GTA 6 Revenue 2026
By Axis Intelligence Research
Co-author: Noah Mc | Last updated: October 20, 2026 | Next review: November 9, 2026 (Take-Two Q2 FY2027 results) | License: CC BY 4.0
Take-Two Interactive’s own fiscal 2027 guidance implies that full-game net bookings roughly double this year, a step-up of $1.40 billion to $1.47 billion that GTA 6 has to carry almost alone. Independent trackers already see consumer spending far above that line: Sensor Tower estimates $630 million in pre-orders through October 20, 2026, with 30 days still to go.
Quick Answer
No official GTA 6 sales figure exists before the November 19, 2026 launch. According to Axis Intelligence Research, Take-Two’s $8.0 billion to $8.2 billion FY2027 net bookings guidance builds in a full-game step-up of $1.40 billion to $1.47 billion. Newzoo projects $3.25 billion to $5.2 billion in consumer spending by the end of launch week.
Key Findings
- According to Axis Intelligence Research, Take-Two’s FY2027 guidance implies full-game and other net bookings of $2.88 billion to $2.95 billion, 1.95x to 2.00x the FY2026 level, based on the company’s 64% recurrent-spending forecast.
- Sensor Tower estimates GTA 6 pre-orders reached 6.45 million copies and $630 million through October 20, 2026, with PlayStation 5 taking 74% of units.
- Axis Intelligence Research calculates $97.67 of consumer spend per GTA 6 pre-order, which at US list prices implies an Ultimate Edition share of about 88.4%.
- Newzoo’s lowest launch-week scenario ($3.25 billion) covers Take-Two’s guidance-implied full-game step-up 2.21x to 2.32x, the Axis Intelligence Research Spend-to-Guidance Cover Ratio (SGCR).
- Take-Two expects Rockstar Games to deliver 37% of FY2027 net bookings, which Axis Intelligence Research converts to $2.96 billion to $3.03 billion.
How Much Will GTA 6 Make? Every Credible Estimate on One Scale
The honest answer has two currencies, and most coverage mixes them. Consumer spend is what players pay at the PlayStation Store, Microsoft Store or a retailer. Net bookings is Take-Two’s operating metric: the net amount of products and services it sells digitally or sells in physically during a period. The gap between the two is where platform fees, retailer margin, taxes and returns live.
The table puts every estimate that survived our source check on one page, labeled by which currency it uses.
GTA 6 revenue and sales estimates, October 2026
| Estimate | Producer | Window | Figure | Basis | Date |
|---|---|---|---|---|---|
| Pre-order revenue, net of returns | Sensor Tower (estimate) | June 25 to Oct 20, 2026 | $630 million, 6.45 million copies | Consumer spend | Oct 20, 2026 |
| Pre-orders by launch | Sensor Tower, Karl Kontus (estimate, as reported by GameSpot) | To Nov 19, 2026 | 25 million copies, around $2 billion | Consumer spend | Aug 13, 2026 |
| First-week pre-orders, global | Newzoo (estimate) | Final week of June 2026 | $260 million | Consumer spend | Jul 16, 2026 |
| Sales by end of launch week | Newzoo (estimate) | To end of launch week | $3.25 billion to $5.2 billion | Consumer spend | Jul 16, 2026 |
| Day-one units, mostly pre-orders | DFC Intelligence, David Cole (as told to GamesRadar+) | Day one | 25 million | Units | Jun 25, 2026 |
| First 12 months | Joost van Dreunen (as told to GamesRadar+) | 12 months | 38 million copies, just over $3 billion | Consumer spend | Jun 25, 2026 |
| Full-game step-up in guidance | Axis Intelligence Research calculation from Take-Two filings | FY2027 (to Mar 31, 2027) | $1.40 billion to $1.47 billion | Net bookings | Aug 7, 2026 |
| Total net bookings | Take-Two Interactive (company-reported guidance) | FY2027 | $8.0 billion to $8.2 billion | Net bookings | Aug 7, 2026 |
Sources: Sensor Tower GTA VI Sales Tracker, Newzoo, GameSpot, GamesRadar+, Take-Two Q1 FY2027 8-K.
Read the table bottom-up and the picture snaps into focus. Take-Two’s guidance asks GTA 6 for a full-game lift smaller than what the trackers think players will spend before launch week ends. Either the publisher is sandbagging, or the gross-to-net haircut is larger than most headlines assume. The metric below tests exactly that.
How Much GTA 6 Revenue Is Already Inside Take-Two’s Guidance?
