Probably Stolen calendar and daily schedule
Updated
The Probably Stolen calendar is a daily cycle shaped by overnight production, shop services, market events, weekly payments, and scheduled visitors. The game advances when you close the shop and sleep, settling overnight production, services, and events before it automatically saves, as described in the Probably Stolen daily cycle wiki. The calendar combines this overnight reset with a seven-day rent countdown and visitors tied to weekdays, so this page separates those routines from market events, which last a few days each and come with their own cooldowns.

How the Probably Stolen calendar advances
The daily cycle advances when you close the shop and sleep. Overnight production, services, and events settle before the game automatically saves, making sleep the point where the day's activity rolls into the next one. The Probably Stolen daily cycle wiki describes this as a repeating routine rather than a dated list of every event.
A normal day follows five linked stages: check overnight results, open the shop, serve customers, prepare for the night, and sleep to save. That sequence gives the Probably Stolen calendar its basic shape. The weekday and rent details below add recurring appointments to that cycle, while market events change prices and can bring special customers.
- Check the results of overnight activity.
- Open the shop and serve customers.
- Prepare for the night, then sleep to save.
Probably Stolen days and scheduled visitors
Each weekday brings a set of visitors, according to the Cozy Game Guides customer schedule. The table below lists them day by day. Sunday brings the landlord, the supply runner, and the Merchant, and it is also the day rent is due; Friday brings Dr. Jackson and the retired suppliers you have unlocked.
Read the wording closely. A fixed visitor appears on that day every week, while a possible visitor may or may not show up. This weekday list is a planning aid that sits on top of the daily shop routine rather than replacing it, so the Probably Stolen calendar still runs through the same overnight, opening, service, preparation, and sleep stages each day.
| Day | Visitors and schedule detail |
|---|---|
| Monday | A possible rare merchant (40 lower-level rep perk) and a guaranteed thief (40 Black Market rep perk). |
| Tuesday | No fixed visitors. |
| Wednesday | A fixed flexi buyer and a requisition officer selling (20 Security rep perk). |
| Thursday | A requisition officer buying. |
| Friday | Retired suppliers you have unlocked (winemaker, water merchant), Dr. Jackson, a Revolution raider (80 Revolution rep perk), and a possible rare merchant (40 lower-level rep perk). |
| Saturday | A fixed flexi buyer. |
| Sunday | Supply runner, landlord (rent), the Merchant, and a Revolution quartermaster (40 Revolution rep perk). |
Weekly payments in the Probably Stolen schedule
Rent runs on a countdown. The Probably Stolen rent and loans wiki says the countdown drops by one at the start of each day. When it reaches zero while the shop has not been bought out, the landlord collects rent or the mortgage is called in, and an ordinary merchant appears so you can sell goods to raise money. Each payment resets the countdown to seven days, which is why rent is due every seven days on the Probably Stolen calendar.
A grace period changes what happens on a missed bill. Easy and Normal start with one grace period by default, while Hard and Challenge start without one. The default starting rent is 200, and each later period's rent is the previous rent multiplied by a difficulty multiplier, with decimals dropped. Keep the countdown in view, because it sets the timing of every rent bill in the schedule.
| Schedule point | What happens |
|---|---|
| Start of each day | The payment countdown drops by 1. |
| Countdown reaches 0 (shop not bought out) | The landlord collects rent or the mortgage is called in; an ordinary merchant appears so you can sell goods. |
| After you pay | The current rent and any unpaid rent are paid together, and the countdown resets to 7 days. |
| Grace period (Easy and Normal by default) | One unpaid rent bill can roll into the next week's payment. |
| Hard and Challenge by default | No grace period. |
Market events in the Probably Stolen calendar
The Probably Stolen market events wiki lists 15 events in the current normal pool. Each one has a default duration, a cooldown that starts when the event ends and drops by one each day, a draw weight, and a trade modifier. The weights are relative draw shares rather than exact odds, and the default duration can be changed by special story situations.
