Follow the GTA$
GTA VI.AI v1.88.1
// Every number in the dual economy

Charts

Where does the GTA$ come from, where does it go — and how has Rockstar's revenue machine changed over 30 years? Filterable, sourced, updated nightly.

Title
Type
GTA VI Community // GTA VI Trailer View Velocity
GTA VI Trailer View Counts — Live
Polled via YouTube Data API · snapshots accumulate over time to build velocity curve
Grand Theft Auto VI — Trailer 1
Trailer 1 · Dec 4 2023
280.0M
views
👍 0.00M 24h record
Grand Theft Auto VI — Trailer 2
Trailer 2 · May 6 2025
162.9M
views
👍 0.00M
Source: YouTube Data API · polled May 2026, 07:16
GTAVI.AI
GTA VI Community // Trailer Discovery Density — What Every Second Revealed
52 entities discovered
Frame-by-Frame: Information Density Across Both Official Trailers
Each marker = a new entity confirmed. Colour = entity type. Trailer 2 is information-denser at every quartile.
Source: GTA VI.AI frame-by-frame analysis · official Rockstar trailers
GTAVI.AI
GTA VI History // GTA VI Development & Delay Timeline
1 delay · 10 events
GTA VI
GTA VI: From Announcement to Launch — Every Date Shift
Promised "2025" → delayed Feb 2025 → confirmed Nov 19, 2026. Source-tagged per event.
Trailer Date confirmed Delay / Leak Development
Sources: SEC EDGAR Take-Two 8-K filings · Rockstar Games official announcements
GTAVI.AI
GTA VI Community // Leonida Region Evidence Heatmap
7 confirmed regions
How Much Does Rockstar Actually Want You to Know?
Evidence density per region per source. Dark = little shown. Bright = extensively documented. Vice City dominates every source type.
Sources: Rockstar press kit · Trailer analysis · Leonida Intel community mapping
GTAVI.AI
GTA VI Community // Community Anticipation Curve
r/GTAVI · Google Trends overlay
GTA VI
Community Anticipation — r/GrandTheftAutoVI Growth
Subscriber milestones + Google Trends "GTA 6" overlay · annotated with key events
Subscribers Trends "GTA 6"
Sources: r/GrandTheftAutoVI community records · Google Trends via pytrends · Live Reddit polling needs REDDIT_CLIENT_ID secret
GTAVI.AI
GTA VI GTA V History // Pre-launch Hype — GTA V (2013) vs GTA VI (2026)
both normalised to months before launch
Pre-launch Hype — GTA V (2013) vs GTA VI (2026) at the Same Moment
Three signals, same axis. GTA VI running dramatically hotter at every equivalent pre-launch milestone.
Search interest at T-24m
~58 GTA VI
~12 GTA V
4.8× hotter
Search interest at T-12m
~72 GTA VI
~28 GTA V
2.6× hotter
Reddit subs at T-12m
~1.5M GTA VI
~90k GTA V
17× hotter
Sources: Google Trends via pytrends · r/GrandTheftAutoVI community records
GTAVI.AI
GTA VI RL Economy // GTA VI vs Global Entertainment
revenue billions USD
GTA VI
GTA VI Projected Revenue vs Global Entertainment
Films · games · concerts · platforms · all in USD billions. GTA VI year 1 = ~$3.2B projected.
Sources: Box Office Mojo (worldwide lifetime) · Take-Two IR · Spotify IR · DFC Intelligence · *projected
GTAVI.AI
GTA VI RL Economy // GTA VI vs Major Game Launches — Year 1 Sales & Pre-launch Hype
8 titles compared
GTA VI Projected Year-1 vs the Biggest Game Launches of the Last Decade
Year-1 units (left axis) · pre-launch search interest at T-12m (right axis) · bubble size = Metacritic score
Sources: Publisher earnings · VGChartz · Metacritic · Google Trends · DFC Intelligence (GTA VI) · *predicted
GTAVI.AI
GTA Online IG Economy // GTA Online Income Leaderboard — All Sources Ranked
Full profiles →
Every GTA Online Income Source — S to C Tier by Net GTA$/hr
Net profit after resupply costs. Click any bar → full profile card in Database.
Passive Semi Active Heist
Source: GTABase.com · community benchmarks · net after costs · 2024 patches
GTAVI.AI
GTA Online IG Economy // Meta Ceiling — Top $/hr Method at Each Major DLC (2013–2023)
12 patches tracked
Best Money Method Over the Years — GTA$/hr Ceiling Since Launch
Top-earning method at each major DLC. Cayo Perico (Dec 2020) raised the meta ceiling by 5× in a single update — from $400k/hr to $2M/hr.
