5, Red Ink ×2.
  • Showcase Expansion I and II grow the Display Case from 7×5 to 8×6 and then 9×7.
  • Upgraded Dossier and Upgraded Trash Can grow each from 10×10 to 17×10.
  • Commercial Grade Power Supply Unit makes a Recharger and a PowerBloc charge Energy Cells twice as fast.
  • Marketplace Requests posts a few requests the moment you buy it; new requests then arrive daily from Day 9, or right away if you skipped the tutorial.
  • Store Renovation I–III add 150 Store Attractiveness each, which means more customers and bigger budgets; see the display case guide.
  • The Makeshift Reactor starting perk hides Power Line Hijack and the Commercial Grade Power Supply Unit.

Production lines

Water Merchant

  • Gutterflow On Tap250
    Needs Water Trading

    Wild will connect your water line to a sewer, allowing you access to unlimited Gutterflow. The purity of the water changes every day.

  • Rustwater On Tap350
    Needs Gutterflow On Tap

    Wild will connect your water line to an industrial discharge pipe, allowing you access to unlimited Rustwater. The purity of the water changes every day.

  • Water Trading300

    Immediately receive a Water Trading Starter Kit. A Water Trader will start visiting the Store. (Unlocks Water Trading Content.)

Hydroponic Farmer

  • Retired Farmer350

    Immediately receive a Hydroponic Starter Kit. A retired farmer will visit you the next day and, subsequently, once a week, selling seeds and hydroponic equipment. (Unlocks Advanced Farming Content.)

  • Plant Genetics1,250
    Needs Retired Farmer

    Immediately receive a DNA manipulator, a gene scanner and blank DNA data disks. Dr. Jackson will now keep DNA manipulation equipment in stock.

Gunsmith

  • Retired Gunsmith650

    Immediately receive a Gunsmith Starter Kit. A retired gunsmith will visit you the next day and, subsequently, once a week, selling gun mods and ammo. (Unlocks Advanced Gunsmith Content.)

  • Weapon Permit I300

    Wild will negotiate on your behalf to secure you a firearms permit usually reserved for Lower Level Merchants, allowing you to legally trade low level contraband firearms and ammunition. The permit will only be delivered after reaching at least 20 Security Reputation.

  • Weapon Permit II600
    Needs Weapon Permit I

    Wild will negotiate on your behalf to secure you a firearms permit usually reserved for Upper Level Merchants, allowing you to legally trade mid level contraband firearms and ammunition. The permit will only be delivered after reaching at least 50 Security Reputation.

  • Weapon Permit III900
    Needs Weapon Permit II

    Wild will negotiate on your behalf to secure you a weapon permit usually reserved for Station Security Quartermasters, allowing you to legally trade high level contraband firearms and ammunition. The permit will only be delivered after reaching at least 80 Security Reputation.

Aquaculture

  • Aquaculture400
    Needs Water Trading

    Wild will refer you to a retired aquafarmer who will visit you once a week, selling fish farming equipment and fertilized roe. Immediately receive an Aquaculture Starter Kit. (Unlocks Aquaculture Content.)

  • Aquaculture II1,200
    Needs Aquaculture

    The retired aquafarmer will also bring bigger, more profitable fish to raise on each visit. Immediately receive two young eels.

Prices on Price Gouge and Mark Up. Thin Margins ×1.5, Red Ink ×2.

The Retired Chemist, Ranching and Retired Winemaker are listed under Referral above. Each production unlock hands over its starter kit at once, and its visitor comes the next day and then once a week: the Water Trader on Wednesday, the Retired Gunsmith on Thursday, the Retired Farmer, Retired Winemaker and Retired Rat Rancher on Friday, and the Retired Aquafarmer and Retired Chemist on Tuesday. Starts that begin in a trade already own its unlock, such as Water Trading for the Water Merchant.

Weapon Permits are paid up front but only arrive on a morning when your Security reputation is at least 20, 50 or 80. If it later falls below 0, 30 or 60, an officer comes to take the permit back. See factions.

