Every GTA Game by the Numbers: Sales, Launches and the GTA 6 Projection
Five mainline Grand Theft Auto games, two decades of sales records, and one game that isn't out yet. The whole series by the numbers — documented history, plus where GTA 6 is projected to land.
Trailers, official news, deep guides — only when it matters.
GTA 6May 20, 2026
Take-Two's Q4 FY26 Earnings Are Tomorrow — Here's What to Expect (and What It Means for GTA 6)
The headline number isn't FY26 — it's the FY27 guidance Take-Two issues tomorrow. That's the year GTA 6 launches, and sell-side estimates cluster in the high-$8B to low-$9B range. Bull, base, bear — and what each does to the stock and the GTA 6 hype cycle.
Grand Theft Auto isn't really a "this versus that" story. Across five mainline games and roughly 25 years it's one of the steepest commercial growth curves in entertainment — each entry bigger than the last, ending in a game that has outsold almost everything ever made. Every released title's numbers are documented history. Only one column on the board is a projection, and that's GTA 6, because it isn't out yet. Here is the whole series by the numbers, and where GTA 6 is estimated — not confirmed — to land.
The mainline series, by lifetime sales
The series ladder, by the most-cited lifetime figures. The first four are "as last reported" — Take-Two stopped breaking out the older titles individually years ago, so they're almost certainly higher now through remasters and re-releases, just not officially refreshed:
Grand Theft Auto III — October 2001 — ~14.5 million
Grand Theft Auto: Vice City — October 2002 — ~17.5 million
Grand Theft Auto: San Andreas — October 2004 — ~27.5 million
Grand Theft Auto IV — April 2008 — ~25 million
Grand Theft Auto V — September 2013 — 225 million+ (Take-Two, as of December 31, 2025)
The shape is the whole point. Each game roughly matched or beat the previous one — and then GTA V didn't just beat GTA IV, it lapped the entire back catalogue several times over. GTA V alone has sold more than every prior mainline game combined, by a wide margin — the listed mainline games total roughly 309.5 million units between them.
The series by units sold, GTA III to GTA VI (GTA Intel). The listed mainline games total ~309.5M+; GTA VI is unreleased, so its figure is still TBD. · Photo: GTA Intel
The launches that rewrote the record books
Lifetime totals are only half the story; the launches are where GTA kept breaking the industry's ceiling.
GTA IV (April 29, 2008) launched at $59.99 with a reported development budget north of $100 million — extraordinary for 2008. It sold roughly 3.6 million copies (~$310M) on day one and about 6 million (~$500M) in its first week, then-records for any entertainment release.
GTA V (September 17, 2013) launched at $59.99 against an estimated ~$265M combined development and marketing budget (an analyst figure, not an official Rockstar number, but the long-standing consensus that made it the most expensive game ever at the time). It sold 11.21 million copies and ~$815M in 24 hours, crossed $1 billion in three days — the fastest entertainment product in history to that mark — and set seven Guinness World Records at launch. It was near 32 million in year one.
GTA III, Vice City and San Andreas predate the era of audited day-one sales reporting, so there is no comparable launch-day figure for them — their impact shows up in the lifetime column, not a 24-hour number, and this piece won't invent one.
GTA Online changed the math
The single biggest reason GTA V's number dwarfs everything before it isn't the campaign — it's GTA Online. Bundled inside GTA V rather than sold separately (which is why it has no standalone sales line), it converted a one-time $60 purchase into more than a decade of recurring revenue: paid currency, seasonal content, and a player base that never left. Take-Two has put total Grand Theft Auto revenue since GTA V's 2013 release at roughly $10.38 billion. That structural shift — not any single leak or trailer — is what reset what a GTA launch is now expected to be worth, and it's the foundation under every GTA 6 projection.
GTA 6: the only projection on the board
This is the part that matters most and the part social posts blur. Of everything attached to GTA 6, exactly one figure is confirmed:
Projected, not confirmed: a ~$70–$80 price, a $1B–$2B budget, 15–25M day-one sales, $1.1B–$2.0B day-one revenue, 38–40M first-year, 250M+ lifetime. None of those are Rockstar or Take-Two figures. They are analyst models and community estimates extrapolated from GTA V's trajectory, install-base growth and pricing trends — the reason Take-Two's stock has tracked the GTA 6 cycle so closely.
Rockstar has not announced a price, a budget, a pre-order or a sales target. Every GTA-6 number that isn't the release date is the market's expectation, not a fact this site treats as one.
The honest caveat
Projections are not facts, and GTA V is the proof: its own launch numbers were records no pre-release model called correctly — in either direction. The GTA 6 estimates could prove conservative or optimistic; the only figure that can't move is the date Rockstar put on the record. This site does not publish projections as confirmed numbers — the GTA 6 Launch Desk carries only what's officially sourced, and the platform and launch picture is the confirmed context around all of the above.
Read the series for what it is: four games of documented, escalating history, one game (GTA V) that broke the curve entirely, and one column — GTA 6 — that is still a forecast until November 19.