Probably Stolen launches today, October
28. The cyberpunk shopkeeping simulator from Questing Goose Studio, published by tinyBuild, arrives on Steam for Windows at 2:00 p.m. CET, 9:00 a.m. EDT, and 6:00 a.m. PDT, which is 9:00 p.m. Beijing time. The full game costs $19.99, with a 10% launch discount that works out to $17.99, and the free demo that carried the game through Steam Next Fest is removed when version 1.0 goes live.
At a glance
Launch: October 28, 2026, on Steam for Windows, single-player. Developer Questing Goose Studio, publisher tinyBuild.
Unlock times: 2:00 p.m. CET, 9:00 a.m. EDT, 6:00 a.m. PDT, 9:00 p.m. Beijing time.
Price: $19.99, with a 10% launch discount to $17.99. A Supporter Edition bundles the base game with the official soundtrack.
Version 1.0 adds: a game ending with run stats, four difficulty options, Steam Workshop support and a modding API, completed stories for several NPCs, 21 Steam achievements, vending machines, and full localization.
Starting scenarios in 1.0: nine, from Apprentice and Water Merchant to Gunsmith, Chemist, Rat Wrangler, and Aquafarmer. The demo is removed at launch.
What launches today
The price and the timing are now settled by the developers own launch post, which replaces the pre-launch position where no price had been announced. The $19.99 price covers the United States, with regional prices listed separately, including 19.99 euros in the EU, 16.99 pounds in the UK, and 1,999 yen in Japan. The 10% launch discount applies on top of that price, and owners of ReStory, Potion Craft, or TCG Card Shop Simulator get an additional bundle discount. The Supporter Edition adds the official soundtrack to the base game for players who want the music as well as the shop.
The demo question has a clear answer, and it cuts both ways. Demo saves load into the full game, but the developers strongly recommend starting a new game instead, because a demo save can carry bugs into 1.0. Demo mods will likely not work with the full game either. Players who have not tried the demo yet are out of time: it is still up for the final hours before launch, and it disappears when 1.0 arrives. Play it now rather than planning around it tomorrow.
What 1.0 adds over the demo
Version 1.0 is best read as the demo loop with an ending and a workshop attached. Buying out the shop now produces a full run report, with the most profitable sale, days survived, total worth, and perks, so a finished run can be compared with friends. Four difficulty options follow the scenario choice, and the workshop support includes a modding API and mod localization. Character storylines are completed for several existing NPCs, wanted characters get expanded backstories, and vending machines sell goods overnight after the shop closes, adding a second income stream that the demo did not have.
The nine starting scenarios deserve a careful read, because the list grew past the six the store page originally named. The full 1.0 list is Apprentice, Water Merchant, Fence, Rock Bottom, Hydroponic Farmer, Gunsmith, Chemist, Rat Wrangler, and Aquafarmer. Three more scenarios are planned after launch, and they are not in 1.0: the Junker, coming shortly after launch, plus a Street Food Vendor and an Organ Trader. The same applies to the main storyline expansion and to Expeditions, where players hire people for scavenging missions. Both are post-launch, not launch features.
Why the demo mattered
Probably Stolen did not arrive at launch day quietly. It finished second on Valves list of the 50 most-played demos from the October Steam Next Fest, behind only Worst Class Ever, in a ranking measured by unique players across the festival week. That result explains the launch timing better than any trailer: a large audience already knows the shop, the rent clock, and the appraisal minigame, and today is the day that audience is asked to pay. The demo also set a useful expectation for the full game, because its core tension never changed. Every day is a choice between quick cash and risky stock, and rent arrives whether the player is ready or not.
Two practical notes follow for launch-day buyers. The game is Windows only on Steam, with no Mac or Linux build announced, and no controller or Steam Deck verification announced, so mouse-and-keyboard PC play is the safe assumption. The minimum bar is low, with a Core i3, 8 GB of memory, and a GTX 650 Ti listed. Players who value a clean run should take the developers advice and start fresh rather than importing a demo save.
A launch price that matches the demo
The $17.99 launch price is the right test for this game. It sits under $20, which is where a single-system simulator with a strong demo belongs, and it does not ask players to pay for the post-launch roadmap. The demo already proved the loop can hold dozens of hours for players who enjoy it, and 1.0 adds the two things a demo cannot offer: an ending worth reaching, and a workshop that lets the community extend the shop. Players who kept playing after the rent came due have a clear reason to buy today.
The risk is the usual one for a 1.0 that promises more later. The main storyline is a post-launch addition, not a launch feature, and the game remains a sandbox simulator at heart, with story layered on top over time. Launch-week reviews will therefore judge a game that is still growing. Buyers who want the fullest version should still buy now if the shop loop is the appeal, because the loop is complete. Buyers who want the story should wait for the expansion instead of buying a promise.

