Probably Stolen endings explained: the shop buyout win, the end-of-run stats screen, failure states, Endless Mode and what carries into a new run.
Probably Stolen Endings: Buyout and Run Results
Probably Stolen is built around one clear finish line: buy the shop. The buyout is not a side objective or a prestige reset; it is the run's win condition, and it triggers a stats screen that summarises how you ran the business.
This page covers the confirmed ending, the end-of-run screen, the failure states, and Endless Mode. For the rent mechanics, see rent and shop buyout.

Total sales can be high while wealth is low. Read the wealth, best flip and closest-call rows together before judging a run.
The confirmed ending: buy the shop
The main ending is the buyout. You need enough estimated total wealth and the deed requirement, then you purchase the shop. The run ends and the results screen appears.
A community screenshot shows the shape of that screen:
| Stat | Example value |
|---|---|
| Days survived | 154 |
| Estimated total wealth | 3,554 |
| Buyout price | 14,600 |
| Total sales | 34,165 |
| Best day | 1,954 |
| Best flip | Furnace 76 → 160 |
| Biggest sale | Caviar 432 |
| Best find | Kotten Fabric 65 |
| Closest call | Paid on day 28 with 28 to spare |
Those numbers are one Aquafarmer run, not a target. The buyout price and the wealth curve depend on difficulty, property, and the run's economy.
What the stats screen measures
The screen is a business summary, not a high-score table. It rewards:
- Survival. Days survived shows how long the shop lasted.
- Wealth. Estimated total wealth includes cash, inventory, and property.
- Sales. Total sales shows turnover, not profit.
- Highlights. Best flip, biggest sale, and best find show the quality of individual deals.
- Closest call. The nearest rent payment shows how close you came to failure.
- Perks. The build you chose is recorded.
- Hours played. A real-time stat, not an in-game one.
A high total-sales number with low wealth means you were moving stock without keeping margin. A high wealth number with low sales means you were hoarding or producing high-value goods slowly. The best runs balance both.
Is there more than one ending?
The 1.0 build's confirmed win ending is the buyout. The sources used for this page do not document multiple narrative endings, faction-specific endings, or a secret ending.
That does not mean the run has no variation. The path to the buyout can be legal, criminal, production-focused, or social. The stats screen records the result, but the route is yours.
If a future patch adds faction endings, this page will be updated. Until then, treat “multiple endings” claims as unconfirmed.
Failure states
The obvious failure state is losing the shop. Rent rises, and missing payments damages attractiveness, which reduces traffic and makes the next payment harder. The exact eviction condition is not published, but the spiral is real.
Other ways a run can end badly:
- A security raid confiscates the stock you need to pay rent.
- A bad batch of contaminated water triggers liability.
- A violent encounter creates a security record you cannot recover from.
- A production line consumes your capital and never reaches a saleable output.
The game does not always announce failure with a screen. A run can become unwinnable long before it formally ends. If you cannot pay rent, cannot stock the shelves, and cannot borrow, the run is effectively over.
Endless Mode
Endless Mode is a toggle on the difficulty screen. It lets you continue after the normal win condition, which is useful for:
- Testing machines and module builds.
- Pushing a shop beyond the buyout.
- Hunting late achievements.
- Experimenting with factions and contraband without restarting.
Endless Mode is not a separate difficulty. It is a continuation flag. If you want a clean run, leave it off.
Skip Intro
The difficulty screen also has a Skip Intro toggle. It bypasses the opening sequence for players who have already seen it. It does not change the difficulty or the economy.
Use it on repeat runs. Do not use it on a first run if you want the tutorial achievements.
What carries into a new run
Probably Stolen is a run-based game. Starting perks, scenario, and shop progress are per run. The sources used here do not document a meta-progression system that carries wealth or machines between runs.
Achievements are the persistent record. If you are a completionist, plan separate runs for the conflicting achievements: Clean Hands, the Rock Bottom pair, and the violent Security path.
How to finish faster
- Pick a profitable lane. Water for safety, chemistry for ceiling, guns for high tickets.
- Buy the deed, not the furniture. Machines and display are means, not the goal.
- Keep the rent reserve. A missed payment costs more than a slow month.
- Use the stats screen as feedback. If total sales are high but wealth is low, fix your margin.
- Do not restart after one bad deal. Recovery is part of the game.
The money guide covers the cash loop. The difficulty guide covers the mode modifiers.
FAQ
How does Probably Stolen end? The main ending is buying the shop. The run ends with a stats screen.
Are there multiple endings? Only the buyout ending is confirmed in the 1.0 build. Faction or secret endings are not documented.
What happens if I miss rent? Missed rent damages attractiveness and can lead to losing the shop. The exact eviction condition is not published.
Can I keep playing after the buyout? Yes, with Endless Mode enabled.
Community source: in-game buyout screen, community run reports, and the Steam Community guide hub ↗. Store reference: Probably Stolen ↗. Workshop examples: Steam Workshop ↗.
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