Making money

Probably Stolen Vending Machine Guide: Overnight Sales & Upgrades

How Probably Stolen vending machines make money while the shop is closed: the three ways to get one, the 2-energy nightly draw, the sale-chance formula, the guaranteed-sale rule, stocking cheap consumables, and how metal ingots and electronic components upgrade capacity and attractiveness.

Last verified:Applies to:1.04 min read
Fact tags:OfficialPlayer-tested
#Vending machine#Vending#Overnight sales#Passive income#Upgrades#Vending Fountain#售货机#售貨機#夜间售卖#夜間售賣#自动售货机Read in Chinese →

What the vending machine is

The vending machine is 1.0's passive income channel: stock it, close the shop, and it keeps selling overnight.

New in 1.0, vending machines can be stocked and left to sell overnight while the shop is closed, generating passive income.Official

It is not a second counter. It does not use your display case, your counter queue or your reputation — it is a separate overnight roll with its own rules.

Three ways to get one

RouteCostBest for
Starting perk2 perk pointsA run built around passive income from day one
Store network upgrade1,200 favorMid-game, once favor is flowing
Wild's stockCreditsWhen you have cash but not favor
Landlord offerA rent increasePlayers report this around day 40; treat it as an offer, not a fixed event
A vending machine can be taken as a 2-point starting perk, bought through a 1,200-favor Store network upgrade, or purchased from Wild.Player-tested Players report the landlord offering a vending machine in exchange for higher rent at around day 40. We have not verified that this is a fixed day or a guaranteed offer.

For a first run, the network upgrade is the least disruptive: it does not eat starting perk points and does not raise rent.

One night, start to finish

  1. Stock the machine with items from your inventory;
  2. Check the battery. Base draw is 2 energy per night, plus 1 per capacity upgrade;
  3. Sleep. The machine rolls its sales overnight;
  4. Read the result in the morning — how many items sold and which ones;
  5. Press Transfer All to move the credits into your cash.
The machine draws 2 energy per night before capacity upgrades, with each capacity upgrade adding 1; if the battery cannot cover it, nothing sells that night.Player-tested Sale proceeds stay inside the machine until you manually transfer them out.Player-tested

Step 5 is the one players forget. A machine full of credits looks like a machine that made nothing.

Pricing: value + markup + 10%

Vending machine sale price is the item's value plus Retail Markup plus 10%, and it is not affected by event price changes.Player-tested

That last clause is why the machine is a stabiliser rather than a jackpot. During an outage or a water crisis, counter prices move; vending machine prices do not. You give up the spike in exchange for never being on the wrong side of one.

On Thin Margins the retail markup is zero, so the flat 10% is doing almost all the work — the machine is comparatively stronger on hard difficulty than it looks.

The sale chance formula

Sale chance is (Attractiveness × 200 × category multiplier) ÷ (200 + item price). Food, drink, water and snacks use a 1.5× multiplier; general goods under 100 credits use 1.0×.Player-tested

Two consequences fall straight out of the formula:

  • Price is in the denominator. Expensive items sell less often, even when attractive. A 500-credit luxury item is a bad vending candidate.
  • Attractiveness is in the numerator. Doubling attractiveness roughly doubles the chance for the same item.
The machine guarantees at least one sale per night; attractiveness 25 guarantees 2 and 50 guarantees 3. Guaranteed sales prioritise non-luxury consumables under 50 credits.Player-tested

The guarantee is why cheap consumables are the correct stock. If the roll fails, the fallback still picks from exactly that pool.

Attractiveness and capacity upgrades

The machine does not take normal machine modules. It upgrades through its core:

SlotItemEffect
CapacityMetal ingotsMore stock slots, and +1 energy draw per upgrade
AttractivenessElectronic componentsHigher sale chance
The vending machine starts at 15 attractiveness and is upgraded by inserting metal ingots for capacity and electronic components for attractiveness.Player-tested

Raising capacity without raising attractiveness gives you more items competing for the same rolls, and a higher power bill. Raise attractiveness first, then capacity.

The Vending Fountain

The Vending Fountain sells water from three tanks: Basewater, High Quality Water and Pure Water.Player-tested

It is a separate unit, not a mode of the general machine. Stock it with the water grades you can spare — the low grades are the natural fit, since they are cheap to produce and easy to replace.

Do not pull your 99%+ high-quality water out of the display case to feed the fountain. Counter sales pay more for the top grades; the fountain is for volume.

Common mistakes

  • Forgetting Transfer All. The credits are in the machine, not in your wallet.
  • Stocking luxury goods. High price lowers the chance, and the guarantee skips luxury items.
  • Ignoring the battery. No power means no sales, silently.
  • Upgrading capacity first. More slots with low attractiveness mostly means more unsold stock.
  • Expecting event prices. The machine ignores event price swings by design.
  • Treating the landlord offer as guaranteed. It is a player-reported event, not a scheduled one.

Open questions

Checked on 4 November 2026:

  • Whether the 1,200-favor upgrade and 2-energy base draw are unchanged;
  • The exact guaranteed-sale thresholds in the current build;
  • The landlord event's trigger conditions — day number, rent increase and whether it repeats.

The formula and the 10% pricing rule come from public player documentation; the official 1.0 notes only confirm that overnight selling exists.

Frequently Asked Questions

How do I get a vending machine?

Three routes: take it as a 2-point starting perk, buy the Store network upgrade for 1,200 favor, or buy one from Wild. Players also report a landlord offer around day 40 that trades a rent increase for a machine.

Do vending machines sell while the shop is closed?

Yes. That is the 1.0 feature: stock them and they sell overnight, separate from your counter sales.

How is the price calculated?

Item value plus your retail markup plus 10%, and event price changes do not apply. On Thin Margins, where retail markup is zero, the 10% is most of your margin.

Why did nothing sell overnight?

Check three things in order: the machine had power, it had stock, and the items were attractive enough. With no battery the machine does not sell at all.

Where does the money go?

It stays in the machine. You have to open it and use Transfer All to move the credits into your cash.

What should I stock?

Cheap food, drinks and snacks. The category multiplier is 1.5× for food, drink, water and snacks, and the guaranteed sale prioritises non-luxury consumables under 50 credits.

How do I upgrade it?

Feed the core metal ingots for capacity and electronic components for attractiveness. The machine starts at 15 attractiveness and does not use normal machine modules.

What is the Vending Fountain?

A water-selling variant with three tanks: Basewater, High Quality Water and Pure Water. It is a separate unit from the general-goods machine.

Steam store page

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