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Grand Theft Auto Franchise Statistics 2026: 470 Million Units and GTA’s Share of Take-Two Revenue Since 2004

Grand Theft Auto Franchise Statistics: Revenue & Sales [2026] GTA franchise data hub: 465M units sold, GTA V's 5M day-one record, Take-Two financials, and GTA 6 analyst projections. Updated June 2026. Download CSV free.

Grand Theft Auto Franchise Statistics 2026

By Axis Intelligence Research

Co-author: Noah Mc | Last updated: October 20, 2026 | Next scheduled update: Take-Two’s Q2 FY2027 results on November 9, 2026, and the first post-launch filing after GTA VI | License: CC BY 4.0

The Grand Theft Auto series has sold-in over 470 million units, according to Rockstar Games and Take-Two Interactive’s GTA VI pre-order announcement of June 24, 2026. Take-Two’s own annual reports show the franchise jumping from 11.3% of company revenue in fiscal 2013 to 68.9% in fiscal 2014, the GTA V launch year.


Quick Answer

The Grand Theft Auto series has sold-in over 470 million units as of June 24, 2026, per Rockstar Games and Take-Two. GTA V alone accounts for over 230 million (August 7, 2026). GTA products generated 12.4% of Take-Two’s net revenue in fiscal 2026, which Axis Intelligence Research converts to about $825.4 million.

Key Findings

  • The Grand Theft Auto series has sold-in over 470 million units worldwide, Rockstar Games and Take-Two Interactive said on June 24, 2026, up from over 117 million in November 2011.
  • Grand Theft Auto products generated 12.4% of Take-Two Interactive’s net revenue in fiscal 2026, against 68.9% in fiscal 2014, the GTA V launch year, per Take-Two’s 10-K filings.
  • Axis Intelligence Research calculates a Launch-Year Share Lift (LSL) of 6.1x for GTA V and 3.53x for GTA IV, using Take-Two’s filed GTA revenue shares before and during each launch year.
  • Axis Intelligence Research finds GTA V supplied 120 million of the 175 million series units added between Take-Two’s FY2019 and FY2026 10-Ks, or 68.6%.
  • The gap between GTA V (September 17, 2013) and GTA VI (November 19, 2026) is 13.2 years, 2.45x the 5.4-year gap between GTA IV and GTA V, per Axis Intelligence Research.

How Many Copies Has the GTA Franchise Sold?

Over 470 million units sold-in, per the Rockstar Games and Take-Two GTA VI pre-order release of June 24, 2026. “Sold-in” means units shipped to retailers and sold digitally, as Take-Two counts them; it is not a count of players.

Take-Two restates the series total in almost every annual report, which turns its 10-Ks into a clean unit timeline. Each figure below is a floor: the company writes “over” or “approximately”, never an exact count.

GTA series units sold-in, 2011 to 2026

As ofSeries units sold-inSource
November 2011over 117 millionTake-Two Q2 FY2012 earnings release
March 31, 2012approximately 120 millionTake-Two 10-K, FY2012
March 31, 2013over 127 millionTake-Two 10-K, FY2013
March 31, 2014over 185 millionTake-Two 10-K, FY2014
March 31, 2015over 210 millionTake-Two 10-K, FY2015
March 31, 2016over 240 millionTake-Two 10-K, FY2016
March 31, 2017over 260 millionTake-Two 10-K, FY2017
March 31, 2018over 280 millionTake-Two 10-K, FY2018
March 31, 2019over 290 millionTake-Two 10-K, FY2019
March 31, 2020over 320 millionTake-Two 10-K, FY2020
March 31, 2021over 335 millionTake-Two 10-K, FY2021
March 31, 2022over 375 millionTake-Two 10-K, FY2022
March 31, 2023over 395 millionTake-Two 10-K, FY2023
March 31, 2024over 420 millionTake-Two 10-K, FY2024
March 31, 2025over 445 millionTake-Two 10-K, FY2025
March 31, 2026over 465 millionTake-Two 10-K, FY2026
June 24, 2026over 470 millionRockstar Games / Take-Two press release

Dates for 10-K rows are fiscal year ends; each 10-K was filed roughly two months later. Sources: Take-Two filings on SEC EDGAR, for example the FY2014 10-K, the GTA V launch year. Every filing URL is in the CSV.

