Grand Theft Auto Online Statistics And User Data 2026

Grand Theft Auto Online earned an average of $1.32 million every single day between September 2025 and April 2026, according to internal financial data exposed in a Rockstar Games data breach by the group ShinyHunters in April 2026. That places annual revenue close to $500 million — for a game that first launched in 2013. This article covers the latest Grand Theft Auto Online statistics on player counts, revenue, platform breakdown, and geographic spending.

  • Grand Theft Auto Online has approximately 18.3 million monthly active users across all platforms as of 2025.
  • The game generates roughly $9.59 million per week, with Shark Cards accounting for 74% of that total.
  • PS5 leads all platforms with 3.47 million weekly active users and $4.49 million in weekly revenue.
  • Only 4% of active Grand Theft Auto Online players spend money, yet that group drives nearly all revenue.
  • GTA V has shipped over 225 million copies worldwide, making it the second best-selling video game of all time.

How Many People Play Grand Theft Auto Online?

Grand Theft Auto Online averaged 9.9 million weekly active users across all platforms during the period from September 2025 to March 2026, based on data from the April 2026 Rockstar breach. Monthly active users sit at an estimated 18.3 million for the 2025 full year, per Ampere Analysis data via Statista. Daily active users hold at around 4.2 million.

These numbers reflect a game that peaked at 31.4 million monthly active users in December 2023 — the month Rockstar dropped the GTA VI announcement trailer — then settled back gradually. The audience is no longer growing; it is retaining a large, stable base of long-term players.

PeriodMonthly Active UsersContext
December 202331.4 millionGTA VI trailer release
June 202425.11 millionPost-trailer decline
Full Year 2025 Estimate18.3 millionStable retention phase
Weekly Active (Sep 2025–Mar 2026)~9.9 millionInternal data average
Daily Active Users (2025)4.2 millionAll-platform average

Source: Ampere Analysis via Statista; Rockstar internal data via ShinyHunters breach, April 2026

Grand Theft Auto Online Steam Player Count

On Steam specifically, the Enhanced Edition launched on March 4, 2025 and hit 187,059 peak concurrent players on its first day, per SteamDB. Combining both the Legacy and Enhanced editions, the all-time Steam peak for the period reached 342,151 in March 2025. By February 2026, the combined average sat at around 159,714 concurrent players per month.

Without a content event driving spikes, organic retention on Steam holds between 66,000 and 80,000 concurrent players at any given time. The Legacy edition set its all-time record at 364,548 concurrent players back in April 2015 when it first arrived on PC. For context on how GTA Online’s PC audience compares to the Counter-Strike 2 statistics — which regularly hits over 1 million concurrent Steam players — the gap is substantial.

EditionAll-Time Peak (Steam)Date
Legacy Edition (App 271590)364,548April 2015
Enhanced Edition (App 3240220)187,059March 4, 2025
Combined (Both Editions)342,151March 2025
Combined Monthly Average (Feb 2026)~159,714February 2026

Source: SteamDB; SteamCharts

Grand Theft Auto Online Revenue Statistics

Grand Theft Auto Online averaged $9.59 million per week from September 2025 through April 2026, annualizing to approximately $498.8 million per year. The game recorded a peak single week of nearly $28 million. The floor during the same period was $4.7 million. These figures come from Rockstar’s internal analytics platform, Anodot, exposed in the April 2026 data breach.

Shark Cards — in-game currency packs bought with real money — account for 74% of weekly revenue, averaging around $970,000 per day. GTA+ subscriptions cover the remaining 26%, contributing roughly $344,501 daily. Shark Cards alone generated a cumulative $5.08 billion between November 2014 and April 2024, per the same leaked data. Take-Two’s official earnings reports independently confirm that recurrent consumer spending made up 80% of the company’s $5.65 billion in total FY2025 net bookings, with GTA Online named as a top contributor. This pattern fits within the broader gaming industry revenue trends where a small percentage of players drive the majority of live-service income.