Take-Two never breaks out a GTA 6 line, but its filings and call remarks pin the number down closer than any analyst note we could access.
Start with what the company said. Take-Two reiterated FY2027 net bookings of $8.0 billion to $8.2 billion in its August 7, 2026 earnings release, and on the same day’s call the CFO said recurrent consumer spending should stay in line with fiscal 2026 and represent 64% of net bookings. Recurrent consumer spending covers virtual currency, add-on content and in-game purchases; the remaining slice is “full game and other,” the bucket where a $79.99 GTA 6 copy lands.
Then run the math:
| Line | FY2026 actual | FY2027 guidance, low | FY2027 guidance, high |
|---|---|---|---|
| Total net bookings | $6,721.0 million | $8,000 million | $8,200 million |
| Recurrent consumer spending share | 78% | 64% | 64% |
| Recurrent consumer spending | $5,242.4 million | $5,120.0 million | $5,248.0 million |
| Full game and other | $1,478.6 million | $2,880.0 million | $2,952.0 million |
| Full-game step-up vs FY2026 | $1,401.4 million | $1,473.4 million |
Sources: Take-Two FY2026 8-K (May 21, 2026); Q1 FY2027 8-K; Q1 FY2027 call. Recurrent and full-game dollars are Axis Intelligence Research calculations.
According to Axis Intelligence Research, Take-Two’s guidance implies full-game net bookings of $2.88 billion to $2.95 billion in FY2027, up 1.95x to 2.00x from $1,478.6 million. The recurrent line checks out: $5,120.0 million to $5,248.0 million against $5,242.4 million last year, which is what “in line with fiscal 2026” should look like.
That full-game step-up of $1.40 billion to $1.47 billion is the cleanest public proxy for the GTA 6 contribution baked into guidance. It is not a pure GTA 6 number. NBA 2K27 sits in the same bucket, and FY2026’s comparison base included Borderlands 4. But the order of magnitude is set.
A second cut comes from the label mix. Take-Two expects Rockstar Games to deliver 37% of FY2027 net bookings, Zynga 34% and 2K 29%. Applied to guidance, that is $2.96 billion to $3.03 billion for Rockstar. In FY2026, Grand Theft Auto products were 12.4% of the company’s $6,656.4 million GAAP net revenue, about $825.4 million per Axis Intelligence Research. The Rockstar figure is 3.59x that at the low end, though label bookings and franchise revenue are not like for like.
Two dates frame the rest. Take-Two guided Q2 FY2027 (July to September 2026) to $1.62 billion to $1.67 billion, 14.8% to 17.4% below the $1,960.5 million of Q2 FY2026, so almost all of the year’s growth is back-loaded into the 132 days between launch and March 31, 2027. And the company reports Q2 results on November 9, 2026, 10 days before launch, the last chance to move guidance before the first copy sells. For the half-year view of that back-loading, our GTA 6 statistics page tracks the Launch Half Bookings Multiple (LHBM), which puts the implied second half at 1.48x to 1.56x the year-earlier half.
Where the Street stood: Reuters reported a consensus of $8.86 billion for FY2027 net bookings before Take-Two issued guidance, so the official range landed $660 million to $860 million below it. Nobody has reset that gap yet.
The Spend-to-Guidance Cover Ratio (SGCR): Is Take-Two’s GTA 6 Forecast Conservative?
The Spend-to-Guidance Cover Ratio (SGCR) is an Axis Intelligence Research metric that measures how many times an independent consumer-spend estimate for GTA 6 covers the full-game step-up embedded in Take-Two’s guidance.
Formula: SGCR = third-party GTA 6 consumer-spend estimate ÷ guidance-implied FY2027 full-game step-up ($1,401.4 million low, $1,473.4 million high).
An SGCR above 1.0 means the tracker sees more money arriving than Take-Two’s guidance needs, before any gross-to-net deduction. The ratio does not claim the two figures are the same currency. It sizes the room between them.
SGCR readings, October 20, 2026
| Numerator (consumer spend) | Producer | Amount | SGCR vs high step-up | SGCR vs low step-up | Break-even leakage |
|---|---|---|---|---|---|
| Pre-orders to Oct 20, 2026 | Sensor Tower | $630 million | 0.43x | 0.45x | n/a |
| 25 million pre-orders by launch | Sensor Tower (Kontus) | $2 billion | 1.36x | 1.43x | 26.3% |
| Launch week, low case | Newzoo | $3.25 billion | 2.21x | 2.32x | 54.7% |
| Launch week, proven-sequel curve | Newzoo | $4.5 billion | 3.05x | 3.21x | 67.3% |
| Launch week, high case | Newzoo | $5.2 billion | 3.53x | 3.71x | n/a |
Source: Axis Intelligence Research calculation from Sensor Tower, Newzoo and Take-Two filings. Break-even leakage = 1 minus (high step-up ÷ estimate).