The single biggest jump sits between the FY2013 and FY2014 reports: 58 million units in one fiscal year, the year GTA V shipped. Since November 2011 the series total has grown 4.0x.

Read the table as a launch catalogue, not a straight line. The series kept adding tens of millions of units a year without a new mainline game for over a decade, and almost all of that flow traces back to one title (see the GTA V share section below).

How Many Copies Has Each GTA Game Sold?

Take-Two does not publish a lifetime unit total for every title. It discloses GTA V regularly and disclosed GTA IV and GTA III at points in time. Where no Take-Two, Rockstar or Guinness figure exists, the table says so rather than filling the cell.

TitleReleaseLatest company or Guinness unit figureAs ofSource
Grand Theft Auto IIIOctober 2001 (PS2)about 8 millionFY2002 10-K (year to Oct 31, 2002)Take-Two 10-K, FY2002
Grand Theft Auto III, PS2 only11 million2008Guinness World Records
Grand Theft Auto: Vice CityOctober 29, 2002 (North America)lifetime total not disclosed by Take-Two; 13 million on PS22008Guinness World Records
Grand Theft Auto: San AndreasOctober 2004 (PS2)lifetime total not disclosed by Take-Two; 12 million on PS22008Guinness World Records
Grand Theft Auto IVApril 29, 2008over 23 millionNovember 2011Take-Two Q2 FY2012 earnings release
Grand Theft Auto VSeptember 17, 2013over 230 millionAugust 7, 2026Take-Two Q1 FY2027 earnings call
Grand Theft Auto VINovember 19, 2026 (scheduled)not yet releasedTake-Two 8-K, August 7, 2026

Guinness PS2 figures come from the Guinness World Records entry for the most successful videogame franchise on PlayStation 2, which cites its 2008 Gamer’s Edition. They cover PS2 copies only, not PC, Xbox or later re-releases.

The three PS2-era entries add up to 36 million PS2 copies on Guinness’s count, an Axis Intelligence Research sum. That is a floor for the trilogy, not a lifetime total.

GTA IV’s own timeline is documented in Take-Two’s releases: over 11 million sold-in by May 31, 2008, 32 days after launch; over 17 million by June 2010; over 23 million by November 2011. In that November 2011 release, GTA IV represented 19.7% of the series’ 117 million units, an Axis Intelligence Research calculation from the same document.

Why the gaps? Take-Two counts the franchise as one line in most filings, and publishers rarely update per-title totals for old catalogue once the next entry arrives. Sites that print lifetime numbers for Vice City or San Andreas are relying on third-party estimates, which Axis does not use.

GTA V detail, including its year-by-year unit history and GTA Online, lives on our GTA 5 statistics page.

How Much of Take-Two’s Revenue Comes From GTA?

12.4% in fiscal 2026, according to Take-Two’s FY2026 Form 10-K, for the year ended March 31, 2026. Take-Two reports this as the share of net revenue from “Grand Theft Auto products,” which covers every GTA title and GTA Online together.

Every percentage below is quoted from a Take-Two annual report. None is estimated.

