Follow the GTA$
GTA VI.AI v1.122.0
GTA Online Live since 2013

GTA Online

12 years of the live-service economy — income sources ranked, Shark Card inflation tracked, weekly bonuses monitored. Follow the GTA$.

82,848
GTA V players online · live · Steam API
Active bonuses · w/c 2026-05-15
Full history →
Contact Missions
2×GTA$
Active
Contact Missions

Work for contacts — Martin, Simeon, Lester, Gerald. 50+ missions, repeatable for cash.

Bonused 10× in 42 weeks · ~73w avg Income profile →
Casino Work
2×GTA$
Active
Casino Work

Story missions and mini-jobs at the Diamond Casino & Resort.

Bonused in 42 weeks · ~355w avg Income profile →
VIP / CEO Work
2×GTA$
Active
VIP / CEO Work

Organisation missions as a VIP, CEO or MC President. Includes Sightseer, Headhunter, etc.

Bonused in 42 weeks Income profile →
Income Register · ranked S→D
Every GTA Online money method, ranked by $/hr
Net $/hr · ROI · setup cost · break-even · solo vs group · top earner ~$1.2M/hr
Browse income →
GTA Online IG Economy
Best $/hr Ceiling Over the Years
Top earning method at each major DLC · Cayo Perico raised it 5× in one update
Full →
2013
$100k/hr
2015
$300k/hr
2016
$400k/hr
2019
$1000k/hr
2020
$1200k/hr
2022
$1240k/hr
Solo capable Group only
12 patches tracked
GTAVI.AI
GTA Online RL Economy
Shark Card Inflation — 12 Years
Endgame cost in real USD · card prices never changed — the game got more expensive
Full →
Endgame 2013
$18.75 USD
via Shark Cards
Endgame 2026
$437.5 USD
via Shark Cards
Real-money inflation
23.3×
12-year multiplier
2013
$18.75
2015
$25
2016
$75
2017
$150
2018
$225
2020
$250
2022
$312.5
2025
$437.5
Shark Card prices unchanged since 2013 · endgame GTA$ ÷ $80k/USD rate
GTAVI.AI
// The GTA Online Economy · Simplified
Full model →
GTA Online Live · 2013 – 2026 12 years of player data · economy tracked from launch
Shark Card
Rockstar / Take-Two INJECTION J · REAL MONEY → GTA$
GTA+
J ↓
Endgame = $437 USD via Shark Cards · 23× more than 2013
INCOME
GTA$ Los Santos
EXPENSE
Y
INCOME Y grows → next cycle
Heists Cayo Perico
Passive Nightclub · Acid Lab
Top meta: $1.7M/hr · Cayo + Agency stack
=
C
CONSUMPTION C spent → lost after use
Clothing ammo · services
Daily Fees property upkeep
Daily fees & supplies drain passives without active play
+
I
INVESTMENT I returns to Y →
Businesses Nightclub · Bunker
Vehicles Kosatka · Mk2
$15M endgame setup → $35M full empire build
$1.7M top $/hr · $437 endgame USD · 12 yrs live economy
— all via one GTA$ pool, Los Santos
J + Y — Injection & Income
All income →
J — Injection
GTA Online INJECTION
Megalodon Shark Card
GTA Online · Real-money injection
Real-money Cost $99.99 USD
GTA$ Received 8,000,000 GTA$
Rate $80,040 GTA$ / USD
Endgame Coverage ~1.8% of meta cost

Bypasses Y earn entirely. GTA$ injected directly to Balance. Price unchanged since 2013 — real-terms value down 35% via inflation.

GTAVI.AI
Y — Income
Cayo Perico Heist
GTA Online
S+
Active solo ✓medium
Cayo Perico Heist
$1200k /hr
$2.2M/run
GTA Online
GTAVI.AI
GTA Online S
Hybrid solo ✓medium
Kosatka + Nightclub (Stacked)
$1100k /hr
GTA Online
GTAVI.AI
C+I — Expense
Economy model →
GTA Online INVESTMENT
Maze Bank Arena Nightclub
GTA Online · Passive business
Purchase Cost $1.7M GTA$
Passive Yield ~$25K–50K / hr
Break-even ~34–68 hrs
Income type Passive / Semi-passive

Generates passive income from bar, merchandise, and cargo. Requires periodic restocking.

GTAVI.AI
GTA Online INVESTMENT
Farmhouse Bunker
GTA Online · Supply business
Purchase Cost $1.165M GTA$
Supply Yield ~$35K / hr
Break-even ~33 hrs
Income type Semi-passive

Supply-run based. Staff sell automatically but supplies must be restocked manually or purchased.

GTAVI.AI
GTA Online CONSUMPTION
Weapons & Ammo
GTA Online · Per-session consumable
Full Body Armour $4,500
Sniper Ammo ×50 $750 (~$15/round)
Typical session $5K–$75K
Economic role Pure consumption — no yield

Ammo and armour prices unchanged since 2013 launch. Recurring session cost — GTA$ exits the economy on every use. Scaled to mission payouts over time.

GTAVI.AI
GTA Online CONSUMPTION
Clothing & Cosmetics
GTA Online · Cosmetic consumable
Basic items ~$1K–$50K
Rare/event items ~$100K–$500K
Economic role Pure consumption — no yield
Resale value None

Cosmetics are one-way expenditure — GTA$ leaves the economy permanently. Premium event items drive recurring real-money spend via Shark Cards.

GTAVI.AI
// $/hr Meta History — How the Top Earner Changed
All GTA Online charts →
GTA Online — Top Earner $/hr History
How the #1 income method changed at every major DLC. Cayo Perico was nerfed 40% in Jan 2022 — still stayed #1.
Current meta
$1700K/hr
Cayo + Agency/GF stack
All-time peak
$2000K/hr
Cayo Perico
Wages rose from $250k/hr (2013) → $2000K/hr (Cayo Perico) across 12 major patches
Source: GTAForums · community archives · patch notes · Rockstar Newswire
GTAVI.AI
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// Related Intelligence
auto-updated · builds nightly