Solo capable Group only
Source: GTAForums · GTA Wiki · community archives · GTABase
GTAVI.AI
GTA Online IG Economy // GTA-PPI — In-Game Inflation Index (hours to buy standard basket)
14 patches · base 100 = Oct 2013
Launch (base)
100
10.7 hrs to basket
After Hours peak
207
Oppressor doubled basket
Cayo all-time low
41
$2M/hr, 4.4 hrs to basket
GTA Online Purchasing Power Index — 2013 to 2026
Hours needed to buy a fixed basket of goods at the meta income ceiling per era. Rising = hidden inflation via payout nerfs. Nominal GTA$ prices barely changed — the economy got harder by cutting wages.
Source: computed from price-basket.json + meta-history.json · GTAForums patch notes archives
GTAVI.AI
GTA Online IG Economy // Passive Income Stack — How Idle GTA$/hr Grew From 0 to $1.24M
4 streams · $18.7M GTA$ setup
Passive Income Stack Growth — Bunker to Acid Lab (2013–2025)
GTA$/hr generated while AFK at each major patch. Full stack peaked at $1.24M/hr (Dec 2022) after Acid Lab launch. Requires $18.7M setup investment.
Bunker Nightclub MC Cocaine Acid Lab
Source: GTABase.com · business-profiles.json · GTAForums patch notes · community benchmarks
GTAVI.AI
GTA Online IG Economy // Setup Cost vs $/hr — What's Actually Worth Buying?
Full profiles →
The ROI Bubble Chart — Which Businesses Are Worth the Investment?
X = setup cost · Y = net $/hr · bubble size = time to break even. Top-right = expensive but worth it. Bottom-right = expensive traps.
Source: GTABase.com · community benchmarks · 2024 patches · bubble = break-even hours
GTAVI.AI
GTA Online RL Economy // Shark Card Purchasing Power — 12 Years of In-Game Inflation
12 years · 23.3× purchasing power
Endgame cost 2013
$18.75 USD
via Shark Cards
Endgame cost 2025
$437.50 USD
via Shark Cards
Real-money inflation
23.3×
12-year multiplier
GTA Online Endgame Cost in Real USD — 2013 to 2026
How many Megalodon Shark Cards to reach the meta at each major DLC? Rockstar never raised card prices — the game got more expensive instead.
Real-money figures = endgame GTA$ ÷ Megalodon rate ($80k GTA$/USD). Shark Card prices unchanged since 2013 launch.
GTAVI.AI
GTA Online IG Economy // Heist Comparison — $/hr vs Setup Cost vs Run Time
7 heists
GTA Online Heist Comparison — All Heists by $/hr and Setup Cost
X = setup cost required · Y = GTA$/hr · bubble size = average run time. Top-right = expensive but fast. Gold = soloable.
Solo Group = longer run
Source: GTA Wiki · GTABase.com · community records · 2024 patches · Hard difficulty
GTAVI.AI
GTA Online IG Economy // Income Source Price History — Nerfs, Buffs, DLC Launches
11 sources · 31 patches
Select Any Income Source — See Its $/hr History
Each step = a major patch event. Gold = buff. Red = nerf. Select a source to explore its history.
Source: GTAForums patch notes archives + Rockstar Newswire · community benchmarks
GTAVI.AI
GTA Online IG Economy // Meta Vehicle TCO — What Does Going Full Meta Actually Cost?
18 vehicles
Total Cost of Ownership — Buy · Upgrades · Weapons · Armour
Full investment required to go meta. Standard shop prices. Purple dash = trade price where unlockable.
Buy price Upgrades Weapons Armour
Source: GTABase.com · Broughy1322 · standard shop prices · trade prices shown where unlockable
GTAVI.AI
GTA Online RL Economy // GTA Online Property Costs — Full Expenditure Registry
74 properties
Every Purchasable Property — Min/Max Price by Type
Cheapest-to-priciest option per property type. Yellow = income-generating. Bar width = price range within type.
Source: GTA Fandom Wiki + community records · 2026-05-18
GTAVI.AI
GTA Online IG Economy // Property Daily Fees — Ownership Has Ongoing Costs
charged daily · applies offline
GTA Online Daily Property Fees — The Hidden Ownership Tax
Fees charged per in-game day (48 real minutes) regardless of whether you're online. Owning the full income stack costs ~$13,000/GTA day in maintenance — ~$4.7M annualised.
Source: GTA Wiki · GTABase.com · GTA Online daily utility fee system
GTAVI.AI
GTA Online IG Economy // Spending Mix — Where GTA$ Goes Over the Years
7 eras
GTA$ Spending Distribution — How Player Money Flows Over the Years
Community-modelled. Vehicles dominated launch era. Properties peaked 2016–17 (Bunker/MC era). Weapons spending rose in 2021 as Cayo income made consumables trivial.
