Probably Stolen Counter and Production Achievements: Wealth, Reputation, Machines, and Lab Pure Goods

The 13 Probably Stolen achievements not decided by winning: day-start wealth, attractiveness, machine, and reputation thresholds; three cross-run counters for reports, Augs, and appraisals; Lab Pure narcotics, Huge Nutrifruit, +250 Quality machines, the labeler, and the scratcher jackpot.

Probably Stolen Counter and Production Achievements: Wealth, Reputation, Machines, and Lab Pure Goods
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The other 13 Probably Stolen achievements are not about winning a run at all. Five are day-start thresholds for wealth, attractiveness, machines, and reputation, three are counters that carry across runs, four are single production results, and one is a lucky scratcher ticket. Each has a different check moment, and knowing the moment is what makes them easy.

Quick answer

  • Day-start checks: wealth over 10,000 and 100,000, attractiveness at 1,000, 10 machines owned, all fire when a day begins, not mid-day.

  • Cross-run counters: 10 criminal reports, 10 Augs shot, 10 perfect appraisals. Progress survives abandoned runs.

  • Lab Pure means 99% or more active ingredient share, worth +135% of base value. Heat above 60C destroys Dream Cap extract, so the chemistry chain is won or lost at the Heating Plate.

  • Huge Nutrifruit rule: plant health 100 gives all Huge with no Quality modules; health 96 to 99 gives about half Huge unless total raw Quality is at least 102; health 95 or below never gives Huge.

  • Jackpot is three Nutrifruit on one scratcher, worth 350 credits. Unopened tickets are worth 20 each, and a Stack of Scratcher Tickets (5) is worth 100, so scratching is a gamble against a known sale price.

At a glance

  • Game: Probably Stolen: Cyberpunk Shopkeeper Sim, by Questing Goose Studio, published by tinyBuild, released on Steam on October 28, 2026.

  • Scope: the 13 achievements that are not decided by a run ending. The 8 win achievements have their own guide.

  • Check moments: day start for wealth, attractiveness, and machines; instantly on production for Lab Pure, Huge Nutrifruit, and +250 Quality; on the ticket for Jackpot.

  • Price: $19.99 list, PC on Steam, Windows only.

  • Last verified: 2026-11-03.

The shop at rest. Wealth, attractiveness, and machine count are all properties of this room when the day starts.

1. Wealth, attractiveness, and machines: the day-start three plus reputation

Comfortably Afloat and Swimming in Credits both read Estimated Total Wealth on the Status tab of the end-of-day panel, and both fire when a day starts above the line: more than 10,000 credits for the first, more than 100,000 for the second. For scale, that figure reads 793 after Day 1 on Mark Up as an Apprentice. The practical point is that wealth here is the game total, not your wallet alone, so stocked goods count toward it. Do not liquidate the night you expect Swimming in Credits to pop.

Shiny works the same way for Store Attractiveness, shown as a bar from 0 to 1,000 in the Nightly Report, sitting at 250 after Day

1. Start a day with the bar full and it pops. The levers are ordinary shopkeeping, not a single purchase: renovations improve base attractiveness, Janitorial Service keeps cleaning from slipping, and a Mirage Projector, 400 credits and 16 energy a day, adds its attractiveness to the next day, with 100% charge equal to 100 points. Merchandise also stops attracting buyers when attractiveness falls below 100, so the climb to 1,000 doubles as good shopkeeping.

Industrious is the odd one out in this group: it checks ownership, not performance. Own 10 machines simultaneously at the start of a day, and it pops, whether or not those machines ran. Buying 10 machines across a run is not enough if you sold some off; all 10 must be yours when the day begins. Diplomatic is the reputation twin: reach maximum reputation, 200, with any one of six factions: Lower Levels, Upper Levels, Security, Black Market, Revolution, and Sector 13 Cartel. Three boosts help: Price Gouge multiplies reputation gains by 1.5, the Diplomatic starting perk adds 33% to reputation earned through trade, and Well Connected starts you at +15 with every faction.

A machine station inside the shop. Ten machines at day start is an ownership check: buy them, keep them, sleep.

2. The three counters that follow you between runs

Snitches Get Riches needs 10 criminal reports. The method is the Wanted board routine from the companion wanted guide: match the face to the poster, then hold the teal Call Security button. A correct report pays the bounty and gives +5 Security reputation, and a false report costs 8 Security reputation plus a 50-credit fine if you hold at least 100 credits. Because the counter carries across runs, you can report a few faces in every run instead of hunting all ten in one.

Aug Hunter needs 10 Augs shot. Augs are the augmented customers every faction agrees should be shot on sight, and the counter gun is the tool. Two cautions travel with this one: check the tells before you fire, because shooting an ordinary customer is a different problem, and letting too many Augs escape ends the game. The Aug Menace starting perk enables augmented content right away and pays 25% more credits per aug. An Eye for Value needs 10 perfect appraisals: value the appraisal items, Ribwiches, Plasma Cartridges, and Cybernetic Hands, exactly right, using the inspection tray and the authenticity handbooks for Food Stamps, Immunivax Injectors, and Hemingway Cigarettes as the model for careful checking.

Inspecting with the magnifier. Perfect appraisals and correct Aug calls both start with this check, not with a guess.