Break-even leakage is the number that matters. It is the share of consumer spend that would have to vanish into storefront fees, retail margin, sales taxes, regional discounts and refunds before an estimate stopped covering Take-Two’s high-end full-game step-up. For Newzoo’s floor, that is 54.7%. No disclosed platform arrangement we have seen takes half of a full-price game, so Newzoo’s most cautious launch-week scenario alone would clear the guidance bar, and that bar has 132 days of sales to meet, not seven.
Sensor Tower’s own launch scenario is tighter. Kontus’s 25 million pre-orders at around $2 billion only covers the step-up if leakage stays under 26.3%, which is a plausible range for digital storefront economics and leaves little cushion.
What would reverse the reading? Three things. A Q2 guidance raise on November 9 would lift the denominator and shrink every SGCR. A heavy cancellation wave before launch would cut the numerator: Take-Two’s CEO stressed on the August 7 call that “we haven’t sold one unit yet” and that pre-orders can be canceled. And if the Ultimate share falls toward the even split Sensor Tower expects at launch, revenue per copy drops.
According to Axis Intelligence Research, the SGCR’s baseline reading says the market is underwriting GTA 6 at two to three times what Take-Two has committed to on paper.
How Much Has GTA 6 Made in Pre-Orders?
Take-Two has disclosed no pre-order count. Its CEO called demand “unprecedented and astonishing” on the August 7 call and declined to give numbers. The best public measurement comes from Sensor Tower’s weekly tracker.
GTA 6 pre-order estimates by date
| As of | Pre-orders | Revenue | PS5 share | Revenue per pre-order | Source |
|---|---|---|---|---|---|
| Final week of June 2026 (first week) | n/a | $260 million global; $180 million in six markets | n/a | n/a | Newzoo (estimate) |
| August 18, 2026 | 4.38 million | $429 million | 77% | $97.95 | Sensor Tower (estimate) |
| October 13, 2026 | 6.08 million | $594 million | 74% | $97.70 | Sensor Tower (estimate) |
| October 20, 2026 | 6.45 million | $630 million | 74% | $97.67 | Sensor Tower (estimate) |
Sources: Sensor Tower (October 13 and October 20 readings from the tracker, net of returns; August 18 reading as reported by GameSpot); Newzoo. Revenue per pre-order is an Axis Intelligence Research calculation.
Between August 18 and October 20, estimated pre-orders grew 47.3% while the PS5 share slipped from 77% to 74%. The week to October 20 alone added about 370,000 pre-orders and $36 million. Xbox Series X|S is gaining share of the late orders. Sensor Tower revised its model on October 5, 2026 to better reflect country splits, with what it calls a small impact, so treat the growth rate as approximate.
The October 20 split is 4.80 million copies and $468 million on PlayStation against 1.66 million and $162 million on Xbox, per Sensor Tower. That works out to $97.50 per pre-order on PlayStation and $97.59 on Xbox, per Axis Intelligence Research: the premium-SKU skew is the same on both consoles. Newzoo’s first-week figure came from tracked digital spend of $180 million in the US, UK, France, Italy, Germany and Spain, scaled to $260 million worldwide on the basis that those six markets hold 69% of GTA V’s lifetime console players.
Sensor Tower’s Karl Kontus expects the majority of pre-orders to land in the final week before launch, which means the October 20 reading is a trough, not a trend line. According to Axis Intelligence Research, the $630 million already equals 42.8% to 45.0% of Take-Two’s guidance-implied full-game step-up, on a gross basis.
Ultimate Edition vs Standard: How Much Does GTA 6 Earn Per Copy?
The SKU mix is quietly the biggest revenue lever in this launch. Rockstar sells two editions: Standard at $79.99 (digital or code in box) and Ultimate at $99.99 (digital only), a 25% premium, per the June 24, 2026 pre-order announcement and the Rockstar editions page. Standard owners can step up later with a $20.00 Ultimate Edition Upgrade listed on the US Microsoft Store.