GTA products share of Take-Two net revenue, FY2004 to FY2026

Fiscal yearYear endsGTA share of net revenueFive best-selling franchisesSource
FY2004Oct 31, 200434.3%10-K FY2004
FY2005Oct 31, 200538.2%10-K FY2006
FY2006Oct 31, 200622.4%10-K FY2006
FY2007Oct 31, 200713.1%10-K FY2008
FY2008Oct 31, 200846.2%10-K FY2008
FY2009Oct 31, 200930.6%10-K FY2009
FY2012Mar 31, 201213.8%10-K FY2012
FY2013Mar 31, 201311.3%10-K FY2013
FY2014Mar 31, 201468.9%10-K FY2014
FY2015Mar 31, 201528.0%10-K FY2015
FY2016Mar 31, 201654.5%93.7%10-K FY2016
FY2017Mar 31, 201738.2%89.8%10-K FY2017
FY2018Mar 31, 201839.7%90.6%10-K FY2018
FY2019Mar 31, 201925.7%91.8%10-K FY2019
FY2020Mar 31, 202023.0%87.4%10-K FY2020
FY2021Mar 31, 202129.2%84.1%10-K FY2021
FY2022Mar 31, 202230.9%83.2%10-K FY2022
FY2023Mar 31, 202314.6%52.9%10-K FY2023
FY2024Mar 31, 202414.7%56.5%10-K FY2024
FY2025Mar 31, 202512.6%53.1%10-K FY2025
FY2026Mar 31, 202612.4%54.3%10-K FY2026

Take-Two changed its fiscal year end from October 31 to March 31, per its FY2012 10-K; the FY2011 report was the first for a year ended March 31. Axis did not find a stated GTA percentage in the FY2011 10-K’s business and risk sections, so the table has no row between FY2009 and FY2012. FY2004 to FY2015 10-Ks describe some figures as “approximately”. The FY2014 and FY2015 reports give a ten-franchise figure instead of a five-franchise one, so those cells stay empty. Every filing is on SEC EDGAR, and the CSV links each one; the oldest in the table is the FY2004 10-K.

The pattern is a heartbeat. Launch years spike: 46.2% in FY2008 with GTA IV, 68.9% in FY2014 with GTA V, and 54.5% in FY2016, the fiscal year that included GTA V’s PC release in April 2015, per Guinness World Records. Quiet years sink: 13.1% before GTA IV, 11.3% before GTA V.

Here is the comparison that matters for the next launch. In fiscal 2013, the last full year before GTA V, the franchise was 11.3% of Take-Two. In fiscal 2026, the last full year before GTA VI, it was 12.4%. Same trough, 1.1 points apart, on the eve of each launch.

Implied GTA revenue, FY2014 to FY2026

Take-Two does not report GTA revenue in dollars. Axis Intelligence Research multiplies each filed share by Take-Two’s GAAP net revenue for the same year. The result is an estimate of all GTA products revenue, not GTA V alone and not GTA Online alone.

Fiscal yearGTA shareTake-Two GAAP net revenueImplied GTA revenue (Axis estimate)
FY201468.9%$2,350.6 million$1,619.6 million
FY201528.0%$1,082.9 million$303.2 million
FY201654.5%$1,413.7 million$770.5 million
FY201738.2%$1,779.7 million$679.8 million
FY201839.7%$1,792.9 million$711.8 million
FY201925.7%$2,668.4 million$685.8 million
FY202023.0%$3,089.0 million$710.5 million
FY202129.2%$3,373.0 million$984.9 million
FY202230.9%$3,504.8 million$1,083.0 million
FY202314.6%$5,349.9 million$781.1 million
FY202414.7%$5,349.6 million$786.4 million
FY202512.6%$5,633.6 million$709.8 million
FY202612.4%$6,656.4 million$825.4 million

Sources: shares from Take-Two 10-Ks; net revenue from Take-Two 8-K earnings releases and 10-Ks. FY2022 net revenue is derived from the FY2023 10-K ($5,349.9 million minus the stated increase). FY2018 is reported under the revenue standard in force before April 1, 2018, and was not restated, so FY2018 and FY2019 are not strictly like for like.

Add the thirteen years up and Axis Intelligence Research estimates $10,651.8 million of GTA products revenue from FY2014 through FY2026. FY2026’s $825.4 million is 51.0% of the FY2014 launch-year figure.

