Probably Stolen Cyberpunk Shopkeeper Sim Organ Dealer: Job Guide and Trade Risks
The organ dealer is a listed additional job in Probably Stolen. See what official sources confirm and which organ-specific trade risks remain unverified.
Probably Stolen - Cyberpunk Shopkeeper Sim moved 350,000 units in its first 24 hours, according to the developer's own launch post on Steam, and its trade system is the reason the shopkeeping loop bites so hard. The official store feature list names the Probably Stolen Cyberpunk Shopkeeper Sim organ dealer as an additional job. For reference only: the official material reviewed here does not say that organ dealing is categorized as contraband or assign it organ-specific raid, reputation, or mob-justice rules.
That matters because this is not a clean power fantasy. If you are weighing whether the Probably Stolen Cyberpunk Shopkeeper Sim organ dealer path is worth the heat, the honest answer starts with what the store page actually confirms, what it leaves unsaid, and how the game's documented risk systems apply to a trade that sells body parts on a dystopian station.
What the Organ Dealer Job Is in Probably Stolen
Probably Stolen launched on October 28, 2026, developed by Questing Goose Studio and published by tinyBuild. Its official feature list contains one line that does all the confirming you need: "Master additional jobs: water merchant, hydroponic farmer, organ dealer, and more." The Probably Stolen Cyberpunk Shopkeeper Sim organ dealer role is a designed job line, not a rumor passed around a Discord.
The same page names the starting professions separately: gunsmith, chemist, water merchant, fence, farmer, or "from absolute rock bottom." Organ dealer is grouped with the additional jobs rather than that opening six, which suggests it is something you grow into rather than something you pick at character creation.
What the store copy does not publish is a step-by-step unlock path. Third-party coverage indexed on player.gg's game page references a Destructoid guide on unlocking every trade plus a specialization tier list, so the mechanic clearly exists with depth behind it. Those exact conditions are not documented in the material available here — verify current unlock requirements in-game or in an up-to-date guide before you build a plan around them.
Why Organ Dealing Sits at the Center of the Risk Economy
The pitch is blunt: "Every item you stock carries its own risks." Water needs testing and filtering. Weapons need permits and modifications. Chemicals rely on guarded recipes. Contraband brings raids. You can cut a product's quality, relabel counterfeits as genuine, or fence discounted stolen goods — and the page warns that "there's always the mob justice."
The store page does not give organs a dedicated risk paragraph the way water and weapons get one. For reference only: organ dealing may interact with broader contraband systems, but the official text does not establish that classification. Apply raid, confiscation, and bribery rules to the organ-dealer job only after confirming that interaction in the current game.
Reputation cuts both ways here. It buys access and protection, but the same page notes it "paints a target on your back." Every customer might be a security informant, a revolutionary hunting leverage, or a fallen elite testing whether you are useful. For a shop whose inventory is hard to explain, that is a lot of note-taking on the other side of the counter.
The rent clock never stops
Rent is the pressure valve on every trade. The official store copy says rent keeps rising and that confiscated stock or a bad deal can leave you struggling to make the next payment. It does not document a missed-rent cascade through store attractiveness, foot traffic, and revenue, so do not present that sequence as an official mechanic.
Documented Trade Risks
The Steam page pairs each product line with the failure mode it invites. Here is the breakdown as published, with organ dealing placed where the copy actually puts it.
| Trade line | Documented risk on the Steam page |
|---|---|
| Weapons | Inspections; require permits and modifications |
| Chemicals | Addiction; recipes are closely guarded |
| Water | Liability; must be tested and filtered |
| Cigarettes | Need visual inspection before resale |
| Rare goods | Need proper appraisal to avoid overpaying |
| Stolen goods / contraband | Raids, confiscation, and mob justice |
| Organ dealer | Listed under "additional jobs"; no separate organ-specific risk text published |
Read the last row honestly. Organ dealing appears as a job, not as a fully described subsystem. For reference only: the reviewed official material does not classify Organ Dealer as contraband or establish organ-specific hiding, bribery, raid, confiscation, or loss rules; verify those interactions in the current game before applying them.
