How do you haggle in Probably Stolen?
Open the Bargain panel during a trade. Offer Discount always works when selling; Add Markup can fail or make the customer walk out, so check the odds the panel shows first.
How to haggle in Probably Stolen comes down to one rule: Offer Discount always works and Add Markup is a gamble. Beyond the counter, you can earn more by filling Marketplace Requests once you unlock them in Joe Wild's network, and by putting a vending machine in front of your store so it sells overnight.
For what the game is and every guide we publish, start at the Probably Stolen guide hub.
| Field | Value |
|---|---|
| Haggling | One choice per side for each customer: discount or markup when selling, markup or discount when buying. Source: In-game text; the game code. |
| Always accepted | Offer Discount when selling and Offer Markup when buying. Source: In-game text; the game code. |
| Can drive a customer out | Add Markup and Demand Discount. Source: In-game text; the game code. |
| Marketplace Requests | Unlocked through Joe Wild's network; requests start after your first week. Source: In-game text; the game code. |
| Codeword List | Decodes Revolution requests; arrives once you have both Marketplace Requests and Revolution requests. Source: In-game text; the game code. |
| Getting a vending machine | Buy it in the network, start with the Vending Machine perk, or accept the landlord's offer for +150 weekly rent. Source: In-game text; the game code. |
| Vending sale price | "+10% additional value", ignoring event prices. Source: In-game text. |
Haggling happens in the Bargain panel during a trade. It has six options, and each one says what it does:
| Option | When | What it does | Can it fail? |
|---|---|---|---|
| Selling: Offer Discount | You sell | "Grants additional reputation on each item sold and increases customer budget." | No, "Always accepted." |
| Selling: Add Markup | You sell | Charges extra, "reducing their total budget and costing additional reputation on each item sold" | Yes; the customer can refuse or walk out |
| Buying: Offer Markup | You buy | Pays extra; "Grants additional reputation on each item purchased." | No |
| Buying: Demand Discount | You buy | Pays less; costs reputation on each item if it works | Yes; the customer can refuse or walk out |
| Blackmail (Criminal) | Either | Threatens to report the customer for better prices | "Always fails on non-criminal customers." |
| Threaten (Aug) | Either | Accuses the customer of being an Aug | Always fails on a normal customer, and you lose reputation |
For each customer you get one haggle per side: when selling, either a discount or a markup, not both; the same goes for buying. Discounts and markups come in steps of 10%, 25%, 50% and 75%, as shown on the panel.
Before you commit to a risky option, read the panel. It shows "Accepts", "Refuses" and "Walks out" percentages for that customer, and the bigger the markup or discount you ask for, the worse those odds get. Success depends on your reputation with the customer's faction, so markups get easier as you build it up. The panel also shows a "Reputation Multiplier": the "Estimated reputation gained or lost with this customer's faction for every 1,000 Credits traded."
A simple approach: offer a discount to customers from factions you want to grow, try a modest markup only when the panel's walk-out chance is low, and keep Blackmail and Threaten for customers you are sure about. Augs refuse markups; how to deal with them is on our trading with Augs section. Luck plays no part in haggling.
Marketplace Requests are orders from around the station: someone asks for a number of items within a deadline ("3 Days Left"), and you are paid in Credits and reputation with their faction. Unlock them by buying "Marketplace Requests" in Joe Wild's network. In a normal start the first ones arrive after your first week; if you skipped the intro, they can come right away.
To fill one, click the request on your store terminal. It takes the items from what you own and pays you immediately. Requests come from four places:
Be careful what you hand over: delivering stolen goods to a request can be recorded by Security.
Revolution requests are written in code. Some morning after you have unlocked both Marketplace Requests and Revolution requests, you receive the Codeword List, "An inconspicuous slip of paper with a hastily written key for the code used by revolutionaries."
| Request says | Means |
|---|---|
| Birthday Party | Upcoming Operation |
| Refreshment | Oxymore Injector |
| Gathering | Raid |
| Garden | Safehouse |
| Housewarming Gift | Security Access Card |
| Vacation | Extraction |
| Decrepit | Compromised |
| Last-Minute | High Priority Emergency |
Read with the list, each Revolution request says what it really wants:
Counts are the amounts the request asks for.
Vending Machine perk
Vending Machine
Vending Fountain A Vending Machine sells items for you overnight, while your store is closed. "Items will be sold at +10% additional value and with Retail Markup if applicable but is not affected by event related modifiers." There are three ways to get one:
The landlord's deal adds 150 Credits to your rent every week for the rest of the run. It is worth it if you will keep the machine stocked with things that sell, and a poor deal if it would sit half empty.
What sells. The tooltip warns that "Certain types of item are more popular in the vending machine." From best to worst:
Order from the game's code.
Within a type, cheaper items sell more easily. Stocking many copies of the same thing has diminishing returns, so mix it up. A machine with high attractiveness ("Current Attractiveness" in the tooltip) always sells at least a few items each night, food and drink first.
Running it. The takings stay inside the machine until you press "Transfer All". Label your goods honestly: buyers who find mislabelled items report it, and the night report says "Security has been informed." Each machine can be upgraded with Electronic Parts to raise attractiveness, up to a cap, and with Metal Ingot to raise capacity, but every upgrade raises its nightly energy use; see how power works in our machines guide.
The Water Vending Machine is the game's tooltip name for the Vending Fountain, "A vending water fountain machine that sells water automatically overnight. Only Basewater, High Quality Water and Pure Water can be sold." It has the same "+10% additional value" pricing as the Vending Machine.
Pick it if you already make or buy clean water to sell; how water grades and buyers work is on our selling water section. Pick the Vending Machine if your shelves are mostly food, drinks and everyday goods. If the landlord keeps visiting, you can end up with both.
Your shop also needs a business permit to keep operating legally once the Station Trade Board requires one; what it costs and what happens if you refuse is in our business permit section.
This page doesn't give haggling odds, request rewards, vending sale rates or how the Vending Fountain chooses what to sell. The update of November 6, 2026 raised the Vending Fountain's earnings at most upgrade levels and stopped vending machines from selling Intake and Outlet Hoppers placed inside them.
Open the Bargain panel during a trade. Offer Discount always works when selling; Add Markup can fail or make the customer walk out, so check the odds the panel shows first.
Offer Discount when you sell and Offer Markup when you buy. Both also earn extra reputation.
Yes. Add Markup and Demand Discount can make a customer refuse or walk out, more often the higher you push.
Buy "Marketplace Requests" in Joe Wild's network. Requests start after your first week.
It is a Revolution code for a Security Access Card. The request takes 1 Disposable Keycard (Security).
Yes, if you can keep one stocked with food and drinks. The landlord's version costs 150 Credits of extra rent every week for the rest of the run.
Food and drinks first, then cheap everyday items. Avoid modules, gun parts and chemical ingredients, and don't fill it with copies of one item.
You need it to keep trading legally once enforcement starts. Our display case guide covers the cost and the alternatives.
Sources and version history for this guide: Probably Stolen sources and versions.
Spot an error or a post-patch change? See how we label evidence and handle corrections in the Editorial Policy.