Probably Stolen Cyberpunk Shopkeeper Sim Contraband Guide: Smuggling, Raids, and Clean Hands
Contraband drives risk and profit in Probably Stolen Cyberpunk Shopkeeper Sim. Learn how raids, bribes, appraisals, and the Clean Hands run work.
Every sale behind the counter in Probably Stolen Cyberpunk Shopkeeper Sim contraband trading is a coin flip between margin and a raid. The game arrived on Steam on October 28, 2026, and its entire economy is built around one question: how much illegal stock are you willing to keep under the counter? Learning how the Probably Stolen Cyberpunk Shopkeeper Sim contraband loop works is the difference between buying your store deed and watching Security walk out with your inventory.
Below is what the official store page, achievement data, and launch-week listings actually document — plus what they leave unsaid.
Why Contraband Drives Every Decision in Your Shop
Probably Stolen is a shopkeeping simulator set on a dystopian space station. The Steam description frames the job as a gamble from the first customer: the person at your counter might be a security fisher hunting evidence, a revolutionary looking for leverage, or a fallen elite testing whether you're still useful. Approve the sale, refuse it, report it, or look away — someone is always taking notes.
The store page is unusually blunt about trade-offs. Weapons bring inspections, chemicals bring addiction, water brings liability, and contraband brings raids. That single line explains the whole risk curve: the better your margins, the worse the consequences when something goes wrong. You aren't picking a shop theme, you're picking which kind of trouble to monetize.
Your 1.0 starting scenario sets how early some trade risks arrive. The launch roster is Apprentice, Water Merchant, Fence, Gunsmith, Chemist, Hydroponic Farmer, Aquafarmer, Rat Wrangler, and Rock Bottom. Organ Trader is listed as a post-launch starting scenario. The store page also notes that some trades require heavy machinery and permits while others need a hiding spot and a straight face.
Where Contraband Enters Your Inventory
According to the official description, illegal profit comes from three routes: cutting product quality, relabeling counterfeit goods as genuine, and fencing discounted stolen goods if you believe Security won't reach you. Each route depends on the same underlying skill — judging what is actually in front of you.
| Route | What the store page says | Associated achievement |
|---|---|---|
| Counterfeit relabeling | Relabel counterfeit products as genuine | Lower Levels Special (change an item's label with the labeler) |
| Stolen goods | Fence discounted stolen goods if Security won't reach you | Clean Hands (the opposite: win without selling stolen or contraband items) |
| Quality cuts | Cut the product's quality before resale | — |
| Appraisal | Rare items need proper appraisal to avoid overpaying | An Eye for Value (10 perfect appraisals) |
Suppliers are the weak point. The store page warns that suppliers overstate value, customers push their luck, and contraband "often comes with issues you only notice after the deal is done." Misjudge the item or the person selling it and you absorb the cost. That is the real Probably Stolen Cyberpunk Shopkeeper Sim contraband skill test: not whether you can hide a crate, but whether you can price a lie.
Advanced licenses are the documented gate to the underground market. For reference only: the reviewed official material does not say that the shadiest stock is unavailable before that progression gate or identify underground-market inventory.
Raids, Bribes, and the Reputation Tax
The store page lists two explicit counters to illegal trade: hide stolen goods and contraband from the authorities, or bribe your way out if you get caught. It does not publish fine amounts, confiscation percentages, or raid frequency, so treat any exact penalty number you see elsewhere with suspicion.
Reputation cuts both ways. It buys access and protection, but it also paints a target on your back. Every faction is watching, which makes the reporting mechanic a genuine strategic lever — the Snitches Get Riches achievement, awarded for reporting 10 criminals, confirms that turning people in is a tracked path rather than flavor text.
There's also the augmentation enforcement layer. A sentient AI chip went rogue and took its hosts with it, augmented citizens look normal until they don't, and every faction agrees on the policy — you have the gun that enforces it. The Aug Hunter achievement (shoot 10 augmented) confirms this is a real system, not a cutscene. Missing or misreading the signs carries its own price, which is a very different kind of risk from a shelf full of unlicensed goods.
Finally, rent keeps rising. Confiscated stock or one bad deal can leave you short on the next payment, and the win condition is buying out the shop before rising rent forces your hand. For reference only: the reviewed sources do not state that every caught contraband run necessarily loses goods.
Clean Hands or Dirty Credits: Choosing a Playstyle
TrueSteamAchievements listed 21 achievements for the game as of October 30, 2026, and the list quietly maps two opposite careers. One is built on moving questionable goods; the other is built on refusing them entirely.
