GTA 6 Revenue Statistics 2026
By Axis Intelligence Research and Noah Mc | Last updated: June 25, 2026 | Next scheduled update: November 20, 2026 (launch day + 1) | License: CC BY 4.0
Quick Answer:
No official GTA 6 revenue figures exist before launch — the game releases November 19, 2026. Take-Two Interactive’s official FY2027 net bookings guidance of $8.0–$8.2 billion is the only binding financial commitment on record. Analyst projections range from $1 billion on launch day (DFC Intelligence) to $7.6 billion in the first 60 days (Konvoy). For context: GTA V generated $815.7 million in 24 hours in 2013 — a Guinness World Record that GTA 6 is widely projected to surpass.
Key Findings
- $8.0–$8.2 billion — Take-Two Interactive’s official FY2027 net bookings guidance (April 2026–March 2027), the only binding revenue figure tied to GTA 6, filed with the SEC on May 21, 2026
- $1B–$2B — projected day-one revenue range across named analyst firms (DFC Intelligence: $1B; Konvoy: $2B) — would surpass GTA V’s $815.7M Guinness record
- $3.2B–$7.6B — projected first-year revenue range (DFC Intelligence: $3.2B over 12 months; Konvoy: $7.6B in 60 days)
- $33.9M/hour — GTA V’s revenue velocity on launch day ($815.7M ÷ 24h), the historical benchmark GTA 6 must beat to set a new record
- $83.3M/hour — projected GTA 6 revenue velocity if Konvoy’s $2B day-one estimate proves correct — 2.46× GTA V’s rate
The Only Official Revenue Figure: Take-Two’s FY2027 Guidance
Before reviewing any analyst projection, this distinction must be clear: there is exactly one official forward-looking revenue figure tied to GTA 6, and it comes from Take-Two Interactive’s SEC filing.
From Take-Two’s FY2026 earnings release (8-K, May 21, 2026):
| Metric | Figure | Notes |
|---|---|---|
| FY2027 Net Bookings guidance (low) | $8.0 billion | April 2026–March 2027 fiscal year |
| FY2027 Net Bookings guidance (high) | $8.2 billion | GTA 6 explicitly named as primary driver |
| FY2026 Net Bookings (actual baseline) | $6.72 billion | +19% YoY; record |
| Implied GTA 6 contribution (step-up) | $1.28B–$1.48B | Guidance minus prior-year actuals |
| FY2027 GAAP Net Revenue guidance | $7.9B–$8.1B | — |
| Operating cash flow guidance FY2027 | >$1.0 billion | — |
What this means in plain terms: Take-Two has publicly committed, in a document filed with the SEC, to growing revenue by $1.28–$1.48 billion in a single fiscal year — and has attributed this growth specifically to the November 19 GTA 6 launch. A public company does not put a figure like this in an SEC filing unless it has high confidence in the underlying projection. This is not hype — it is a legally binding forward-looking statement with full disclosure of risks.
What this does NOT tell us: The guidance covers Take-Two’s entire FY2027 release slate, not GTA 6 exclusively. It also covers a fiscal year ending March 31, 2027 — meaning GTA 6’s launch-window revenue (November 19 through March 31, 2027) is approximately 4.5 months, not a full calendar year.
Analyst Revenue Projections — Labeled and Compared
All figures in this section are analyst estimates from named firms. None have been endorsed by Rockstar Games or Take-Two Interactive. They are presented here as documented, dated projections from identified sources — not as facts or Axis Intelligence assessments.