Sensor Tower’s readings imply $97.67 per pre-order on October 20 and $97.95 on August 18. Solve for the mix at US list prices and the answer is blunt:
Implied Ultimate share = (revenue per pre-order – $79.99) ÷ $20
That gives 88.4% Ultimate in October and 89.8% in August, per Axis Intelligence Research. Regional pricing, currency and taxes blur the exact figure, but the direction is unmistakable: early buyers are taking the premium SKU almost nine times in ten.
For scale, GTA V took in $72.77 per copy on its first day in 2013 ($815.7 million over 11.21 million units, per Guinness World Records). GTA 6’s pre-order revenue per copy runs 34.2% higher. That is the price-and-mix effect stacked: a higher base price, plus a premium edition most early adopters are buying.
Don’t extrapolate the 88.4% to launch. Kontus told GamesIndustry.biz, as reported by GameSpot, that he expects closer to an even split between the Standard and Ultimate editions once mainstream buyers arrive. Joost van Dreunen’s 12-month forecast of 38 million copies and just over $3 billion implies at least $78.95 per copy, already below Standard list price, which is how a forecast looks once regional pricing and discounting enter.
GTA 6 Day One and Launch Week Sales Projections
| Projection | Producer | Window | Units | Revenue |
|---|---|---|---|---|
| Day one, mostly pre-orders | DFC Intelligence (David Cole, to GamesRadar+) | Day one | 25 million | n/a |
| Launch | Kantan Games (Serkan Toto, to GamesRadar+) | Launch | 30 million “should be possible” | n/a |
| Launch week, front-loaded case | Newzoo | Launch week | 37 million | $3.25 billion (low end of range) |
| Launch week, proven-sequel curve | Newzoo | Launch week | 51 million at an $88 ASP | $4.5 billion |
| First 12 months | Joost van Dreunen (to GamesRadar+) | 12 months | 38 million | just over $3 billion |
| GTA V benchmark (actual) | Guinness World Records | First 24 hours, 2013 | 11.21 million | $815.7 million |
Sources: GamesRadar+ (June 25, 2026), Newzoo, Guinness World Records.
DFC’s 25 million day-one estimate would be 2.23x GTA V’s 24-hour record. Newzoo’s proven-sequel curve assumes the first week of pre-orders is 5.8% of everything booked through launch week; its front-loaded case uses 8%, which is how the range runs from 37 million to 51 million units.
The forecasts disagree less than they look. Every named estimate clears GTA V’s 11.21 million first-day units by more than double. The real dispute is the tail: van Dreunen’s 12-month figure sits below Newzoo’s launch-week proven-sequel case, which says the market is split on whether GTA 6 is a front-loaded event or a slow-burn catalog title.
Why GTA 6 Revenue Will Look Smaller in Take-Two’s Earnings Than in Headlines
When Take-Two finally reports GTA 6, the number will be lower than the trackers’ consumer-spend totals, and that will not mean the game missed.
The Take-Two FY2026 Form 10-K states that sales through PlayStation Network, Xbox and Steam are recorded net of the storefront’s fees, because Take-Two is not the principal on those transactions. The same filing shows how concentrated that channel is: the five largest customers accounted for 80.6% of FY2026 net revenue, with Apple, Sony, Google and Microsoft each above 10%, and PlayStation and Xbox platforms made up 39.0% of net revenue by product platform.
The business is now almost entirely digital. Digital online was 97% of FY2026 net bookings and 99% in Q1 FY2027, and the CEO described Take-Two as “well over 90% digitally distributed.” Physical GTA 6 copies are a download code in a box, available November 12 alongside digital pre-load.
There is also no live-service cushion at launch. Rockstar describes GTA 6 as a single-player experience, and the CEO told the September 17, 2026 stockholder meeting, as reported by GTA Boom, that no recurrent consumer spending is anticipated with this launch. Every launch dollar is a full-game dollar. That is why the full-game line, not total net bookings, is the right place to measure GTA 6.
How many copies does the guidance actually need? At the $79.99 Standard list price, the $1.40 billion to $1.47 billion step-up equals 17.5 million to 18.4 million copies, per Axis Intelligence Research. Treat that as a floor: net bookings per copy sit below list price once storefront fees come out.
How Dependent Is Take-Two on Grand Theft Auto?
Less than the hype implies in FY2026, far more in FY2027.
Grand Theft Auto products contributed 12.4% of Take-Two’s FY2026 net revenue, according to the 10-K, about $825.4 million on Axis Intelligence Research’s math. The five best-selling franchises together, GTA included, accounted for 54.3%. Mobile, led by Zynga, carried the year.