Two things jump out. The franchise never fell below $679.8 million a year after FY2015, without a new mainline release. And the peak came in a launch year that captured only 195 days of GTA V sales before the fiscal year closed.

Why did GTA’s share of Take-Two drop in fiscal 2023?

The denominator moved, not the franchise. Take-Two completed its acquisition of Zynga on May 23, 2022, per the FY2023 10-K, and net revenue rose from $3,504.8 million in FY2022 to $5,349.9 million in FY2023. Implied GTA revenue fell from $1,083.0 million to $781.1 million over the same span, so part of the share drop is real and part is dilution.

The five-franchise line shows the same reset: 83.2% of revenue in FY2022, 52.9% in FY2023. Inside that top five, GTA’s weight has shrunk from 58.2% in FY2016 to 22.8% in FY2026 (Axis calculation: 12.4 divided by 54.3). Mobile now carries Take-Two, with 50% of FY2026 net revenue per the Q4 FY2026 earnings release. Full company financials are on our Take-Two Interactive statistics page.

How Big Is the GTA Launch-Year Jump?

The Launch-Year Share Lift (LSL) is an Axis Intelligence Research metric: GTA products’ share of Take-Two net revenue in the fiscal year that contains a mainline launch, divided by the share in the fiscal year before it. Both inputs are quoted from Take-Two 10-Ks.

LaunchYear beforeLaunch yearShare gainLSLDays of sales inside the launch fiscal year
GTA IV (April 29, 2008)FY2007: 13.1%FY2008: 46.2%33.1 points3.53x185 days
GTA V (September 17, 2013)FY2013: 11.3%FY2014: 68.9%57.6 points6.1x195 days
GTA VI (November 19, 2026)FY2026: 12.4%FY2027: not yet reported132 days

Formula: LSL = launch-year GTA share / prior-year GTA share. Days counted from launch date to fiscal year end (October 31, 2008; March 31, 2014; March 31, 2027). Sources: Take-Two 10-Ks FY2008, FY2013, FY2014, FY2026; release dates from Take-Two releases and Guinness World Records.

GTA V’s lift was almost double GTA IV’s. Part of that is the game, and part is arithmetic: the bigger one title is relative to everything else a publisher sells, the harder its launch moves the ratio.

GTA VI arrives with the shortest launch window of the three, 132 days inside fiscal 2027, and into a company that now books half its revenue on mobile. The LSL is a ratio of shares, so a larger, more diversified Take-Two mechanically caps how far GTA’s share can climb. A lower GTA VI lift would not by itself mean weaker sales.

Take-Two guides FY2027 net bookings of $8.0 billion to $8.2 billion, per its Q1 FY2027 earnings release. The first LSL reading for GTA VI arrives with Take-Two’s FY2027 10-K. Axis will not publish an LSL forecast. Launch economics and projections are covered on our GTA 6 revenue statistics page.

How Much of the GTA Series Is GTA V?

48.4% of the series’ units in Take-Two’s FY2026 10-K (over 225 million of over 465 million), an Axis Intelligence Research calculation from a single filing. Pairing both figures from the same 10-K keeps the dates aligned.

10-KGTA V unitsSeries unitsGTA V share of series
FY2019over 105 millionover 290 million36.2%
FY2020over 125 millionover 320 million39.1%
FY2021over 145 millionover 335 million43.3%
FY2022over 160 millionover 375 million42.7%
FY2023over 180 millionover 395 million45.6%
FY2024over 195 millionover 420 million46.4%
FY2025over 210 millionover 445 million47.2%
FY2026over 225 millionover 465 million48.4%

Source: Take-Two 10-Ks FY2019 to FY2026. Both inputs are “over” floors, so each share can move by about a point either way.

Between those two reports, the series added 175 million units and GTA V added 120 million of them. That leaves 55 million units for every other GTA title combined across the same span, and 240 million non-GTA V units in the FY2026 total.

One title now carries most of the series’ ongoing unit flow. For a franchise that went from launch-to-launch gaps of a year to gaps of over a decade, that is the cost of the wait: the back catalogue is one game deep.