Complete projection matrix
| Source | Day 1 Revenue | Week 1 Revenue | 60-Day Revenue | Year 1 Revenue | Unit Assumption | Date |
|---|---|---|---|---|---|---|
| Take-Two Interactive (official) | Not disclosed | Not disclosed | Not disclosed | ~$1.28–1.48B (FY step-up) | Not disclosed | May 2026 (SEC) |
| Piper Sandler | Not specified | Not specified | Not specified | 35M+ units (FY2027) | 35M (FY2027) | June 2, 2026 |
| Piper Sandler (bull case) | Not specified | Not specified | Not specified | Up to 45M units (day-one bull scenario) | 45M | Mid-June 2026 |
| DFC Intelligence | ~$1B (incl. pre-orders) | Not specified | Not specified | $3.2B | Not disclosed | Jan 2025 (via FT) |
| Visible Alpha | Not specified | Not specified | Not specified | $5B by 2030 (4-year target) | 100M by 2030 | Feb 2026 (via FT/GameSpot) |
| Konvoy (Josh Chapman) | $2B (15M units × ~$80) | ~$3.2B (40M units) | $7.6B (85M units) | — | 85M units / 60 days | July 2025 |
Konvoy’s unit breakdown (most granular projection available)
Konvoy published the only detailed day-by-day unit breakdown in the public domain:
| Window | Projected Units | Projected Revenue (@$80) |
|---|---|---|
| Pre-orders (before Nov 19) | 10 million | $800M |
| Day 1 (Nov 19) | 15 million | $1.2B |
| Day 3 | +10 million | +$800M |
| Day 7 | +5 million | +$400M |
| Day 30 | +20 million | +$1.6B |
| Day 60 | +25 million | +$2.0B |
| Total (60 days) | 85 million | ~$6.8B game sales + $800M GTA+ subs = ~$7.6B |
Source: Konvoy Managing Partner Josh Chapman, LinkedIn post, July 2025. Assumes $80 standard edition price — now confirmed at $79.99 (June 25, 2026) — and 20% of online players subscribing to GTA+ at launch. The $79.99 price makes Konvoy’s assumptions essentially exact.
Why the projections diverge so widely
The spread between DFC’s $3.2B (12 months) and Konvoy’s $7.6B (60 days) is not a minor rounding difference — it is a 2.4× gap on a different timeframe. Understanding why helps calibrate which figures to cite:
Konvoy ($7.6B / 60 days) uses $80 as the base price assumption and 85M units as the unit count — both of which are at the aggressive end of the range. As DesignRush correctly noted, selling 85M units in 60 days from a 127M console install base would require a 67% attach rate in two months, which has no historical precedent. Even GTA V — which launched on two console generations simultaneously — took five years to reach 100M units.
DFC Intelligence ($3.2B / 12 months) is the most widely cited by tier-1 media (Financial Times, TechRadar) and is the most methodologically conservative of the named projections. It implies roughly 40M units at $80 or 46M units at $70 in year 1 — a more plausible range given the console install base constraint.
Piper Sandler (35M units / FY2027) is the only Wall Street firm projection with a disclosed analyst name (James Callahan) and a formal initiation report. The FY2027 window (Nov 19 2026 – Mar 31 2027) is approximately 4.5 months, making 35M units in 4.5 months equivalent to roughly 93M annualized — which aligns with Konvoy’s long-term range but is far more conservative on the 60-day window.
Axis Intelligence Proprietary Metric: GTA 6 Revenue Velocity Index™ (RVI)
Definition: Revenue generated per hour during a product’s launch window, used to compare the financial intensity of major entertainment launches on a normalized basis.
Formula: Total launch-window revenue ÷ Hours in window = Revenue per hour ($/h)
Historical benchmarks (confirmed figures)
| Title / Event | Window Revenue | Window | Revenue/Hour | Source |
|---|---|---|---|---|
| GTA V (2013) | $815.7M | 24 hours | $33.99M/h | Guinness World Records |
| GTA V (2013) | $1.0B | 72 hours | $13.89M/h | Take-Two press release |
| GTA V (2013) | $1.15B | 120 hours | $9.58M/h | Take-Two press release |
| Avengers: Endgame (2019) | $1.22B | ~96h (opening weekend) | $12.71M/h | Box Office Mojo |
| Taylor Swift Eras Tour (2023) | $1.04B | ~4,380h (full tour) | $0.24M/h | Various press |
GTA 6 projected RVI (analyst scenarios)
| Scenario | Source | Day-1 Revenue | RVI ($/hour) | Multiple vs GTA V |
|---|---|---|---|---|
| Conservative | DFC Intelligence | $1.0B | $41.67M/h | 1.23× |
| Base case | Take-Two step-up proxy | ~$1.28–1.48B | $53.3–61.7M/h | 1.57–1.82× |
| Aggressive | Konvoy | $2.0B | $83.33M/h | 2.45× |
Interpretation: Even in the most conservative scenario (DFC Intelligence, $1B day-1), GTA 6’s revenue velocity would exceed GTA V’s Guinness-record pace by 23%. In Konvoy’s aggressive scenario, GTA 6 would generate revenue 2.45 times faster than any entertainment product in recorded history.
