Probably Stolen Rare and Valuable Items: The 356-Item Catalogue, Top Finds, and Lottery Tickets Worth Keeping

Probably Stolen has no collection checklist, but its 356-item catalogue hides a 15,000-credit Hypertech Turbo Booster and a lottery layer where sealed tickets beat scratched ones. The top twelve finds by base value, how markups turn base into sale price, and the keep-or-sell rules.

Probably Stolen Rare and Valuable Items: The 356-Item Catalogue, Top Finds, and Lottery Tickets Worth Keeping
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Probably Stolen has no collection checklist, no museum, and no collect-them-all reward. What it does have is a 356-item catalogue where a single find can be worth 15,000 credits, and a lottery layer where an unopened ticket is worth more than most scratched ones. This guide is the keep-or-sell list: the most valuable finds, how base value turns into a sale price, and which tickets to scratch and which to sell.

Quick answer

  • Most valuable item: the Hypertech Turbo Booster at 15,000 credits base value, three times the next item, the Mind Reprogrammer at 5,000.

  • Sale price is base value plus your difficulty Retail Markup: +20% on Price Gouge, +15% on Mark Up. Contraband adds its own markup instead: low +35%, mid +70%, high +100%, critical +150%.

  • No in-game collection log exists, and no achievement rewards collecting. Value here means credits, not a checklist.

  • Scratcher economics: unopened ticket 20, Stack of Scratcher Tickets (5) 100, jackpot 350 for three Nutrifruit. Scratch for the Jackpot achievement, sell the rest.

  • Regular lottery: drawn every Saturday morning, six unique numbers from 1 to 49, redeemed through the lottery representative or at the Commissary.

At a glance

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

  • Catalogue: 356 tradeable items with base values from 0 to 15,000 credits. Base value is the price before markup, events, heat, or condition change it.

  • What this guide is not: a full 356-item table. It is the top of the value curve plus the keep-or-sell rules for everything below it.

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

  • Last verified: 2026-11-03.

Goods on the counter. Most days the counter holds small goods; the skill is recognizing the one item that is worth more than the whole rest of the lot.

1. The honest frame: there is no collection system to complete

Players coming from games with collectible checklists should reset the expectation first. Probably Stolen tracks no collection log, offers no museum shelf, and hides no completion reward behind owning one of everything. The achievement list confirms it: all 21 achievements are about winning runs, thresholds, counters, and single productions, and none asks you to collect a set. So this guide does not invent a checklist. It answers the question players actually ask when a strange item lands in their inventory: is this worth keeping, and what is it worth?

2. The twelve most valuable items by base value

Swipe horizontally to view all columns.

ItemBase value

Hypertech Turbo Booster

15,000

Mind Reprogrammer

5,000

Electronic Parts (Hypertech)

2,500

Hypertech Power Cell

2,500

Neural Core Module (Uncapped)

1,500

SYNC Self-Refilling Neuroactive Perfume

1,000

Backpack (Large)

650

Gene Scanner

500

ETERNAL Rejuvenation Serum

500

Backpack (Basic)

450

Deal Maker

400

Auto Butcher

400

The shape of this table is the lesson. Below the top five, values fall off a cliff into the hundreds, and the twelfth item is worth

400. That means most of the catalogue is small goods, and a single Hypertech find is worth more than dozens of ordinary sales. When a high-base item appears, do not treat it as ordinary stock: check its condition, check whether it is contraband, and check the market before you accept the first offer. A 15,000-base item sold carelessly at a bad moment costs more than a week of small trades earns.

One scope warning on this table: it ranks base values only. Per-item sources for the top twelve are not verified item by item in the sources checked, so this guide does not claim a specific seller or scavenging spot for each one. The verified general sources for rare stock are scavenging at the Dumping Grounds and scavenger customers, with per-pull chances that show how rare things run: Wire turns up about 1.88% per pull and a Wire Cutter about 0.33% per pull. Treat any guide that names an exact farm spot for the Turbo Booster without evidence as a guess.

A customer at the window. Rare stock usually arrives through an ordinary-looking customer, which is why the check matters more than the occasion.