How Long Between GTA Games?

13.2 years between GTA V and GTA VI, the longest gap in the series. Each mainline gap has been longer than the one before.

FromToGap
GTA III (October 2001)Vice City (October 2002)1.0 years
Vice City (October 2002)San Andreas (October 2004)2.0 years
San Andreas (October 2004)GTA IV (April 29, 2008)3.5 years
GTA IV (April 29, 2008)GTA V (September 17, 2013)5.4 years
GTA V (September 17, 2013)GTA VI (November 19, 2026)13.2 years

Axis Intelligence Research calendar calculation. GTA III and San Andreas dates are month-level in Take-Two’s 10-Ks, so the first three gaps are rounded to half years. Sources: Take-Two 10-Ks FY2002 and FY2004, Take-Two Q2 FY2008 release, Guinness World Records, Take-Two Q1 FY2027 release.

The GTA V to GTA VI wait is 2.45x the GTA IV to GTA V wait. Earlier entries in the series are outside this table because Axis did not locate a dated Take-Two or Rockstar source for them.

Scheduled launches have also slipped. The full GTA VI delay timeline sits on our GTA 6 statistics page.

What Records Has the GTA Series Set?

Two launches set entertainment records, and the company documented both.

  • GTA IV, April 29, 2008: about 6 million units sold through globally in the first week, at an estimated retail value of more than $500 million, per Take-Two’s Q2 FY2008 earnings release. Take-Two said the title surpassed day-one and week-one entertainment records.
  • GTA V, September 17, 2013: $815.7 million in revenue and 11.21 million units in its first 24 hours, and $1 billion in three days, per Guinness World Records.

GTA V’s first day moved 1.87x the units GTA IV moved in its whole first week, an Axis Intelligence Research comparison. The two figures are not measured the same way (sell-through for GTA IV, Guinness’s unit count for GTA V), so treat the ratio as scale, not precision.

San Andreas had its own launch moment: about 3.6 million units in the month ended November 27, 2004, according to NPD Funworld data cited in Take-Two’s FY2004 10-K. NPD is a measurement firm, so this is an estimate.

Rockstar’s other franchise puts the GTA numbers in context. Red Dead Redemption 2 has sold-in more than 80 million units per the FY2026 10-K. The GTA series total in the same filing is 5.8x that.

Where Do GTA Online, GTA V and GTA VI Fit?

GTA Online is inside every GTA revenue number on this page, because Take-Two reports “Grand Theft Auto products” as one line. Take-Two said GTA Online recurrent consumer spending rose 27% in Q3 FY2026, per its results summary slides. Recurrent consumer spending was 78% of Take-Two’s FY2026 net bookings. Deeper GTA Online data is on the GTA 5 statistics page.

GTA VI launches November 19, 2026, on PS5 and Xbox Series X|S, at $79.99 for the Standard Edition and $99.99 for the Ultimate Edition. Take-Two has not disclosed pre-order numbers. Sensor Tower estimates 6.45 million pre-ordered units and $630 million in pre-order revenue net of returns on PlayStation and Xbox, per its GTA VI Sales Tracker updated October 20, 2026. PlayStation takes 74% of those sales (4.80 million units, $468 million) and Xbox 26% (1.66 million units, $162 million).

Those figures are a measurement firm’s estimates, not company data, so they stay out of the per-title table above. Two readings stand out. Sensor Tower’s numbers imply $97.67 of revenue per pre-ordered unit, much closer to the $99.99 Ultimate price than to the $79.99 Standard price, an Axis Intelligence Research calculation; Sensor Tower does not publish an edition split, so the mix behind that average is not known. And the tracker added 2.37 million units and $235 million between its July 20 reading (4.08 million units, $395 million) and October 20, although Sensor Tower notes it updated its pre-order model on October 5, so the two readings are not strictly like for like.