This metric is an original Axis Intelligence cross-source calculation. It has not been published by Take-Two, Rockstar, DFC Intelligence, Konvoy, Piper Sandler, or any other organization.
Revenue Benchmarks: What GTA 6 Must Beat
To understand what GTA 6’s revenue projections actually mean, they must be measured against confirmed historical records.
GTA V launch revenue (confirmed — Guinness World Records)
| Window | Revenue | Units | Source |
|---|---|---|---|
| 24 hours | $815.7M | 11.21M | Guinness World Records, Oct 2013 |
| 72 hours (3 days) | $1.0B | — | Take-Two press release, Sept 2013 |
| 120 hours (5 days) | $1.15B | 16M | Take-Two earnings disclosure |
| Full year 1 (FY2014) | ~$2.0B (est.) | ~40M | Take-Two 10-K / analyst estimates |
| Lifetime (as of 2025) | >$10B | 230M | Fortune / Take-Two IR |
Largest entertainment revenue windows in history (confirmed)
| Title | Window Revenue | Window | Medium |
|---|---|---|---|
| Avengers: Endgame | $1.22B | Opening weekend (~96h) | Film |
| GTA V | $815.7M | 24 hours | Game |
| Call of Duty: Black Ops 2 | $500M | 24 hours | Game (2012) |
| Spider-Man: No Way Home | $600M | Opening weekend | Film |
| Taylor Swift Eras Tour | $1.04B | Full tour | Live event |
GTA 6, at even the conservative DFC projection of $1B day-1, would become the highest-revenue 24-hour entertainment product launch in history — surpassing both GTA V ($815.7M) and Avengers: Endgame’s opening weekend ($1.22B would still be beaten on a per-hour basis).
Revenue Streams: Beyond Game Sales
GTA 6’s revenue will not come from game sales alone. Based on GTA V’s revenue composition over its 13-year lifecycle, analysts and Take-Two’s own disclosures point to multiple revenue layers:
| Revenue Stream | Mechanism | GTA V Precedent | GTA 6 Expectation |
|---|---|---|---|
| Standard edition sales | $70–$80 per unit (price unconfirmed) | $59.99 at launch | $70–80 (CEO signal, March 2026) |
| Premium / Deluxe editions | Higher price tier with bonus content | GTA V Special Edition ($79.99) and Collector’s ($149.99) in 2013 | Widely anticipated; not yet announced |
| GTA Online (standalone access) | Included with game; in-game economy drives post-launch revenue | Dominant revenue source from 2014 onward | GTA VI Online expected to follow same model |
| Shark Cards / virtual currency | In-game cash purchases | ~$500M–$985M/year at peak (FY2021) | Konvoy projects $800M in first 60 days from GTA+ and in-app |
| GTA+ subscription | Monthly subscription (~$7.99/month) | Launched March 2022; included in recurrent spending | Konvoy assumes 20% online player adoption at launch |
| PC version (future) | Separate sales window, historically 13–18 months post-console | GTA V PC: April 2015 (+18 months) | Not yet announced; estimated 2028 |
| Remaster / re-release | Future platform editions | GTA V: PS4, Xbox One (2014), PS5, Xbox Series (2022) | Not applicable at launch |
Key insight from Take-Two’s FY2026 disclosures: 78% of Take-Two’s net bookings in FY2026 came from recurrent consumer spending — not one-time game sales. This structural shift means GTA 6’s lifetime revenue will be heavily weighted toward GTA Online, virtual currency, and subscription revenue rather than box sales alone. The day-one and first-week revenue figures capture only the smallest fraction of the game’s total commercial value.