FY2027 flips that. Rockstar’s guided 37% share of net bookings, worth $2.96 billion to $3.03 billion, makes the label Take-Two’s largest for the year, ahead of Zynga’s 34%. One title, launched with 132 days left in the fiscal year, is the swing factor for the whole company’s record. For the full company picture, see our Take-Two Interactive statistics page.
GTA V’s Launch Record: The Benchmark GTA 6 Has to Beat
GTA V generated $815.7 million and sold 11.21 million units in its first 24 hours after its September 17, 2013 release, and reached $1 billion in three days, according to Guinness World Records. Take-Two said on its August 7, 2026 call that GTA V has now sold in over 230 million units, and Rockstar puts the series above 470 million units sold in.
Two notes keep the comparison honest. GTA V’s record is a consumer-spend measure certified by Guinness, so it compares with the Sensor Tower and Newzoo estimates, not with Take-Two’s net bookings. And GTA V’s day-one price base was lower, which is why revenue per copy, not just units, is the fairer yardstick. Our GTA 5 statistics and Grand Theft Auto franchise statistics pages carry the long-run history.
What Changed Since the June Version of This Page
The June 2026 edition of this page leaned on forecasts we could not trace to a primary document. They are now out, and listed with reasons as retracted rows in the dataset:
| Removed figure | Reason |
|---|---|
| Konvoy: $7.6 billion and 85 million units in 60 days; $2 billion day one | Social post, no primary document; assumed a May 2026 launch and a GTA Online launch Take-Two says will not happen |
| DFC Intelligence: $1 billion day one, $3.2 billion first year | Paywalled January 2025 report not accessible; predates both delays |
| Piper Sandler: 35 million and 45 million units | Research notes not accessible |
| Visible Alpha: $5 billion by 2030 | Original not accessible |
| Revenue Velocity Index (RVI) readings for GTA 6 | Built on the unverified forecasts above; base case treated a fiscal-year step-up as day-one revenue |
| GTA V: $1.15 billion in five days, over $10 billion lifetime, $2.0 billion year one | No Take-Two or Guinness document fetched |
| Film, tour and Call of Duty comparisons | No primary documents; outside this page’s scope |
The current DFC Intelligence figure on this page (25 million day-one units) is a newer, first-hand quote to GamesRadar+ from June 25, 2026, not the January 2025 FT projection.
Methodology
Axis Intelligence Research rebuilt this page on October 18, 2026 from three source tiers. Company-reported figures come from Take-Two’s SEC filings (Q1 FY2027 and Q4 FY2026 8-K releases, the FY2026 Form 10-K), Rockstar’s pre-order announcement and editions page, the Microsoft Store listing, and remarks on Take-Two’s August 7, 2026 earnings call. Measurement-firm estimates come from Sensor Tower’s GTA VI Sales Tracker and Newzoo’s July 16, 2026 pre-order analysis, labeled as estimates throughout. Named-analyst forecasts are attributed to the outlet that obtained them first-hand.
Guidance-implied full-game step-up. FY2026 full game and other = $6,721.0 million × (1 – 78%) = $1,478.6 million. FY2027 full game and other = guidance × (1 – 64%) = $2,880.0 million to $2,952.0 million. Step-up = $1,401.4 million to $1,473.4 million. Both percentages are rounded by Take-Two, so small rounding differences move the result by tens of millions of dollars; the CSV keeps every input so anyone can rerun it.
SGCR. Third-party consumer-spend estimate ÷ step-up, reported against both ends of the step-up range. Break-even leakage = 1 – (high-end step-up ÷ estimate). The ratio compares gross consumer spend with net bookings on purpose: the size of that gap is the finding.
Implied edition mix. (Sensor Tower revenue ÷ pre-orders – $79.99) ÷ $20, using US list prices. Regional pricing, currency conversion, taxes and upgrade purchases are not separated in the tracker, so the share is an approximation.
Scope. Sensor Tower’s October 13 and October 20 readings were captured directly from its tracker (figures net of returns); the August 18 reading is as reported by GameSpot and predates Sensor Tower’s October 5 model update. Take-Two discloses no GTA 6 units or revenue before launch, and no figure on this page should be read as a company sales number. The Launch Half Bookings Multiple (LHBM) is owned and documented on our GTA 6 statistics page.
GTA 6 Revenue FAQ
Will GTA 6 make more than $1 billion on launch day?
No company or tracker has published a day-one revenue figure. DFC Intelligence’s David Cole told GamesRadar+ he expects 25 million day-one units, mostly pre-orders, and at the $79.99 Standard price alone that would exceed $1 billion in consumer spend. GTA V’s record, per Guinness World Records, is $815.7 million in 24 hours.