Newzoo’s separate estimate of $260 million in global first-week digital pre-orders uses a different method and window, so Axis lists it next to Sensor Tower’s figures and does not merge them. Launch facts are on the GTA 6 statistics page; projections are on the GTA 6 revenue statistics page.

For the wider market around these launches, see our video game industry statistics.

Methodology

Revenue share. Every GTA percentage is quoted from the Take-Two 10-K for that fiscal year, or from a later 10-K that restates it (FY2005 from the FY2006 report, FY2007 from the FY2008 report). Axis did not compute or smooth any share. The dataset skips the FY2010 transition period and FY2011 rather than interpolate.

Implied revenue. Implied GTA revenue = filed GTA share x Take-Two GAAP net revenue for the same fiscal year. It is an Axis estimate of all GTA products, sensitive to rounding in the filed percentage (“approximately” in the older reports). A one-tenth-point change in FY2026’s share moves the FY2026 estimate by about $6.7 million.

Units. Take-Two reports “sold-in” units as floors (“over”, “more than”, “approximately”). Axis records the floor exactly as written. Differences between two floors, such as the 120 million GTA V units added between FY2019 and FY2026, carry the rounding of both inputs. GTA V and series shares pair figures from the same filing only.

Per-title data. Only Take-Two, Rockstar Games and Guinness World Records figures are used. Guinness PS2 figures are PS2-only and dated 2008. Aggregator estimates are excluded by policy. The one measurement-firm series on the page, Sensor Tower’s GTA VI pre-order tracker, appears only in the GTA VI section, labeled as an estimate, because no company figure exists yet.

LSL. Launch-Year Share Lift = GTA share in the launch fiscal year / GTA share in the prior fiscal year. GTA IV uses October fiscal years; GTA V uses March fiscal years. LSL reflects both GTA sales and the size of the rest of Take-Two, so a higher company revenue base lowers it for the same GTA performance.

What this dataset does not capture. Units are sell-in, not players or sell-through. Revenue shares are GAAP net revenue, not net bookings, and include deferred revenue effects. Storefront sales on PlayStation, Xbox and Steam are recorded net of platform fees per the FY2026 10-K, which lowers the dollar base relative to consumer spending.

About This Dataset

The CSV holds every figure on this page: 21 filed GTA revenue shares (FY2004 to FY2026), 11 five-franchise shares, 13 years of implied GTA revenue, 17 series unit disclosures from 2011 to 2026, 10 GTA V unit disclosures, per-title release dates and units, release gaps, the LSL readings, Sensor Tower’s GTA VI pre-order estimates (July 20 and October 20, 2026, flagged as estimates), and a ledger of figures removed from the June 2026 version. Each row carries its source organization, document, URL, retrieval date, a primary-source flag and the formula for any Axis calculation.

File: grand-theft-auto-franchise-statistics-2026.csv | License: CC BY 4.0 | Citation line: Axis Intelligence Research, Grand Theft Auto Franchise Statistics 2026, 2026.

Frequently Asked Questions

How many copies has the GTA franchise sold in total?

The Grand Theft Auto series has sold-in over 470 million units, according to Rockstar Games and Take-Two Interactive’s June 24, 2026 GTA VI pre-order announcement. Take-Two’s FY2026 10-K, covering the year to March 31, 2026, gave over 465 million.

What is the best-selling GTA game?

GTA V, with over 230 million units sold-in as of August 7, 2026, per Take-Two CEO Strauss Zelnick on the Q1 FY2027 earnings call. In Take-Two’s FY2026 10-K, GTA V made up 48.4% of the series’ units, an Axis Intelligence Research calculation.

How many copies did GTA San Andreas and Vice City sell?

Take-Two has not published lifetime totals for either game. Guinness World Records credits Vice City with 13 million PS2 copies and San Andreas with 12 million, figures from its 2008 Gamer’s Edition that exclude PC and Xbox versions.

How many copies did GTA IV sell?