Vehicles Properties Weapons/Mods Shark equiv.
Source: community surveys · GTAForums spending analysis · modelled estimates · confidence: medium
GTAVI.AI
GTA Online IG Economy // Price & Payout History — Every Nerf, Buff, and Launch Since 2013
27 events · 17 items
GTA Online Price & Payout History — 2013 to 2026
Every documented nerf, buff, and item launch. Green = increase / launch. Red = nerf. Gray ring = mechanical change (same price, reduced value).
Buff / Launch Nerf Mechanical nerf
Source: Rockstar Newswire · GTAForums patch notes archives · 2026-05-18
GTAVI.AI
GTA Online Promotions // GTA Online Weekly Bonus Calendar — Activity Multiplier History
42 weeks tracked
Which Activities Get Bonus Events — and How Often
Each cell = one Thursday weekly update. Gold = 2× bonus, bright = 3×. Patterns reveal Rockstar's promotional calendar.
2× event 3× event No bonus
Source: Rockstar Newswire · community archives · curated seed back to 2020 · live capture every Thursday
GTAVI.AI
GTA Online IG Economy // Import/Export Sell Tiers — Why Top-Range Vehicles Are 3× More Valuable
3 tiers · 3 delivery types
Import/Export Net Sell Price by Tier and Delivery Type
Standard private sale = $15k. Top-range specialist = $80k — a 5.3× difference. Sourcing cheap standard-range vehicles is never worth it.
Private Showroom Specialist
Source: GTABase.com · GTA Wiki · community records · no-damage assumption · net of setup mods
GTAVI.AI
GTA Online IG Economy // Income Ceiling per Patch — Best $/hr Across 10 Years
meta ceiling · 2013–2024
GTA Online Income Ceiling — Best $/hr Over the Years
Top money method per patch · community benchmarks · auto-updated nightly
Source: community data · updated nightly
GTAVI.AI
GTA Online IG Economy // GTA-PPI — Purchasing Power Index 2013–2026
base 100 = Oct 2013
GTA-PPI — Purchasing Power Index 2013–2026
GTA$ real value over the years · updated nightly · base 100 = Oct 2013
Source: community data · updated nightly
GTAVI.AI
GTA Online IG Economy // GTA Online Economy Health — Composite Index
4 signals · normalised 0–1
GTA Online Economy Health Score — Composite Index
PPI · earning ceiling · Shark Card spend · passive accessibility
Source: community data · updated nightly
GTAVI.AI
GTA Online IG Economy // GTA$ Spending Distribution — How Player Money Flows Over the Years
vehicles · properties · weapons
GTA$ Spending Distribution — How Player Money Flows Over the Years
Vehicles · weapons · properties · shark cards by era
Source: community data · updated nightly
GTAVI.AI
GTA Online RL Economy // GTA Online Endgame Cost — Real USD via Shark Cards 2013–2026
Megalodon rate · $80k GTA$/USD
GTA Online Endgame Cost — Real USD 2013–2026
Shark Card inflation · passive stack cost · purchasing power erosion
Source: community data · updated nightly
GTAVI.AI
GTA V IG Economy // GTA V Assassination Stock Returns — Optimal Sequence
Full stock guide →
The $2 Billion Strategy — Combined Return Per Mission
Each bar = combined return % from both the pre-buy and competitor recovery plays. Multi-Target + Redwood is the standout.
Source: GTA Wiki · community guides · LCN/BAWSAQ exchange data · 2024 verified
GTAVI.AI
GTA V Community // GTA V Steam Players — DLC Events Overlay
133 months · DLC annotated
GTA V Steam Player History 2015–2026 + DLC Events
Monthly avg concurrent · major GTA Online updates annotated · audience GTA VI inherits
Avg players Peak DLC
Sources: SteamCharts · Rockstar Games official announcements · updated May 2026
GTAVI.AI
GTA V Community // GTA V Steam Player Count — Monthly Avg & Peak
GTA V — Steam Player Count
Monthly avg & peak concurrent (PC)
Avg Peak
Source: SteamCharts · Updated May 2026
GTAVI.AI
GTA V IG Economy // Story Mission Earnings — Full Arc
GTA V · story arc earnings
Earnings Curve — $250 Repossession to $41.6M Big Score
Each mission plotted by chapter. Gold diamonds = Lester stock missions. The Big Score is the only real money event.
