Buying the store is the game's ending in Probably Stolen version 1.0, which is planned for October 28, 2026. As of October 25 the release is not out, and there is no verified way to complete a buyout in the current Demo. The exact price, interaction and ending trigger in the release build still need to be checked after launch. What you can do now is build the habits that make the purchase possible: protect rent, grow profit and keep cash beyond your running costs.
At a glance
| Status | Announced as the game ending in version 1.0 |
|---|---|
| Release | Oct 28, 2026 (not yet out on Oct 25) |
| In the Demo | No verified buyout procedure |
| Purchase price | Not verified for the release build |
| After buying | A stats screen summarises your run |

What the developer has confirmed
The developer's October 21 announcement lists "Game Ending" first among the 1.0 features: where you can purchase and own the store. The original August announcement framed the whole game around this goal, describing earning enough cash to own the shop before rent gets out of hand. The Steam store description says the same thing in one line.
So the objective is official and long-standing. What is new in 1.0 is the finished ending sequence around it. That sequence is not part of the Demo.
The stats screen after you win
The 1.0 preview says that when you achieve the buyout, you get a stats screen. It shows figures such as your most profitable sale, the days survived, your total worth and your perks. The developer jokes that you can compare it with your friends.
If you lose, there is still a stats screen, just a sadder one. The official preview image on this page shows the screen for one example run that ended in a buyout. Treat its numbers as illustrative, not a target you must reach.
Why there is no Demo walkthrough
Seeing a property value or saving a large sum in the Demo does not prove the purchase can be triggered there. Community references discuss the ownership goal but do not establish a reproducible Demo transaction. The dated developer announcement settles the question: shop ownership is a 1.0 ending.
We will not publish a step-by-step buyout guide until the release build can be tested. Any page that gives you a fixed procedure today is guessing.
Claims to treat with caution
A community screenshot showing a figure of 12,000 credits has circulated. One screenshot is not enough to promise a universal purchase price. Prices can depend on your scenario, difficulty and other run conditions.
The same caution applies to mortgages, negotiation thresholds or a fixed buyout price. None of these is confirmed. If you see them stated as fact before launch, look for a dated source.
How to prepare in the Demo
The skills that lead to a buyout are the same ones that keep you alive. Cover the next rent payment first, then replacement stock, and only then upgrades. Cash beyond those costs is your buyout fund.
Measure real profit rather than revenue. Subtract purchase prices, production inputs and upkeep before deciding what you can save. Our money and rent guide explains this budgeting routine in detail.
Pick a start that suits the goal
For a first full run in 1.0, the developer recommends Apprentice for beginners. A generalist start lets you learn every system while keeping risks modest. Rock Bottom, which starts you with nothing, is described as maximum difficulty.
Your scenario choice comes before one of four difficulty options in 1.0. Both will likely affect how long a buyout takes. Our tier list compares the starts by goal.
Do not rush your first 1.0 run
The developer gives one clear warning in the 1.0 preview: do not play with Sentinel Collapse Disorder on your first run. That modifier appears in many challenge videos, often combined with Hard Mode and Rock Bottom. It is not a good way to learn the ending.
Start with standard conditions, finish one buyout, and then add challenge modifiers. The stats screen gives you a baseline to beat next time.
Should you carry over a Demo save?
The developer says Demo saves are compatible with 1.0 but strongly recommends starting a new game to avoid potential bugs. A fresh save also gives you the full 1.0 ruleset from day one. The Demo itself will be removed once 1.0 is released.
If you do want to keep a Demo save, back it up first. Do not count on a Demo run's progress toward the buyout carrying over without issues.
What else 1.0 adds around the ending
The same preview lists end-game items, completed storylines for several existing NPCs and expanded backstories for characters on the wanted list. Vending machines that sell goods overnight after you close the shop are also coming in 1.0. They are presented as a way to generate more profit.
After launch, the developer plans a main storyline expansion that will affect the station and the ending. The buyout described here may therefore change in later updates.
Common questions
Can you buy the store in Probably Stolen? Yes, in version 1.0. Buying and owning the store is the game's ending.
Can you buy the store in the Demo? We found no verified buyout procedure in the Demo. The developer presents it as a 1.0 feature.
How much does the store cost? The release-build price has not been verified. A single community screenshot is not a universal figure.
What happens after you buy it? You see a stats screen with figures such as your most profitable sale, days survived and total worth.
Release-build checklist
After October 28, these are the details worth confirming in your own game. Where is the purchase option, and what triggers it? Does the price vary by scenario or difficulty?
We will also check what happens to your run after the stats screen. We will update this guide with dated observations once we have them.
Community videos
We summarise these videos from their titles and descriptions only. They play here on this page.
Sources and further reading
- Developer announcement: Opening October 28 (1.0 preview)
- Developer announcement: Cyberpunk Pawnshop Simulator (Aug 3)
- Official Steam store page
- Buy-out-shop discussion (community)
- Buy-out-shop guide (community)