Probably Stolen Wild’s Network: Every Upgrade, Cost & Joe Wild
Joe Wild introduces insurance on Day 4 and Wild’s Network on Day 7 (call 8376 afterwards). Network projects cost 200–10,000 base Credits; Hard multiplies prices by 1.5 and Challenge by 2. Favour is spent first at 1 Favour per Credit, then cash covers the rest.

On this page
Joe Wild: when the network opens
| When | What happens |
|---|---|
| Day 4 | Joe introduces nightly insurance, chosen in the bedtime service list. |
| Day 7 | Joe introduces Wild’s Network. From then on, phone his assistant on 8376 to browse and buy projects (Day 1 with Skip Intro). |
| Any time after | Buying a project only completes the purchase. Supplier visits, nightly services and deliveries still have to be started separately. |
Read next: All six phone numbers · Insurance premium formula
How prices and Favour work
| Modifier | Effect on the base cost |
|---|---|
| Cozy / Normal | ×1 |
| Hard | ×1.5 |
| Challenge | ×2 |
| Wild’s Favorite perk | ×0.9 (and insurance half price) |
| On Wild’s Bad Side perk | ×1.1 (and insurance 50% dearer) |
| Favour | Spent first, 1 Favour = 1 Credit; cash pays the remainder |
The result is rounded once at the end. Advanced projects also need the property fully paid off, not only a down payment.
Supplier and industry projects
| Project | Base cost | Needs | What you get |
|---|---|---|---|
| Red Imp Brewery | 200 | — | Beer supplier business card |
| Lower Levels Chemist | 250 | — | Cheap, illegal drugs (Dream Dust supplier) |
| GP Mining Coop | 250 | — | Bulk mineral ores |
| Upper Level Pharmacist | 300 | — | Hard-to-source legal medicines |
| Water Trading | 300 | — | Unlocks water trading content |
| Gutterflow On Tap | 250 | Water Trading | Unlimited Gutterflow; purity changes daily |
| Rustwater On Tap | 350 | Gutterflow On Tap | Unlimited Rustwater; purity changes daily |
| Retired Winemaker | 200 | — | Winemaking starter kit and visits |
| Retired Farmer | 350 | — | Advanced Farming |
| Plant Genetics | 1,250 | Retired Farmer | DNA equipment and blank disks |
| Aquaculture | 400 | Water Trading | Fish farming |
| Aquaculture II | 1,200 | Aquaculture | Bigger fish and two young eels |
| Retired Gunsmith | 650 | — | Advanced Gunsmith |
| Ranching | 750 | — | Rancher content |
| Retired Chemist | 1,000 | — | Advanced Chemistry |
Shop, power and investment projects
| Project | Base cost | Needs | Effect |
|---|---|---|---|
| Showcase Expansion I | 200 | — | More display slots and customers |
| Showcase Expansion II | 500 | Showcase I | More display slots and customers |
| Power Line Hijack | 300 | — | Nightly Power Service becomes free |
| Commercial Grade Power Supply | 350 | — | Recharger and PowerBloc output +100% |
| Ruined Machine Scrapping | 300 | — | Scrap ruined machines for parts (hidden in some runs) |
| Upgraded Dossier | 300 | — | Larger dossier |
| Upgraded Trash Can | 300 | — | Larger trash can |
| Jackson Investment I | 400 | — | Bigger Dr. Jackson budget and stock |
| Jackson Investment II | 650 | Investment I | More stock; modules always available |
| Monday’s Special Stock | 1,250 | Investment II | Dr. Jackson opens Mondays with rare items |
| Store Renovation I / II / III | 500 / 750 / 1,000 | Previous tier | Higher base store attractiveness |
| Vending Machine | 1,200 | — | Sells goods overnight |
| Vending Fountain | 1,200 | — | Sells water overnight |
| Hypertech Smuggler | 2,500 | — | Nightly Hypertech service |
| Wild’s Endorsement I / II / III | 2,500 / 5,000 / 10,000 | Previous tier | Each tier: customers bring 25% more budget |
Both power projects are hidden if you start with the Simple Reactor.
Read next: What Dr. Jackson sells
Security, grace and referral services
| Project | Base cost | Effect |
|---|---|---|
| Rent Grace | 100 (doubles each purchase) | One missed rent rolls into next week’s bill. Cozy and Normal starts already include one; 15-day cooldown. |
| Clemency | 250 (+100 each purchase) | One prison-level contraband finding becomes a warning. Rebuy only after it is used. |
| Inspection Early Warning | 300 | Nightly fee; warns of regular inspections only |
| Evidence Removal | 500 (+100 each purchase) | Clears current evidence and investigation status; 14-day cooldown |
| Weapon Permit I / II / III | 300 / 600 / 900 | Legal trade in one firearm class per tier; needs Security standing |
| Wild’s Fixer I / II / III | 350 / 450 / 550 | Nightly fee to lower suspected crime level, faster per tier |
| Buyer Referral Service | 200 | Nightly fee; more buyers, more interest in displayed items |
| Seller Referral Service | 200 | Nightly fee; refers sellers |
| Criminal Networking | 350 | Nightly fee; high-budget contraband buyers, small Black Market gain |
| Marketplace Requests | 250 | Fulfil buyer requests, usually above market value |
Nightly services pay back part of that night’s fee as a rebate: 75% on Cozy, 50% Normal, 25% Hard, 15% Challenge.
Read next: Weapon permit standing thresholds
What to buy first
- 01
Cut a running cost
Power Line Hijack (300) removes the nightly power bill; it pays for itself over a few weeks of production.
- 02
Open one production line
Pick the supplier or retired trader that matches the machines you own — Water Trading for purifiers, Retired Chemist for the Evaporator and Chem Finisher.
- 03
Then raise sales
Showcase Expansion and Store Renovation add customers; save Wild’s Endorsement for late game, when 2,500+ Credits will not threaten rent.
- 04
Keep a safety net
Rent Grace and Clemency are one-time insurance against a run-ending week. Buy them before taking big risks.
These priorities are planning advice built from the cost table, not a tested optimal order.
Common questions
How do I unlock Wild’s Network in Probably Stolen?
Joe Wild introduces it on Day 7 (Day 1 with Skip Intro). After that, call his assistant on 8376 to buy projects.
What is Favour used for?
Favour pays for Wild’s Network projects before your cash, at 1 Favour per Credit.
What is the most expensive network upgrade?
Wild’s Endorsement III at 10,000 base Credits. Each Endorsement tier gives visiting customers 25% more budget.
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.
- Nico Wiki: Wild’s Network collection
Project list, effects and shareholder dividends.
- Nico Wiki: shop network upgrades
Base costs and prerequisites for shop projects.
- Nico Wiki: industry network upgrades
Supplier, retired trader and shareholder costs.
- Nico Wiki: security network upgrades
Grace, Clemency, evidence and permit costs; price multipliers.
- Nico Wiki: contacts network upgrades
Fixer, referral and Endorsement costs; service rebates.
- Nico Wiki: Joe Wild
Day 4 insurance and Day 7 network introductions.