Stock mission Standard mission
Source: GTA Wiki (Fandom) · community records · updated by fetch_missions.py
GTAVI.AI
GTA V Performance // Vehicle Performance — Broughy1322 Lap Times
140 vehicles · Broughy1322
GTA V Vehicle Performance — The Benchmark GTA VI Must Beat
Top 25 fastest vehicles by lap time · Broughy1322 Rockford Hills test circuit
Source: Broughy1322 GTA Vehicle Performance Spreadsheet · updated May 2026
GTAVI.AI
Franchise RL Economy // GTA Franchise Sales Velocity
2026-05-14
Franchise Sales Velocity — GTA III to GTA VI
Total units sold per title · launch week · year 1 where known
Total Year 1 Est. Total (3–5yr)
GTA III
GTA III
17.33M · 2001
GTA VC
GTA VC
17.5M · 2002
GTA SA
GTA SA
27.5M · 2004
GTA IV
GTA IV
25M · 2008
GTA V
GTA V
225M · 2013
GTA VI
GTA VI
80M · 2026
Sources: Take-Two IR · DFC Intelligence (GTA VI projection) · *GTA VI 3–5yr estimate: ~2× Year 1 · not official
GTAVI.AI
GTA VI Franchise RL Economy // GTA Launch Price — Nominal vs Inflation-Adjusted
US CPI-U · all prices in 2026 dollars
GTA VI at $79.99 Is the Cheapest GTA at Launch — In Real Terms
Adjusted for inflation: GTA III cost $90.38 in 2026 dollars. At $79.99, GTA VI is cheaper in real terms than every PS2-era title.
GTA III
GTA III
$49.99 → $90.75
GTA VC
GTA VC
$49.99 → $89.34
GTA SA
GTA SA
$49.99 → $85.08
GTA IV
GTA IV
$59.99 → $89.58
GTA V
GTA V
$59.99 → $82.81
GTA VI
GTA VI
$79.99 → $79.99
Source: US Bureau of Labor Statistics CPI-U · Nominal prices from Rockstar/Take-Two
GTAVI.AI
Franchise History // Critic vs User Score Divergence — The Monetisation Story
Metacritic · critic /100 · user ×10
The Moment Critics and Players Stopped Agreeing
GTA SA = perfect alignment. GTA IV = gap opens (+22). Gap tracks directly with online monetisation.
Critic score User score ×10 Gap (divergence)
GTA III
GTA III
97 critic · 8.6×10 user
GTA VC
GTA VC
95 critic · 9×10 user
GTA SA
GTA SA
95 critic · 9.5×10 user
GTA IV
GTA IV
98 critic · 7.6×10 user
GTA V
GTA V
97 critic · 8.1×10 user
Source: Metacritic.com · GTA VI prediction based on franchise trajectory
GTAVI.AI
GTA VI GTA Online History // GTA Online DLC Cadence → GTA VI Online Prediction
20 major updates
How Long Between Each GTA Online Major Update — and What It Predicts for GTA VI
Gap in months between each major GTA Online content drop, 2013–2024. Projected first VI Online updates based on pattern.
Source: Rockstar Games official announcements · GTA Online update history 2013–2024
GTAVI.AI
GTA VI GTA Online GTA V RL Economy // GTA V Revenue Model — Game Sales vs Online Economy
13 fiscal years · game → recurrent shift
GTA V: From Box Sales to Shark Cards — 13-Year Revenue Evolution
By FY2022, 90% of GTA revenue was recurrent (Online). This is why GTA VI Online will matter more than its $80 price tag.
Base game sales Recurrent (Online/Shark Cards) GTA VI projected
Sources: Take-Two IR quarterly earnings · Wedbush Securities analyst estimates · DFC Intelligence (GTA VI)
GTAVI.AI
GTA VI Franchise RL Economy // Take-Two (TTWO) Stock Price vs GTA VI Milestones
181 months · Yahoo Finance
TTWO Share Price — What the Market Said About Every GTA VI Announcement
Monthly closing price 2013–2026 · key events annotated · current $227.55
Trailer Date set/confirmed Delay/leak
Source: Yahoo Finance (TTWO) · Not investment advice · Updated May 2026
GTAVI.AI
GTA VI Franchise History // GTA Economic Complexity — 25 Years of Evolution
10 titles · 1997 → 2026
How GTA's Economy Got More Complex — Title by Title
Complexity score (1–10) based on active economic mechanics: missions, passive income, property market, investment, multiplayer, microtransactions.
Source: curated research · GTAForums · GTA Fandom Wiki · complexity score = count of active economic mechanics
GTAVI.AI
Franchise History // Cross-Title Earnings — Max $/hr + Hours to Endgame
GTA II → GTA Online · normalised effort
The "Big Mac Index" for GTA — Hours of Play to Reach the Aspirational Purchase
Left bars = max achievable $/hr. Right dots = hours to buy the era's most desirable item. GTA Online's endgame has grown 23× in real-money terms.
hours_to_aspirational = aspirational_price ÷ best_hourly_rate per title · Sources: community records · GTA Fandom Wiki
GTAVI.AI