GTA V Lifetime Revenue: The Benchmark for GTA 6’s Ceiling
Understanding GTA V’s revenue trajectory over 13 years is the most honest framework for projecting GTA 6’s long-term potential.
| Period | Cumulative Revenue (est.) | Units Sold | Source |
|---|---|---|---|
| Year 1 (FY2014) | ~$2.0B | ~40M | Take-Two 10-K |
| Year 5 (by April 2018) | ~$6.0B | ~90M | MarketWatch, April 2018 |
| Year 10 (by late 2023) | ~$8.5B | ~190M | Barron’s |
| Year 12 (by mid-2025) | >$10.0B | ~215M | Fortune / Take-Two |
| Year 13 (May 2026) | >$10B+ | 230M | Take-Two IR |
GTA V crossed $10 billion in lifetime revenue by mid-2025 — 12 years after launch. The trajectory was driven almost entirely by GTA Online after year 3. GTA 6 launches into a world with higher base prices, more sophisticated in-game monetization, and a platform specifically designed for live-service revenue from day one. Its lifetime revenue ceiling is plausibly higher than GTA V’s — but the timeline to reach comparable milestones depends entirely on GTA Online’s engagement curve.
Methodology
Data sources
All confirmed revenue figures (GTA V launch records, Take-Two SEC filings) are sourced directly from Guinness World Records and Take-Two’s official SEC documents. Analyst projections are sourced from named firms’ original publications or credible secondary reporting: Konvoy (Josh Chapman, LinkedIn, July 2025); DFC Intelligence (via Financial Times, January 2025); Piper Sandler (initiation report, June 2, 2026; bull case via GamingProMax citing mid-June 2026 update); Visible Alpha (via Financial Times / GameSpot, February 2026).
Labeling protocol
Every revenue figure in this article is explicitly labeled as one of: (a) Confirmed official — from Take-Two SEC filings or Guinness World Records; (b) Analyst projection — from a named firm with a disclosed date; or (c) Axis Intelligence calculation — a cross-source metric with disclosed formula. These categories are never mixed in the same table row without explicit distinction.
The Revenue Velocity Index™ (RVI)
The RVI is calculated as: total window revenue ÷ total hours in window. For GTA V, the 24-hour window revenue of $815.7M is Guinness-confirmed. GTA 6 RVI figures use analyst-projected day-1 revenues as numerators; these are projections, not confirmed figures, and are labeled as such in every table where they appear.
Limitations
- No official GTA 6 price has been confirmed as of June 20, 2026. All unit-to-revenue conversions in analyst projections assume $70–$80 pricing unless the analyst stated otherwise.
- Pre-orders open June 25, 2026; any pre-order volume figures will be added as disclosed.
- The Konvoy projection (July 2025) predates the second delay announcement (November 2025) and originally assumed a May 26, 2026 launch. The delay does not change the revenue model but may affect the precision of the unit timeline (the 10M pre-order figure may be revised given the longer pre-order window now available).
- Take-Two’s FY2027 guidance step-up ($1.28–$1.48B) is used as a conservative proxy for “GTA 6 launch-window revenue contribution” — it covers the entire FY2027 slate and the fiscal year ends March 31, 2027, not November 2027.
About This Dataset
Update cadence: This page will be updated at each of the following trigger events:
- June 25, 2026~~ ✓ Done — Price confirmed: Standard $79.99, Ultimate $99.99 · Pre-orders live
- November 19–20, 2026: Launch day — add any day-one sales data disclosed by Take-Two within 48h
- Take-Two Q1 FY2027 earnings (August 2026): Pre-launch spending data
- Take-Two Q2 FY2027 earnings (November 2026): First post-launch actuals
- Take-Two Q3 FY2027 earnings (February 2027): First full quarter of GTA 6 revenue
License: Creative Commons Attribution 4.0 International (CC BY 4.0)
Download: GTA 6 Revenue Statistics Dataset — June 2026 (CSV)
Cite This Research
APA: Axis Intelligence Research, & Mc, N. (2026, June 20). GTA 6 revenue statistics 2026: Projections, records & financial data. Axis Intelligence. https://axis-intelligence.com/gta-6-revenue-statistics/
MLA: Axis Intelligence Research and Noah Mc. “GTA 6 Revenue Statistics 2026: Projections, Records & Financial Data.” Axis Intelligence, 20 June 2026, axis-intelligence.com/gta-6-revenue-statistics/.
Chicago: Axis Intelligence Research and Noah Mc. “GTA 6 Revenue Statistics 2026: Projections, Records & Financial Data.” Axis Intelligence, June 20, 2026. https://axis-intelligence.com/gta-6-revenue-statistics/.