- Clean hands run: the Clean Hands achievement requires winning without selling a stolen or contraband item. That means leaning on water, hydroponics, licensed weapons work, and legitimate appraisal margins.
- Enforcer run: Snitches Get Riches and Aug Hunter reward reporting and shooting criminals, which pairs naturally with a legitimate storefront.
- Grey-market run: Lower Levels Special rewards using the labeler at least once, and Say My Name requires producing a Lab Pure grade narcotic — both push you toward the riskier product lines.
- Scale run: Industrious requires owning 10 machines simultaneously at the start of a day; Cranked to Eleven requires +250 quality on a machine. These are machine-focused achievements.
Note that Clean Hands is specifically about what you sell, not what you know — the achievement text is narrowly worded, so a clean run is defined by your sales ledger. For reference only: the reviewed official material does not establish exactly two endings, so use separate saves only if you want to compare different run conditions.
The Probably Stolen Cyberpunk Shopkeeper Sim contraband path also interacts with wealth milestones: Comfortably Afloat requires 10,000 credits in estimated total wealth at the start of a day, while Swimming in Credits requires 100,000. For reference only: the reviewed sources do not establish that either milestone is easier with illegal goods or publish a cross-route profit comparison.
Launch Snapshot and Practical Tips
The table below records only what was visible on the capture dates shown. Prices, review counts, and rankings change, so check the Steam page for live figures.
| Detail | Value recorded | Cutoff and scope |
|---|---|---|
| Release date | October 28, 2026 | Steam store listing |
| Developer / publisher | Questing Goose Studio / tinyBuild | Store and achievement listings, Oct 30, 2026 |
| Platform | Windows | Steam listing data, Oct 30, 2026 |
| Price | $17.99 | player.gg listing, Oct 30, 2026 |
| Steam reviews | 96% positive from 2,735 reviews | player.gg citing Steam data, Oct 30, 2026 |
| Steam chart position | #2 in Economy, past 30 days | player.gg, Oct 30, 2026 |
| Units sold | 200,000 in the first few hours; 350,000 in the first 24 hours | Steam announcements relayed by player.gg |
| Achievements | 21 | TrueSteamAchievements, Oct 30, 2026 |
The Steam page captured on October 30, 2026 also displayed a "Save 10%" promotion, and a post-launch hotfix (1.0.0.2) rebalanced Water and improved the Water Purifier machine after community feedback — a useful signal that balance is still moving.
Practical takeaways that the sources actually support:
- Appraise before you buy. An Eye for Value requires 10 perfect appraisals, and the store page explicitly says rare items need appraisal to avoid overpaying.
- Keep a bribe fund liquid. Bribing is a documented escape hatch, and confiscated stock can break your rent payment.
- Don't counterfeit blindly. Relabeling is legal-adjacent profit, but the store page warns there's always mob justice.
- Watch your customer, not just your stock. Security fishers and revolutionaries are described as active threats at the counter.
- Pick a lane early. Clean Hands rewards a fully legitimate run, so decide before your inventory gets complicated.
For the canonical feature list and any live pricing, see the official Probably Stolen - Cyberpunk Shopkeeper Sim Steam page. Snapshot figures above came from that Steam listing plus player.gg's game page and TrueSteamAchievements' achievement list, both captured October 30, 2026.
FAQ
Can you win Probably Stolen Cyberpunk Shopkeeper Sim without touching contraband? Yes. The Clean Hands achievement specifically requires winning the game without selling a stolen or contraband item, which confirms a fully legitimate route exists. Legitimate income comes from water, hydroponics, licensed weapons work, and careful appraisal.
What happens if Security catches you with illegal stock? The store page confirms two outcomes: stolen goods and contraband can be hidden from authorities, and you can bribe your way out if caught. It also notes that confiscated stock can leave you short on rent. Exact fine amounts and raid rates are not documented in the official material, so avoid trusting precise numbers from unofficial sources.
Is the Probably Stolen Cyberpunk Shopkeeper Sim contraband route more profitable? The official description says the better the margins, the worse the consequences, and that contraband brings raids while water brings liability. For reference only: the reviewed official material does not establish that illegal goods have a higher profit ceiling than legitimate lines or publish profit-per-item comparisons.
How much content is there to track? TrueSteamAchievements listed 21 achievements as of October 30, 2026, covering trade specialization, production quality, store wealth, faction reputation, and both the criminal and clean-hands playstyles.
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