Starting scenarios, difficulty and perks compared
Apprentice on Mark Up is the intended first run: 550 credits, 200 rent and no locked-in trade. Every other scenario trades starting cash for a head start in one business, because its Wild’s Network contact is already unlocked. Rock Bottom starts with 0 credits and is the requirement for the two From Nothing achievements.

The nine scenarios
| Scenario | Credits | Weekly rent | Reputation | Already unlocked |
|---|---|---|---|---|
| Apprentice | 550 | 200 | Neutral | Nothing |
| Water Merchant | 400 | 200 | Neutral | Water Trading |
| Fence | 450 | 250 | Security −30, Black Market +30 | Underground Exchange |
| Rock Bottom | 0 | 200 | Neutral | Nothing |
| Hydroponic Farmer | 450 | 240 | Neutral | Retired Farmer |
| Gunsmith | 150 | 250 | Security +25 | Retired Gunsmith, Weapon Permit I |
| Chemist | 300 | 200 | Security −15 | Retired Chemist |
| Rat Wrangler | 600 | 200 | Neutral | Ranching |
| Aquafarmer | 150 | 240 | Neutral | Aquaculture |
“Already unlocked” means that Wild’s Network upgrade counts as bought, so its retired trader visits weekly without you paying for it. The value of that head start is the upgrade price: Retired Chemist costs 1,000 credits, Ranching 750, Retired Gunsmith 650, Aquaculture 400 (after Water Trading at 300), Retired Farmer 350 and Water Trading 300.
Which start fits which plan
- Chemist gives all four chemistry machines on day 1. It is the fastest route to the Say My Name achievement and to high-value Dream Dust, but Security starts at −15. See the chemistry guide.
- Water Merchant sells the station’s scarcest legal good. Water needs testing, cleaning and labelling; see water purification.
- Gunsmith has the least cash (150) and the highest rent, but the Class I permit makes low-level guns legal to display.
- Fence starts at −30 Security. Stolen goods are seized when inspectors find them, so plan for a Smuggler’s Bay.
- Rat Wrangler starts a run with a cage of six rats and unlocks We Have Rats! as soon as the run begins. See rat ranching.
- Hydroponic Farmer and Aquafarmer pay 240 rent and depend on clean water from the start.
Junker, Organ Dealer and Street Food Vendor are shown on the New Game screen as work in progress. The developer’s 12 November roadmap places the Junker in the mid-December update.
Difficulty
| Rule | Price Gouge (Cozy) | Mark Up (Normal) | Thin Margins (Hard) | Red Ink (Challenge) |
|---|---|---|---|---|
| Markup when selling | 20% | 15% | None | None |
| Rent increase per week | 2.5% | 5% | 10% | 10% |
| Rent grace period | Yes | Yes | No | No |
| Store price until day 50 | 12,000 | 12,000 | 24,000 | 36,000 |
| Business permit | 500 | 1,500 | 2,000 | 3,000 |
| Reputation gains | ×1.5 | ×1 | ×0.75 | ×0.5 |
| Reputation losses | ×0.5 | ×1 | ×1.25 | ×2 |
| Dr. Jackson markup | None | +15% | +50% | +100% |
| Wild’s Network prices | Standard | Standard | +50% | +100% |
| Starting Wild’s Favor | 300 | 200 | 100 | 0 |
| Escaped Augs can end the run | No | No | Yes | Yes |
From Nothing, the Hard Way requires a Rock Bottom win on Thin Margins or Red Ink, and also unlocks From Nothing.
Two options sit under the difficulty list. Skip Intro removes tutorial visits and unlocks content immediately; you still receive the Mentor’s Handbook, Magnifying Glass, Labeler and Fanny Pack. Endless Mode stops certain scripted events and customers from spawning.
Perks that change the economy
You have four perk slots (seven with Colorful Character). Negative perks give points, positive perks cost them.
| Perk | Points | Effect |
|---|---|---|
| Savings | Costs 1 | +150 starting credits. |
| Wild’s Favorite | Costs 1 | Wild’s Network upgrades 10% cheaper, insurance 50% cheaper. |
| Diplomatic | Costs 2 | +33% reputation from trades. Helps the Diplomatic achievement. |
| Intimidating | Costs 2 | Crimes leave 33% less evidence. |
| Vigilant | Costs 2 | Never robbed at night. |
| Working Pipes | Costs 2 | Unlimited Rustwater from the start. |
| Prime Real Estate | Free | One more customer a day, rent +75. |
| Lucky / Unlucky | Costs 1 / gives 1 | Luck +15 or −15 since 1.0.0.12 (was 5). |
| Bad Lease | Gives 1 | Rent +40. |
| Blabbermouth | Gives 2 | Crimes leave 33% more evidence; half reputation with Black Market and Revolution. |
| Awful Negotiator | Gives 3 | No bargaining and a permanent 5% trade penalty. |
| Sentinel Collapse Disorder | Gives 3 | A weekly Immunivax injection is required to survive. The developer advises against it on a first run. |
| Makeshift Reactor | Costs 1 | Off the power grid, immune to blackouts; the reactor needs repairs and can melt down. |
Incompatible pairs include Model Citizen and Convict, Well Connected and Public Enemy, Lucky and Unlucky, and Prime Real Estate and Side Street.
Sources
- Probably Stolen Wiki: Starting ScenariosStarting credits, rent, reputation and unlocked contacts per scenario.
- Probably Stolen Wiki: Starting PerksPerk costs, effects and incompatibilities.
- Probably Stolen Wiki: DifficultyMarkup, rent growth, prices and reputation multipliers.
- Opening October 28: What's in Store for 1.0Official scenario descriptions and the planned Junker, Organ Trader and Street Food Vendor scenarios.
- Cumulative Update 1.0.0.12Lucky and Unlucky now change luck by 15 instead of 5 on new runs.