Normal market events are not drawn at random while the internal shop day counter is five or less, unless the opening is skipped. After that point the game checks how many events are active before it draws a new one, so the Probably Stolen calendar can hold more than one event at a time.
| Event | Default duration | Cooldown | Draw weight | Trade modifier |
|---|---|---|---|---|
| Bad harvest | 3 days | 3 days | 15 | Food +50% |
| Seeds stolen | 2 days | 3 days | 15 | Food +33%; seeds +50% |
| Counterfeit medical supplies discovered | 2 days | 3 days | 15 | Medical supplies +50% |
| Water plant failure | 3 days | 3 days | 15 | Water, water rations +100%; drinks +90%; water purification supplies +80% |
| Water plant scheduled maintenance | 2 days | 3 days | 15 | Water, water rations +35%; drinks +30%; water purification supplies +25% |
| Ice asteroid miners return | 2 days | 3 days | 15 | Water, water rations −25%; drinks −20%; water purification supplies −15% |
| Mining expedition returns | 1 day | 3 days | 15 | Materials −25% |
| Secret storeroom discovered | 1 day | 3 days | 15 | Household goods −20% |
| Construction project | 3 days | 3 days | 15 | Materials +30% |
| Power shortage | 2 days | 3 days | 7 | Energy cells +66% |
| Power plant overhaul | 1 day | 3 days | 10 | Energy cells +33% |
| Station-wide blackout | 2 days | 3 days | 4 | Energy cells +100%; weapons +25% |
| Cruise ship docking | 2 days | 3 days | 10 | No category price modifier; has an additional visitor action |
| Oximmo addiction rising | 2 days | 5 days | 6 | Medical supplies +25% |
| Lower-deck mob lynching | 1 day | 10 days | 8 | Weapons, armor +33% |
Events outside the random pool
Two event definitions appear on the same wiki page but are not in the current normal random pool: Nutrifruit harvest and meteor shower. The wiki marks both as factory definitions only, so their effects are listed for reference and should not be read as proof that they appear in the normal Probably Stolen calendar.
| Event definition | Default duration | Default cooldown | Trade modifier | Boundary |
|---|---|---|---|---|
| Nutrifruit harvest | 3 days | 3 days | Food −20% | Factory definition, not registered in the current normal random pool |
| Meteor shower | 3 days | 3 days | Materials +50% | Factory definition, not registered in the current normal random pool |
Event list from Cozy Game Guides
The Cozy Game Guides events page lists 21 events, grouped by what they affect, with the visitor each one brings. Its cooldowns run from 2 to 10 days after an event ends, and the security budget increase is scripted for day 10.
The two sites do not match one to one. The same kind of shortage can carry a different name or length: Cozy Game Guides shows the minor water shortage running three days, while the wiki's water plant scheduled maintenance runs two. Read each table against its own source rather than merging them into one timeline.