Game Facts and Dated Snapshots
Everything below is a frozen snapshot, not a live reading. Prices, review percentages, and player counts on Steam change constantly.
| Detail | Value | Source and cutoff |
|---|---|---|
| Release date | October 28, 2026 | Steam store page, captured 2026-10-30 at 08:45:51 |
| Developer / Publisher | Questing Goose Studio / tinyBuild | Same Steam capture |
| Price | $17.99, a 10% discount from $19.99; introductory offer listed as ending November 11 | Same Steam capture |
| English-language reviews | 97% positive from 904 reviews, rated "Overwhelmingly Positive" | Same Steam capture |
| Steam reviews overall | 96% positive from 2,735 reviews, as reported by player.gg | player.gg, captured 2026-10-30 at 08:46:20 |
| Platform | Windows (Win 10 x64, Intel Core i3, 8 GB RAM, GTX 650ti, 1 GB storage) | Steam and WinGameStore listings, captured 2026-10-30 |
| Mode | Single-player; Steam Deck Playable; Steam Achievements and Cloud | Same Steam capture |
| Launch momentum | 200,000 copies sold in the first few hours, 86,000+ peak concurrent players | Steam news post, October 28, 2026 |
| 24-hour momentum | 350,000 units sold | Steam news post, October 29, 2026 |
The two review figures use different scopes — Steam's page reports English-language reviews, while player.gg reports a broader Steam total — so do not merge them into one number. Capture timestamps were recorded without a timezone in the source data.
Practical Tips for an Organ Dealer Run
Every Probably Stolen Cyberpunk Shopkeeper Sim organ dealer run runs into the same handful of systems. None of these tips require guessing at hidden mechanics; each one maps to something the store page states outright.
- Appraise before you trust the seller. The page warns that suppliers overstate value and that misjudging "the item or the person selling it" means you absorb the cost. For reference only: the reviewed official material does not establish organ items as a high-value trade or quantify an organ-specific appraisal loss.
- Keep contraband rules separate until verified. Hiding contraband and bribing your way out after a bust are game-wide documented features, but the reviewed official material does not establish that Organ Dealer inventory is contraband or uses those enforcement rules.
- Treat confiscation as a game-wide budget risk, not an organ-specific rule. The page says confiscated stock or a bad deal can leave you short on rent, but it does not establish that an Organ Dealer run is exposed to a single-raid confiscation cycle.
- Protect the reputation doing double duty. Reputation buys access and protection but also attracts attention. Selling to the wrong customer — an informant, a revolutionary, a fallen elite — is a gamble even when the sale itself is profitable.
- Watch the Aug tell. The station's rogue AI chip plot means augmented citizens hide in plain sight, and every faction agrees on the policy you are expected to enforce. The page warns that missing the signs, or misreading them, carries its own price. A shopkeeper with a gun and a bad read is a liability.
- Never let rent slide to chase a big score. Rising rent and stock losses can leave you short on the next payment. The reviewed official material does not document a missed-rent foot-traffic or revenue penalty, so base this advice on cash-flow risk rather than an unverified cascade.
Treat the Probably Stolen Cyberpunk Shopkeeper Sim organ dealer specialization as a high-uncertainty trade until its job-specific mechanics are confirmed. The Probably Stolen - Cyberpunk Shopkeeper Sim page on Steam is the primary source for the confirmed job listing and game-wide systems; organ-specific risk claims should remain for reference only unless separately sourced.
FAQ
Is the Probably Stolen Cyberpunk Shopkeeper Sim organ dealer a starting profession?
No. The store page lists gunsmith, chemist, water merchant, fence, farmer, or "absolute rock bottom" as starting points, and places organ dealer under "additional jobs." Plan on unlocking it rather than spawning with it, and confirm the current unlock route in-game.
How profitable is organ dealing in Probably Stolen?
No trade-specific numbers are published on the store page, including for organs. The only guidance offered is directional: "The better the margins, the worse the consequences when something goes wrong." Treat any exact profit figure you see elsewhere as unverified against the current build.
What platform does Probably Stolen run on?
Windows, via Steam, with a minimum of a 64-bit Windows 10 system, an Intel Core i3-class processor, 8 GB of RAM, and a GTX 650ti-class GPU. Steam Deck compatibility is listed as Playable, and the game is single-player with Steam Achievements, Cloud, and Family Sharing support.
How is the game performing as of October 30, 2026?
The Steam page captured on 2026-10-30 at 08:45:51 showed $17.99 (10% off $19.99, introductory offer ending November 11) and 97% positive from 904 English-language reviews. A separate player.gg capture at 08:46:20 the same day reported 96% positive from 2,735 Steam reviews. The developer's news posts recorded 200,000 copies sold in the first few hours and 350,000 units within 24 hours of the October 28, 2026 launch.
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