Dr. Jackson

Supplier

  • Jackson Investment I400

    Wild will convince Dr. Jackson to accept a small investment from you, permanently increasing his budget, and the available stock when visiting him. Dr. Jackson will always have Modules in stock.

  • Jackson Investment II650
    Needs Jackson Investment I

    Wild will convince Dr. Jackson to accept another investment from you, permanently increasing his budget, and the available stock when visiting him. Dr. Jackson will always have additional Modules in stock.

  • Monday's Special Stock1,250
    Needs Jackson Investment II

    Dr. Jackson opens on Mondays for you alone, offering a special stock of rarer items at a premium.

Prices on Price Gouge and Mark Up. Thin Margins ×1.5, Red Ink ×2.

Jackson Investment I and II raise Dr. Jackson's budget and stock and make bigger storage items more likely. Monday's Special Stock turns his closed Monday into a private sale of rare machine parts and modules at 150% above the usual price.

After you own the store

Endorsement

  • Wild's Endorsement I2,500Only after you own the store

    Joe Wild personally endorses your store. Visiting customers have {0}% more budget to spend.

  • Wild's Endorsement II5,000Only after you own the store
    Needs Wild's Endorsement I

    Joe Wild talks up your store to his best contacts. Visiting customers have another {0}% more budget to spend.

  • Wild's Endorsement III10,000Only after you own the store
    Needs Wild's Endorsement II

    Joe Wild puts his own name behind your store. Visiting customers have another {0}% more budget to spend.

Prices on Price Gouge and Mark Up. Thin Margins ×1.5, Red Ink ×2.

The Advanced tab, with Wild's Endorsement I–III and the Hypertech Smuggler, appears only after you buy the deed. Each Endorsement adds 25% of a customer's base budget, so the three together add 75%; it adds to other budget bonuses rather than multiplying them.

Can you undo an upgrade?

No. Every purchase lasts the whole run, including the weekly visitors and the dialogue that comes with a production line. Only the nightly services can be switched off, in the end-of-day list.

For the rest of the game, the Probably Stolen wiki links every guide and database.

  • Joe Wild
    Joe WildRuns Wild's Network: fixers, early warnings, Evidence Removal and Clemency.
Character art from the game. Names are the official in-game names.

FAQ

How do you unlock Wild's Network in Probably Stolen?

Joe Wild visits on Day 7 and introduces his network, which opens the upgrade screen straight away. After you close it he leaves his business card, and from then on you open the network by calling his number, 8376, on the phone. If you skipped the tutorial, the network is open from Day 1 and the card is already in your dossier.

How do you get Wild's Favor?

From the Day 7 introduction (300 on Price Gouge, 200 on Mark Up, 100 on Thin Margins, none on Red Ink), from every trade on Price Gouge (10%) and Mark Up (5%), from part of the nightly fees for Insurance, the Referral services, Wild's Fixers and Criminal Networking, from 40 per point of Lower Levels reputation earned outside trades, and a one-time gift of 250 when your store's value keeps falling.

How do you earn Wild's Favor on Thin Margins and Red Ink?

Trades give none there, so favor comes from nightly service fees (25% back on Thin Margins, 15% on Red Ink), Lower Levels reputation from things other than trading, such as an Aug kill, at 40 favor per point, and the 100-favor introduction on Thin Margins. Expect to pay for most upgrades in credits.

What should you buy first in Wild's Network?

Showcase Expansion I and the Buyer Referral Service (200 each) bring more buyers from the first week. Then pick one production line you will actually run, such as Water Trading, and buy Rent Grace as soon as you can on Thin Margins and Red Ink, where you start without one.

Why can't I see Wild's Endorsement or the Hypertech Smuggler?

Both are on the Advanced tab, which only appears after you own the store by paying the deed or the last mortgage installment.

Can you undo a Wild's Network upgrade?

No. A purchase is permanent for the run. Nightly services can be switched off in the end-of-day services list, and Rent Grace and Clemency become buyable again after they are used up.

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