Probably Stolen Passes 500,000 Sales as Halloween Weekend Crowd Tops 140,000 Players

Probably Stolen, the cyberpunk shopkeeping simulator from Questing Goose Studio and tinyBuild, passed 500,000 copies sold on October 30, two days after its October 28 launch. Steam public player counts then showed 140,266 people in game at 15:08 UTC on October 31, above the 112,145 launch-week peak. The game costs $19.99, with a 10% introductory discount to $17.99 until November 11.

Probably Stolen Passes 500,000 Sales as Halloween Weekend Crowd Tops 140,000 Players
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Probably Stolen is still climbing. The cyberpunk shopkeeping simulator from Questing Goose Studio, published by tinyBuild, passed 500,000 copies sold on October 30, two days after its October 28 launch on Steam. Steam public player counts then showed 140,266 people in game at 15:08 UTC on October 31, above the 112,145 launch-week peak. The game costs $19.99, with a 10% introductory discount to $17.99 that runs until November 11.

Georgio brings his latest find to the counter in Probably Stolen. Image: Questing Goose Studio / tinyBuild.

At a glance

  • Sales: 500,000 copies, announced by the team on October 30, two days after the October 28 launch. The same post put Steam reviews at 96% positive from nearly 3,000 reviews.

  • Players: 140,266 people counted in game at 15:08 UTC on October 31, per a reading of Steam public player counts, above the 112,145 launch-week peak.

  • Timeline: 200,000 copies in the first hours, 86,000 concurrent players within 90 minutes, then 350,000 copies in 24 hours.

  • Price: $19.99, with a 10% introductory discount to $17.99 until November

    11. The free demo was removed at launch.

  • Patches: hotfix 1.0.0.5 arrived on October 30, followed by update 1.0.0.6, titled a Modding Security Update, on October

    31. Steam Deck status is Playable.

Four days, four sales posts

The sales story has moved in steps, and each step came from the team itself. On October 28, the studio reported more than 200,000 copies sold in the first few hours, with more than 86,000 concurrent players within 90 minutes of launch. A day later, the count reached 350,000 copies in the first 24 hours, with a concurrent-player peak above 112,000. On October 30, the team announced half a million units sold, with 96% positive reviews from nearly 3,000 Steam reviews and a number 12 spot on Steam global most-played chart.

Those sales figures come from the developer and publisher, not from an independent audit, so read them as the team's own count. The player counts are firmer, because they come from Steam public tracking rather than a sales post. The 140,266 figure on October 31 was a single reading at one moment in the day, not a full-day average, and counts move up and down with the clock. Even with that caution, the direction is clear: the weekend crowd was larger than the launch-day crowd.

Choosing the Gunsmith starting scenario in Probably Stolen. Image: Questing Goose Studio / tinyBuild.

Why the second weekend matters more than the first peak

Launch peaks are cheap to explain: wishlists convert, streamers play on day one, and curiosity does the rest. Probably Stolen had all three, with 500,000 wishlists banked before launch and a demo that drew more than 660,000 players during the October Steam Next Fest. A second rise, days later, is harder to fake. It suggests buyers are finishing a first run, telling friends, and starting a second one from a different scenario, rather than refunding after a single evening.

The game gives a second run a reason to exist. Nine starting scenarios change the opening stock and permits, from Apprentice and Water Merchant to Gunsmith, Chemist, and Rat Wrangler, and four difficulty options change how hard the rent pressure bites. The loop itself is the retention test: buy low, sell high, spot fakes, manage faction loyalties, and pay rent that keeps rising. If that loop holds for a second and third run, the launch crowd has a reason to stay past the discount window.

Patches and mods are already part of the story

The team has patched twice since launch. Hotfix 1.0.0.5 arrived on October 30, and update 1.0.0.6, titled a Modding Security Update, followed on October

31. Two patches in four days is normal at this scale, and the second matters for a specific reason: Probably Stolen ships with Steam Workshop support and a modding API, and launch coverage counted dozens of Workshop mods within days of release. A security update aimed at modding shows the team is protecting the part of the game that extends its life.

The review score is the other number to watch. At 96% positive from nearly 3,000 reviews, the game sits in Steam highest rating tier, Overwhelmingly Positive. That tier is easy to hold with a few hundred reviews and harder with a few thousand, because every new buyer may disagree. The score has survived the jump from hundreds to thousands of reviews, which is a better signal than the launch-day percentage was.

What to watch before the discount ends

The next test has a date on it. The 10% introductory discount holds the game at $17.99 until November 11, and the free demo is gone, so there is no try-before-buy route left. Players who want the discount price have about ten days from this article, and counts across that stretch will show whether the weekend crowd was a launch story or a player base. A game that keeps six-figure weekend counts into its third week is a different proposition from one that fades once the discount closes.

The honest limit on this story is that nobody outside the team has audited the sales count. The 500,000 figure is the team announcement, repeated by coverage, and it should be read that way. What is independently visible is the player count, the review score, and the patch pace, and all three point the same way for now. The discount deadline on November 11 is the moment those signals get tested against a full price.

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