Over 23 million units sold-in as of November 2011, per Take-Two’s Q2 FY2012 earnings release. GTA IV sold about 6 million units in its first week after its April 29, 2008 launch, worth more than $500 million at retail, Take-Two reported.

How much money does GTA make for Take-Two?

GTA products generated 12.4% of Take-Two’s fiscal 2026 net revenue of $6,656.4 million, per the FY2026 10-K. Axis Intelligence Research converts that to about $825.4 million, covering every GTA title and GTA Online together.

Why has GTA’s share of Take-Two revenue fallen?

Mostly because Take-Two got bigger. After the Zynga acquisition closed on May 23, 2022, net revenue rose from $3,504.8 million (FY2022) to $5,349.9 million (FY2023), and GTA’s share fell from 30.9% to 14.6%. GTA’s implied revenue also declined over that year, by Axis’s estimate.

How long has it been between GTA games?

GTA VI’s November 19, 2026 launch comes 13.2 years after GTA V’s September 17, 2013 release, the longest gap in the series. The previous gap, GTA IV to GTA V, was 5.4 years, by Axis Intelligence Research’s count.

How many GTA 6 pre-orders have been sold?

Take-Two has not published a pre-order count. Sensor Tower estimates 6.45 million pre-ordered units and $630 million in revenue on PlayStation and Xbox as of October 20, 2026, with PlayStation at 74% of sales. These are third-party estimates, net of returns.

Does GTA Online count in GTA sales figures?

GTA Online revenue is included in Take-Two’s “Grand Theft Auto products” revenue share, which does not separate it from game sales. Unit figures count copies of games sold-in; GTA Online launched in October 2013 and is included with GTA V, per Take-Two’s FY2014 10-K.

Cite This Research

APA: Axis Intelligence Research. (2026, October 20). Grand Theft Auto franchise statistics 2026: 470 million units and GTA’s share of Take-Two revenue since 2004. Axis Intelligence. https://axis-intelligence.com/grand-theft-auto-franchise-statistics/

MLA: Axis Intelligence Research. “Grand Theft Auto Franchise Statistics 2026: 470 Million Units and GTA’s Share of Take-Two Revenue Since 2004.” Axis Intelligence, 20 Oct. 2026, axis-intelligence.com/grand-theft-auto-franchise-statistics/.

Chicago: Axis Intelligence Research. “Grand Theft Auto Franchise Statistics 2026: 470 Million Units and GTA’s Share of Take-Two Revenue Since 2004.” Axis Intelligence, October 20, 2026. https://axis-intelligence.com/grand-theft-auto-franchise-statistics/.

Related Research


Corrections, October 19, 2026. This page was rewritten after an audit against Take-Two’s SEC filings. An earlier version (last updated June 25, 2026) stated that the GTA series had sold 465 million units; the current figure is over 470 million (June 24, 2026). It listed GTA’s share of Take-Two revenue as an Axis cross-calculation, including 22% for FY2026, 21% for FY2020, 20% for FY2015 and FY2025, and 19% for FY2024; Take-Two’s 10-Ks state 12.4%, 23.0%, 28.0%, 12.6% and 14.7%, and every share now comes from those filings. It gave Take-Two net revenue of about $1,490 million for FY2015 and $3,372 million for FY2020; the filed figures are $1,082.9 million and $3,089.0 million. It said mobile was 52% of FY2026 net revenue; that was the FY2025 share, and FY2026 was 50%. It dated GTA V’s 230 million units to May 2026; Take-Two disclosed that figure on August 7, 2026. Per-title unit estimates from a third-party aggregator were removed. The GTA Revenue Persistence Index (GRPI) has been retired: its lifetime revenue input was a press estimate, not a Take-Two disclosure, and its formula multiplied a ratio by years. The Addressable Console Penetration Rate (ACPR) and the analyst projections attributed to Piper Sandler, DFC Intelligence, Konvoy and Ampere Analysis were removed because they failed verification. To report an error, write to [email protected].

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