3. Production: Lab Pure, Huge Nutrifruit, +250 Quality, and the labeler

Say My Name needs a narcotic item at Lab Pure grade, which means an active ingredient share of 99% or more, worth +135% of base value. The chain for Dream Dust is fixed: blend Dream Caps into mush, add alcohol, hold the Heating Plate at 40 to 60C, filter if needed, evaporate overnight until fully dry, about three nights for a large batch, then pick Vial of Dream Dust in the Chem Finisher, 2.00 ml per vial. Heat is the only step that can ruin a batch outright: above 60C the Dream Cap extract is destroyed. Chemical Equipment Modules reduce the contamination the Finisher adds, and the Composition Spectrometer reads the share before you commit. The Chemist specialization starts with a Chem Finisher, so it is the most direct route, but any run that builds the lab can do it.

Green Thumb needs a Huge Nutrifruit from a Hydroponic, and the rule is health first, modules second. Nutrifruit wants minerals at 0.50 to 2.50% and takes about two nights; read the seed with the Plant Analyser before planting. At harvest health 100, every fruit is Huge with no Quality modules at all. At health 96 to 99, about half are Huge unless total raw Quality reaches at least 102, which makes all Huge. At health 95 or below, no amount of Quality unlocks Huge. So the fix for a small harvest is water and contaminants during growth, not more modules at harvest time. The Hydroponic Farmer specialization starts with Nutrifruit seeds and Hydroponic Systems.

Cranked to Eleven needs +250 Quality on any one machine: fit modules until that machine tooltip reads +250 Quality, using a Module Bay Expansion Kit if the bay runs out of space. Two warnings: some machines count a stat at a fraction, so the tooltip total is the truth, not the sum of module labels; and Quality does nothing on the Cryptographic Desequencer, so do not build the stack there. Lower Levels Special is the opposite end of effort: change the label of any item using the labeler, once, and it pops. At 86.0% of players it is the most unlocked achievement in the game, and the labeler you learn here is the same tool the appraisal and contraband systems use.

The shutter down before opening. Hydroponic crops and evaporating batches both advance overnight, so the closed shop is where production achievements are made.
A customer at the window with the dossier open. Reports and Aug checks both depend on identifying the person at the window first.

4. Jackpot: the scratcher prize table

Scratcher Tickets are lottery cards you scratch and cash in from your inventory. Double-click a ticket to open a card headed Nutri Millionaire, hold the left mouse button and rub inside the three panels, then double-click a winning ticket to redeem it. Scratching alone does not pay you: redemption is the step that adds the credits. The ticket is a Lottery and Document item with a base and estimated value of 20, popular in the Lower Levels and banned in the Upper Levels.

Swipe horizontally to view all columns.

MatchPrize

Any 2 match

10 credits

Any 3 match

75 credits

2 Nutrifruit

30 credits

3 Nutrifruit

350 credits

The 350-credit three-Nutrifruit result is the jackpot and the Jackpot achievement. Sources for tickets: barter offers, such as a Poor Scav offering 2 tickets for food, scavenging at the Dumping Grounds at about 2% per pull, and the Stack of Scratcher Tickets (5), a five-ticket pack worth

100. The economics are worth stating plainly: an unopened ticket sells for 20, while most scratched tickets pay 10, so scratching every ticket loses money on average. Scratch for the achievement, sell the rest, and do not confuse the two goals. Regular lottery tickets are a separate system, drawn every Saturday morning with six numbers from 1 to 49, redeemed through the lottery representative or at the Commissary.

Goods on the counter. A scratcher ticket is inventory like anything else here: worth 20 sealed, worth its prize once scratched.
A customer talking at the window. Lottery representatives and barter offers arrive as ordinary customers, so tickets come in through normal trading.
A customer at the window. Barter offers from customers like this one are one of the steady sources of scratcher tickets.
The counter panel open. Counters, thresholds, and production all run through ordinary trading days like this one.

FAQ

Do I have to grind all counters in one run?

No. Reports, Augs shot, and perfect appraisals carry across runs, so a few per run is enough. Day-start thresholds and production results do not carry: each is checked in the run where it happens.

Why did my wealth achievement not pop when I passed the number?

Because the check fires at day start. Pass the number during the day, sleep, and it pops the next morning, provided you still hold the wealth then. Selling down overnight can drop you back under the line before the check.

Can I buy a Lab Pure narcotic instead of producing it?

No. The achievement says produce, and the production chain is the point: the grade is created by your extraction, filtering, evaporation, and Finisher modules. A bought vial does not carry your production credit.

Is scratching every ticket good money?

On average, no. An unopened ticket is worth 20, and the common scratched results pay 10 or

30. Scratch tickets for the Jackpot achievement and keep the habit separate from your income plan.

Sources and honesty notes: achievement text and hidden flags from the Steam schema for app 4348910, pulled 2026-11-03; global percentages from the same pull. Purity grades, the Dream Dust chain, the Huge Nutrifruit health rule, module behavior, and the scratcher prize table are cross-checked across player-written guides. Where a precise mechanism is not verified, such as the exact attractiveness contribution of individual decorations, this guide names the verified levers only and does not invent per-item points.

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