Official game analysis

Probably Stolen: Known exploits and version notes

A version-labelled notebook for unusual strategies successfully reproduced by game players. These entries are not part of the recommended route: reproduce them only in the game and expect an update to change or remove them.

Probably Stolen

Version record: data and player reports 0.46D

The site dataset and all three successful player reproductions below refer to Demo 0.46D. Later updates may change or remove these behaviors.

Unlimited reputation loop · player version 0.46D

Mechanism: UV treatment kills microorganisms and raises Ghost Water to Base Water, but players report that the item label does not refresh. Confrontation still reads the stale label as a seller error and awards reputation.

How players reproduce it: buy water from a seller, inspect it, open the detail view, apply the UV lamp, then confront the same seller. Repeat the confrontation while the stale label remains. Players report that Lower Levels water sellers make this easy and that the loop can reach 200 reputation in about five minutes.

The loop stops working if an update refreshes the label, makes the reward one-time or caps repeated confrontation. This is less “community leadership” and more making the same warning clock in for another shift.

Misleading water sales · player version 0.46D

Mechanism: players report that water containing the relevant medicine attracts confused buyers. Those buyers fail to distinguish Ghost Water presented as Pure Water, although visibly worse Rust Water and Gutterflow are still detected.

How players use it: prepare the treated water, allow the confused buyer type to appear, then offer Ghost Water as the higher grade. The trick exploits that buyer type’s weakened quality check; it does not improve the water itself.

It fails on the worst grades and may carry reputation or investigation risk. This is player-reproduced 0.46D behavior and may change after an update. A confused customer does not make the ledger confused too.

Draining an NPC budget · player version 0.46D

Mechanism: the visiting merchant has a finite purchase budget but accepts many low-value goods. A bottle printer converts energy into an effectively repeatable stack of small bottles, turning spare power into items the merchant will buy.

How players use it: sell unwanted bottles, boxes, tapes or manuals first; buy a bottle printer from the Doctor at night; print the smallest bottle for a reported four energy; sell bottles repeatedly until the merchant’s budget is exhausted. Players report roughly three credits per small bottle, while the larger bottle costs six energy and is not proportionally better.

Reported budgets range from roughly 200–300 early to more than 800 in a very long run. Prices, visits and accepted goods may change, and the method is click-heavy. Emptying one wallet feels efficient right up until tomorrow still needs customers.

Official game analysis

Names and rules follow the in-game reference material. Availability, prices and unlocks can change; your current game takes precedence. These are reference tools, not a live connection to your save.

Official demo page