MetricFigurePeriod
Average Daily Revenue$1.32 millionSep 2025 – Apr 2026
Average Weekly Revenue$9.59 millionSep 2025 – Apr 2026
Peak Single-Week Revenue~$28 millionDec 2025 (Mansions DLC)
Lowest Single-Week Revenue$4.7 millionSep 2025 – Apr 2026 window
Annualized Revenue Estimate~$498.8 millionBased on Sep 2025–Apr 2026 avg
Cumulative Shark Card Revenue$5.08 billionNov 2014 – Apr 2024
GTA+ Peak Subscribers1.3 millionDecember 2025
Christmas 2025 ARPPU$60.68December 2025

Source: Leaked Rockstar internal data (Anodot/Snowflake), analyzed via GTA Forums, reported by Kotaku, Gameranx, RockstarINTEL, April 2026; Take-Two Interactive FY2025 earnings report

Only 4% of Grand Theft Auto Online’s active players were spending money during this period, meaning roughly 393,000 users out of 9.9 million weekly actives generated nearly all revenue. The average revenue per paying user at Christmas 2025 reached $60.68, driven by the Mansions DLC release. This mirrors the spending concentration seen across multiplayer gaming monetization broadly, where a small fraction of the player base funds live-service operations.

Grand Theft Auto Online Platform Statistics

PS5 accounts for the largest share of weekly active users at 3.47 million, and generates more revenue per week than every other platform combined. Xbox Series X|S comes second in revenue at $1.86 million per week despite having roughly one-third of PS5’s player count, reflecting higher per-user spending on Xbox. PC sits last in both player count and revenue, with around 895,000 weekly active users and $264,000 in weekly bookings — approximately 3.1% of total microtransaction revenue.

Last-generation hardware remains a significant portion of the player base. PS4 and Xbox One combined account for approximately 2.92 million weekly active users — around 35% of the total. PS4 alone at 1.89 million weekly users still exceeds Xbox Series X|S player counts. This data helps explain why Rockstar has repeatedly delayed PC launches for major titles and maintains close marketing partnerships with Sony. The skew toward PlayStation also shapes how gaming subscription services interact with GTA Online, since PS4 and PS5 players represent the game’s primary retained audience.

PlatformWeekly Active UsersWeekly RevenueRevenue per User/Week
PlayStation 53,474,021$4.49 million$1.29
PlayStation 41,889,729~$1.00 million~$0.53
Xbox Series X|S1,129,023$1.86 million$1.65
Xbox One~1,000,000~$700,000~$0.70
PC~895,000$264,000$0.30

Source: Leaked Rockstar internal data via GTA Forums / VGChartz / BigGo Finance, April 2026

Grand Theft Auto Online Statistics by Country

The United States generated $153 million in Grand Theft Auto Online revenue between September 9, 2025 and March 24, 2026 — more than the next four countries combined. The UK ranked second at $25.17 million, followed by Germany at $15.73 million. Five of the top ten markets are European. The US and Brazil together account for over 19% of the total player geography by active user share.

CountryRevenue (Sep 2025 – Mar 2026)
United States$153.00 million
United Kingdom$25.17 million
Germany$15.73 million
Australia$8.95 million
France$8.73 million

Source: Leaked Rockstar internal data via RockstarINTEL / Game World Observer, April 2026

Grand Theft Auto Online Shark Cards and GTA+ Data

Shark Cards have been the financial backbone of GTA Online since their introduction in 2014. The cumulative total reached $5.08 billion by April 2024. GTA+ launched later as a subscription layer priced at $5.99 per month, offering in-game cash, vehicles, and properties on a recurring basis. Subscriptions peaked at 1.3 million in December 2025, coinciding with the Mansions DLC launch that drew 6.1 million daily active users on its release day.

The all-time peak for daily active users came on May 20, 2020 at 9.34 million, during COVID-19 lockdowns. The December 2025 content drop, at 6.1 million daily active users, is the largest post-pandemic spike on record. This confirms that GTA Online retains the capacity to generate major player surges from content events alone — a dynamic relevant to cross-platform live-service engagement patterns across the wider industry.