| Event | Duration | Cooldown | Effect | Brings |
|---|---|---|---|---|
| Water supply crisis | 3 days | 3 days | Water and rations +100%, drinks +90%, purification supplies +80% | Corporate representative or panicked spacer |
| Minor water shortage | 3 days | 3 days | Water and rations +35%, drinks +30%, purification +25% | Lower-level water buyer |
| Water supply surplus | 2 days | 3 days | Water and rations −25%, drinks −20%, purification −15% | Ice miner selling high-quality water |
| Power outage | 2 days | 3 days | Energy cells +66% | Lower-level energy cell buyer |
| Power plant maintenance | 1 day | 3 days | Energy cells +33% | Lower-level energy cell buyer |
| Who turned out the lights? | 2 days | 3 days | Energy cells +100%, weapons +25% | Upper-level energy buyer; a panicked shopkeeper buying weapons and armor |
| Bad Nutrifruit harvest | 3 days | 3 days | Food +50% | Food buyer |
| Nutrifruit seed shortage | 2 days | 3 days | Food +33%, seeds +50% | Farmer (buys seeds, sells 6 nutrifruit) |
| Nutrifruit harvest | 3 days | 3 days | Food −20% | None |
| Construction projects | 3 days | 3 days | Materials +30% | Foreman (buys materials) |
| Meteor shower | 3 days | 3 days | Materials +50% | Foreman (buys materials) |
| Material surplus | 1 day | 3 days | Materials −25% | Miner selling metal ore at 15–25% off |
| Illegal weapon shipment | 2 days | 8 days | Weapons −35% | None; announced with the matching Black Market perk |
| Increased weapons demand | 3 days | 2 days | Weapons +25% | None; announced with the matching Revolution perk |
| Lower-level lynching | 1 day | 10 days | Weapons and armor +33% | Angry citizen (buys weapons, armor) |
| Medical supplies shortage | 2 days | 3 days | Medical +50% | Pharmacist |
| Oxymore addiction on the rise | 2 days | 5 days | Medical +25% | Clinic volunteer selling free Naloxgone |
| Household item surplus | 1 day | 3 days | Household −20% | Scavenger selling toothpaste, 4-in-1 wash, toilet paper |
| Household relief drive | 1 day | 3 days | Household −40% | None; announced with the matching Upper Levels perk |
| Tourist influx | 2 days | 3 days | None | Tourists (upper level): substances, food, water; souvenir hunters for junk or weapons |
| Security budget increase | 1 day | 10 days | None | None; scripted for day 10 |
Our take on the Probably Stolen calendar
The Probably Stolen calendar is easiest to use when you split it into three parts: the daily reset at sleep, the weekly rhythm of rent and visitors, and market events with their own durations and cooldowns. Rent and weekday visitors are fixed enough to plan around. Event timing is less predictable, because the wiki and Cozy Game Guides name and time some events differently.
For daily planning, check overnight results, note the day's visitors from the table above, and keep the seven-day rent countdown in view. Treat each market event as a short price swing that lasts its listed number of days.
Frequently asked questions
What is the Probably Stolen calendar?
The Probably Stolen calendar is the game's daily and weekly schedule for shop activity: overnight processing at sleep, weekday visitors, a seven-day rent countdown, and market events with set durations and cooldowns. Each day follows the routine of checking overnight results, opening the shop, serving customers, preparing for the night, and sleeping to save.
How do Probably Stolen days advance?
A day advances when you close the shop and sleep. Overnight production, services, and events settle before the game automatically saves, so sleep completes the daily cycle.
What happens on each weekday in Probably Stolen?
Monday may bring a possible rare merchant and a guaranteed thief, and Tuesday has no fixed visitors. Wednesday has a fixed flexi buyer and a requisition officer selling, Thursday has a requisition officer buying, and Friday brings Dr. Jackson with the retired suppliers you have unlocked. Saturday has a fixed flexi buyer, and Sunday brings the supply runner, the landlord, and the Merchant.
How often is rent due in the Probably Stolen schedule?
Rent is due every seven days. The countdown drops by one each day and resets to seven after each payment. When it reaches zero while the shop has not been bought out, the landlord collects rent or the mortgage is called in. Easy and Normal start with one grace period, while Hard and Challenge do not.
How many market events are in the Probably Stolen calendar?
The current normal pool has 15 market events, each with its own default duration, cooldown, draw weight, and trade modifier. Nutrifruit harvest and meteor shower have definitions outside that pool.
What does a water supply crisis do in Probably Stolen?
Cozy Game Guides lists a water supply crisis as +100% for water and rations, +90% for drinks, and +80% for purification supplies, lasting three days. The wiki's water plant failure lists the same +100% for water and rations over three days.
What should I track on the Probably Stolen calendar?
Track the daily sleep reset, the weekday visitor schedule, and the seven-day payment countdown. Add any market event that is active, using its listed duration and cooldown, so the routine, scheduled appointments, and event effects stay in one practical schedule.