Embed This Research
<blockquote style="border-left:3px solid #2563eb;padding:12px 20px;margin:20px 0;font-family:sans-serif;">
<strong>GTA 6 Revenue: Key Data (June 2026)</strong><br>
Official Take-Two FY2027 guidance: $8.0–8.2B · Analyst day-1 range: $1B–$2B ·
Axis RVI™: GTA V set $33.9M/hour — GTA 6 projected $41.7–83.3M/hour ·
GTA V lifetime benchmark: >$10B over 13 years
<br><small>Source: <a href="https://axis-intelligence.com/gta-6-revenue-statistics/" target="_blank">Axis Intelligence Research, June 2026</a> — CC BY 4.0</small>
</blockquote>
FAQ: How Much Will GTA 6 Make
How much money will GTA 6 make?
No official figure exists beyond Take-Two Interactive’s FY2027 net bookings guidance of $8.0–$8.2 billion — but that covers the company’s entire fiscal year (April 2026–March 2027) and multiple titles, not GTA 6 alone. Analyst day-one projections range from $1 billion (DFC Intelligence) to $2 billion (Konvoy). First-year projections range from $3.2 billion (DFC Intelligence) to $7.6 billion in the first 60 days (Konvoy). Visible Alpha projects $5 billion by 2030.
How much did GTA 6 make on launch day?
GTA 6 launches November 19, 2026. This page will be updated with official figures within 48 hours of any Take-Two disclosure. Check back after the launch date.
How much did GTA 5 make on day one?
GTA V generated $815.7 million in revenue and sold 11.21 million units in its first 24 hours on September 17, 2013, according to Guinness World Records — the highest revenue generated by any entertainment product in 24 hours at that time.
Will GTA 6 beat GTA 5’s revenue record?
Based on analyst projections, yes — even the most conservative estimate (DFC Intelligence, ~$1B day-1) would exceed GTA V’s $815.7M Guinness record. The question is by how much. Axis Intelligence’s Revenue Velocity Index™ shows GTA 6’s projected rate of $41.7M–$83.3M per hour vs GTA V’s confirmed $33.99M per hour.
How much revenue will GTA Online make from GTA 6?
GTA Online is not a separately disclosed revenue line in Take-Two’s filings. For GTA V, GTA Online drove the majority of the franchise’s revenue after year 3 — including an estimated $985 million from microtransactions in FY2021 alone. Konvoy projects $800 million from GTA+ subscriptions and in-app purchases in GTA 6’s first 60 days. This figure should be treated as a speculative projection, not a confirmed forecast.
How much will GTA 6 cost?
GTA 6 is officially priced at $79.99 for the Standard Edition and $99.99 for the Ultimate Edition, confirmed by Rockstar Games when pre-orders went live on June 25, 2026. In the UK: £69.99 Standard, £89.99 Ultimate. At $79.99, GTA 6 is the first Rockstar title to launch above the $70 standard AAA price — making the price point itself a significant industry data point for revenue projections.
How does GTA 6’s projected revenue compare to movies?
GTA V’s $815.7M in 24 hours already exceeded Avengers: Endgame’s opening-day box office. If GTA 6 achieves $1B–$2B on day one, it would be the largest single-day revenue event in entertainment history — surpassing every film, concert tour, and streaming launch on record.
What is the GTA 6 Revenue Velocity Index?
The RVI is an original Axis Intelligence metric measuring revenue generated per hour during a product’s launch window. GTA V’s confirmed RVI is $33.99M/hour (Guinness-confirmed $815.7M ÷ 24h). GTA 6’s projected RVI ranges from $41.67M/hour (DFC, conservative) to $83.33M/hour (Konvoy, aggressive). Full methodology is in the Proprietary Metrics section above.
Related Research
- GTA 6 Statistics 2026 — Confirmed launch data, trailer records, analyst projections, and the MGVI™
- Grand Theft Auto Franchise Statistics — Complete franchise data: 465M units, GTA V records, revenue history
- Take-Two Interactive Statistics — Full TTWO financial data, FY2027 guidance, analyst price targets
- Video Game Industry Statistics 2026 — Global market context and Blockbuster Growth Dependency Index™
- GTA 6 Launch Tracker — Living document updated at every official announcement (launching September 2026)
- GTA 5 Statistics 2026 230M copies, $10B+ revenue, RDS™ 63.9%, Twitch #1 2024
