Probably Stolen Theft & Insurance: Break-in Odds, Alarm and Premiums

Quick answer

Each uninsured night has a 33% base theft chance plus 5% per consecutive uninsured night, so it reaches 100% after 14 nights. A thief takes one random eligible item. Insurance (from Day 4) returns it next morning and costs 3 + 1 Credit per 400 of total assets per night on Normal.

Theft chance each night

Example: your first uninsured night is 33 + 5 = 38%. By the 14th uninsured night in a row the chance is 100%. An insured night resets N to 0.

FactorChange
Base chance33%
“Targeted” in the Lower LevelsBase becomes 66%
Each consecutive uninsured night (N)+5 × N, counting tonight
Active security protection−16
ResultClamped to 0–100%
Keep in mind

Ordinary theft is skipped entirely before insurance is unlocked, while Cartel protection is active, or with the Alert perk.

What a thief takes

A thief picks one eligible item at random — not necessarily the most valuable one. Documents, machines, container bodies, items worth 0, items in a Smuggler’s Bay and items tagged important or locked are skipped.

Protecting a container does not protect what is inside it. Check the night log first each morning, then compare it with your inventory.

Alarm System

RuleDetail
PowerNeeds its own powered battery and must be switched on. Paying for the Power Service alone is not enough.
Displayed protection50 + module performance bonus
Real interception chanceDisplayed value +1 point (50 shown = 51%; 99 shown = 100%)
ModulesEfficiency changes power use; performance raises protection; quality does nothing
ScopeOnly ordinary night theft. The under-counter security button is a separate thing.
Keep in mind

Worked example: first uninsured night (38%) with a 50 alarm (51% stop) leaves a 38% × 49% ≈ 18.6% chance of losing an item.

Insurance premium

Example: 4,000 total assets = 10 + 3 = 13 Credits per night on Normal; 26 if targeted, 52 on Hard when targeted. Nightly services such as insurance also return a rebate of 75% / 50% / 25% / 15% of the fee by difficulty.

  1. 01

    1. Base

    3 Credits + 1 per full 400 Credits of total assets (items in the shop plus cash).

  2. 02

    2. Targeted

    Doubles the premium if you are “targeted” in the Lower Levels.

  3. 03

    3. Difficulty

    Cozy and Normal ×1, Hard ×2, Challenge ×3.

  4. 04

    4. Perks

    Wild’s Favorite halves it; On Wild’s Bad Side multiplies it by 1.5.

What insurance covers

LossCovered?
Items stolen during an insured nightYes — returned next morning
Inspection seizuresNo
Trash Can emptyingNo
Production lossesNo
Black Market “refusal to insure”Insurance becomes unavailable

Is insurance worth it?

Early on, a 4–10 Credit premium (less after the rebate) is cheap compared with losing one valuable item. Insuring also resets the escalating uninsured-night counter.

Skipping a night or two is a reasonable gamble when your shop holds little. Never let the streak run long: after a week uninsured the chance is above 65% before the alarm.

Keep in mind

This is planning advice based on the formulas above, not a measured result.

Common questions

Why do items get stolen at night in Probably Stolen?

Every uninsured night rolls a theft check: 33% base plus 5% per consecutive uninsured night. An Alarm System can stop the thief.

How much does insurance cost?

On Normal: 3 Credits plus 1 per 400 Credits of total assets, per night. It doubles if you are targeted, and is ×2 on Hard and ×3 on Challenge.

Does the thief take the most expensive item?

No. It picks one eligible item at random. Documents, machines and locked or important items are excluded.

Sources & version notes

Community game-data research (static, not in-game tested). Sources reviewed November 1, 2026. This guide does not claim an independent in-game test.

  1. Nico Wiki: theft and insurance

    Theft rate formula, alarm interception and item selection.

  2. Nico Wiki: insurance service

    Premium formula and coverage.

  3. Nico Wiki: contacts network upgrades

    Nightly service rebates by difficulty.

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