MetricFigure
Cumulative Shark Card Revenue (2014–2024)$5.08 billion
Shark Card Share of Weekly Revenue74%
GTA+ Share of Weekly Revenue26%
GTA+ Peak Subscribers1.3 million (Dec 2025)
Paying Players as % of Active Base4%
Peak Daily Active Users (All-Time)9.34 million (May 20, 2020)
Daily Active Users — Mansions DLC Launch6.1 million (Dec 2025)

Source: Leaked Rockstar internal data via Gaming Amigos / RockstarINTEL / GameRiv, April 2026

Grand Theft Auto Online Twitch and Streaming Statistics

GTA V ranked second on Twitch in 2025 by total hours watched, recording 1.4 billion hours across the platform. League of Legends held first place with 1.67 billion hours. Streamers broadcast GTA V for 25.8 million hours in 2024, meaning viewers collectively watched 54 hours of content for every one hour of live footage produced, per Twitch’s year-end report. For a full look at how these numbers fit within streaming platform competition, the YouTube Gaming vs Twitch viewership data for 2026 provides broader context.

MetricFigureSource Period
Twitch Hours Watched (GTA V) — 20241.4 billion hoursFull Year 2024
Twitch Rank Among All Games — 20252nd (behind League of Legends)Full Year 2025
Streamer Broadcast Hours — 202425.8 million hoursFull Year 2024
Viewer-to-Streamer Ratio54:12024
Twitch Monthly Viewer Hours — Early 2026135,000+ hours/monthEarly 2026

Source: Twitch 2024 Year-End Report; Stream Hatchet 2025 Live Streaming Trends Report; ActivePlayer.io

GTA V Total Sales and Franchise Revenue

GTA V has shipped over 225 million copies worldwide as of early 2026, ranking it second only to Minecraft among all-time best-selling video games. Cumulative franchise revenue since September 2013 has reached $9.72 billion, per Take-Two’s financial disclosures. Q4 FY2025 alone recorded $1.58 billion in net bookings, up 17% year-over-year, driven partly by the March 2025 Enhanced Edition launch on Steam, PS5, and Xbox Series X|S. These figures illustrate how a single title can sustain a publisher’s financials across multiple console generations — something discussed in depth within video game industry statistics for 2026.

MetricFigure
GTA V Total Copies Shipped225+ million
All-Time Sales Rank2nd (behind Minecraft)
GTA Franchise Cumulative Revenue$9.72 billion (since Sep 2013)
Take-Two FY2025 Total Net Bookings$5.65 billion
Q4 FY2025 Net Bookings$1.58 billion (+17% YoY)
Recurrent Spending Share of Net Bookings80%

Source: Take-Two Interactive FY2025 Earnings Report; rec0ded88.com

FAQs

How many people play Grand Theft Auto Online in 2026?

Grand Theft Auto Online has approximately 18.3 million monthly active users and 9.9 million weekly active users across all platforms as of 2025–2026, based on Ampere Analysis estimates and leaked Rockstar internal data from April 2026.

How much money does Grand Theft Auto Online make per day?

GTA Online averaged $1.32 million per day between September 2025 and April 2026, annualizing to roughly $498.8 million per year, according to internal Rockstar data exposed in the April 2026 ShinyHunters breach.

Which platform has the most Grand Theft Auto Online players?

PlayStation 5 leads with approximately 3.47 million weekly active users, followed by PS4 at 1.89 million. PC has the fewest players at around 895,000 weekly active users, per leaked Rockstar data from April 2026.

What percentage of GTA Online players spend money?

Only 4% of Grand Theft Auto Online’s active players spent money during September 2025 to April 2026. That group of roughly 393,000 paying users generated nearly $9.59 million per week on average.

How many copies has GTA V sold?

GTA V has shipped over 225 million copies worldwide as of early 2026, making it the second best-selling video game of all time behind Minecraft, per Take-Two Interactive financial reports.

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