3. How base value becomes a sale price

  • Start from base value. That is the catalogue number, before anything else changes it.

  • Add your difficulty Retail Markup on ordinary goods: +20% on Price Gouge, +15% on Mark Up.

  • Contraband uses its own markup by level instead: low +35%, mid +70%, high +100%, critical +150%. Heat, events, and condition move the final number from there.

  • Appraisal items are valued by condition, not by a flat number. Ribwiches, Plasma Cartridges, and Cybernetic Hands need the inspection tray and the right estimate.

  • Counterfeits are worth much less than the real item. Check authenticity with the handbooks for Food Stamps, Immunivax Injectors, and Hemingway Cigarettes before paying a real-item price.

The keep-or-sell rule follows from that math. Sell ordinary goods freely: their value curve is flat and they are replaceable. Hold high-base goods until you can sell them cleanly, at a good markup, to the right buyer, because their value is concentrated in one slot of inventory. And never let a high-base item sit in the Display Case as contraband: the Mentor note is blunt that contraband in the case gets you arrested, and losing a 15,000-base item to an arrest is the worst trade in the game.

The counter panel open. Price, condition, and contraband status are all checked here before a high-value item changes hands.
Inspecting before paying. Condition-valued items and counterfeits are both caught by this check, before money changes hands.

4. Lottery tickets: scratchers and the Saturday draw

Two lottery systems share the shop, and confusing them loses money. Scratcher Tickets are instant: double-click to open the Nutri Millionaire card, rub the three panels, double-click a winning ticket to redeem. The prize table is 10 credits for any two matching symbols, 75 for any three, 30 for two Nutrifruit, and 350 for three Nutrifruit, which is the jackpot and the Jackpot achievement. An unopened ticket is worth 20, and a Stack of Scratcher Tickets (5) is worth

100. Sources include barter offers and Dumping Grounds scavenging at about 2% per pull.

Regular Lottery Tickets are the slow system. A representative of the Lower Levels Lottery Commission introduces them, the leaflet Lower Levels Lottery Information sets the rules, and the winning numbers are drawn every Saturday morning and announced in the newspaper: six unique numbers from 1 to 49, with prizes by how many match. Redeem winning tickets with the lottery representative, or at the Commissary, which redeems all eligible winning tickets at once into credits rather than Commissary Tokens. The collector rule for both systems is the same: scratchers are gambled for the achievement and otherwise sold sealed, while lottery tickets are held for the Saturday draw, not scratched, because there is nothing to scratch.

The shutter down before opening. The Saturday lottery draw is announced while the shop is closed, so the newspaper check belongs to the morning routine.
The counter panel open. Lottery representatives arrive as ordinary customers, so the ticket trade starts at this window.
A machine station inside the shop. Machines turn cheap stock into valuable goods, which is the other way rare value enters the store besides finding it.
A customer talking at the window. Barter offers from customers are a steady source of scratcher tickets and odd stock.

FAQ

Is there a collection reward for owning one of everything?

No collection log or completion reward was found in the sources checked, and no achievement asks for a set. The reward for a rare find is its sale price, not a checklist tick.

Should I sell a Hypertech Turbo Booster as soon as I get one?

Not before checking condition, contraband status, and the market. It is the most valuable single item in the catalogue at 15,000 base, so a rushed sale at a bad markup or to the wrong buyer wastes more value than any ordinary good could. Hold it until the sale is clean.

Are scratcher tickets good money?

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

30. Scratch for the Jackpot achievement, sell the rest sealed, and keep lottery tickets for the Saturday draw.

Where do rare items come from?

The verified general sources are Dumping Grounds scavenging and scavenger customers, with low per-pull chances that explain why rare stock feels rare. This guide does not assign an exact farm spot to each top-twelve item, because the sources checked do not verify one item by item.

Sources and honesty notes: the 356-item catalogue, top base values, markup figures, and lottery rules come from player-written item and lottery guides cross-checked against each other. Per-item sources for the top twelve are not verified item by item and are not claimed. The absence of a collection log is stated from the sources checked and the achievement list, not from a developer statement.

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