Set your display before opening the shutter

Having valuable stock does little good if the wrong customers keep arriving. This Probably Stolen display case guide starts with the daily timing: put the merchandise you want to sell into the display before opening the shutter so it can influence the buyers visiting that day. Neon buying signs serve the other side of the business by helping attract sellers.

That setup is explained in player experience from a recorded pre-release shop session. The official Steam game description also identifies attracting the right customers and balancing supply and demand as core parts of the shop.

Display the kind of stock you want to sell

Choose your display around an actual stock problem. If household goods are filling your storage, show household merchandise; if you have water ready to move, arrange water in the display before the day starts.

The recorded player repeatedly changes the case to match food, tools, household goods and other stock. The useful lesson is to plan the display with your inventory in front of you rather than leaving yesterday's selection in place automatically.

Keep the rest of the stock available for the customers you hope to attract. Displaying a category is a way to influence demand, not a substitute for having enough suitable goods or checking what each buyer actually wants.

Value and special items can shape the audience

A playtest player's display tips describe valuable displayed water attracting an upper-level water wholesaler with a substantial budget. The narrator explains that both the type of merchandise and its displayed value matter for the audience they attract.

The same player recommends displaying a scavenger's token to attract scavengers bringing more items. That is a reported example of a special object's use, rather than a reason to assume every document or tool has a hidden visitor bonus.

Use these observations to test a focused display choice in your own run. They do not establish an exact customer schedule, a guaranteed rich buyer, or a formula that turns each extra displayed credit into a fixed number of visitors.

Separate the selling display from buying signs

The recorded pre-release shop session shows the player displaying merchandise for buyers and buying a water sign when the shop needs to obtain water. These are two different stock-management goals.

Use those two controls together. A food display can help you sell an existing food supply, while a buying sign can support replenishing another category. Setting both indiscriminately is less useful than deciding what you need to clear and what you need to obtain.

The recorded session also shows the player realizing that changing the display after the day has begun is too late for the setup they intended. Make checking the case part of the routine before opening, alongside reviewing stock and your current cash needs.

FAQ

When should I arrange the display?

Before opening the shutter for the day. That timing is explicitly described in the recorded player session.

Does displaying an item guarantee a buyer?

The material supports influencing the visitors you attract, not a guaranteed order or fixed customer sequence.

What is the difference between a display and a neon sign?

The display advertises merchandise for sale. Buying signs announce categories you want sellers to bring.

Can special objects affect visitors?

A playtest player reports using a scavenger's token in the display to attract scavengers. Treat that as a specific reported example, not a rule for every object.