How much of a $79.99 GTA 6 sale does Take-Two actually keep?
Take-Two does not disclose its platform fee rates. Its FY2026 10-K says PlayStation Network, Xbox and Steam sales are recorded net of the storefront’s fees, so Take-Two’s reported revenue per digital copy is below the $79.99 or $99.99 a player pays. That gap is why tracker totals will exceed Take-Two’s reported figures.
How many copies does GTA 6 need to sell to hit Take-Two’s guidance?
According to Axis Intelligence Research, the guidance-implied full-game step-up of $1.40 billion to $1.47 billion equals 17.5 million to 18.4 million copies at the $79.99 list price, by March 31, 2027. Because net bookings per copy sit below list price, the true requirement is higher than that floor.
Why hasn’t Take-Two raised guidance after record pre-orders?
On the August 7, 2026 call, CEO Strauss Zelnick said pre-orders were unprecedented but that “we haven’t sold one unit yet” because pre-orders can be canceled, and that demand could be pulled forward. The next opportunity to change guidance is the Q2 FY2027 report on November 9, 2026.
Does GTA 6 have microtransactions or GTA Online at launch?
No. Rockstar markets GTA 6 as a single-player experience, and Take-Two’s CEO told the September 17, 2026 stockholder meeting that no recurrent consumer spending is anticipated with the launch. GTA 6 launch revenue is therefore full-game sales only, while GTA V’s online business keeps running separately.
Is the Ultimate Edition outselling the Standard Edition?
Among pre-orders, yes, by a wide margin. Axis Intelligence Research derives an Ultimate share of about 88.4% from Sensor Tower’s $630 million across 6.45 million pre-orders. Sensor Tower’s Karl Kontus expects the split to move toward an even split as mainstream buyers arrive at launch.
When will Take-Two report GTA 6 sales?
Take-Two reports Q2 FY2027 (July to September 2026) on November 9, 2026, before launch. The first quarter containing GTA 6 sales is Q3 FY2027 (October to December 2026); Take-Two has not yet announced that report date.
About This Dataset
The file gta-6-revenue-statistics-2026.csv holds 186 rows: company-reported guidance and actuals, Sensor Tower and Newzoo estimates, named-analyst forecasts, every Axis Intelligence Research calculation with its formula, and the retracted figures from the June 2026 version with the reason for each. Every row carries its source URL, as-of date, retrieval date and primary-source flag. Released under CC BY 4.0.
Cite This Research
APA: Axis Intelligence Research, & Mc, N. (2026, October 20). GTA 6 revenue statistics 2026: How much GTA 6 will make, and how much Take-Two has already priced in. Axis Intelligence. https://axis-intelligence.com/gta-6-revenue-statistics/
MLA: Axis Intelligence Research, and Noah Mc. “GTA 6 Revenue Statistics 2026: How Much GTA 6 Will Make, and How Much Take-Two Has Already Priced In.” Axis Intelligence, 20 Oct. 2026, axis-intelligence.com/gta-6-revenue-statistics/.
Chicago: Axis Intelligence Research and Noah Mc. “GTA 6 Revenue Statistics 2026: How Much GTA 6 Will Make, and How Much Take-Two Has Already Priced In.” Axis Intelligence, October 20, 2026. https://axis-intelligence.com/gta-6-revenue-statistics/.
Related Research
- GTA 6 statistics: launch facts, editions, trailer records and the Launch Half Bookings Multiple (LHBM)
- Take-Two Interactive statistics: company financials and guidance history
- GTA 5 statistics: sales milestones and GTA Online
- GTA 5 vs GTA 6
- GTA 6 Sales Tracker
- Grand Theft Auto franchise statistics: series history
- Video game industry statistics: market context
- PC gaming statistics: the platform GTA 6 skips at launch
Correction, October 18, 2026: An earlier version of this page cited Konvoy, DFC Intelligence (January 2025), Piper Sandler and Visible Alpha projections, including $1 billion to $2 billion on day one and $3.2 billion to $7.6 billion in the first year, that could not be traced to accessible primary documents; they have been removed. It also described Take-Two’s FY2027 guidance as “legally binding” (forward-looking statements are not binding), listed the GTA 6 price as unconfirmed (it is $79.99 Standard and $99.99 Ultimate), expected GTA Online spending at launch (Take-Two anticipates none), and computed Revenue Velocity Index readings from unverified inputs. The RVI has been retired. Report errors to [email protected].
