⚡ Quick Read
- Hacking group ShinyHunters breached Rockstar’s data via Anodot, a third-party cloud analytics tool — Rockstar refused to pay the ransom and the data was released on April 13, 2026
- Leaked financials show GTA Online averaging $1.3 million per day and approximately $498.8 million annually (September 2025 – April 2026 data)
- Just 4% of GTA Online’s 9.9 million average active players are responsible for all that revenue
- PS5 is far and away the biggest earner at $4.48 million per week; PC brings in only $264,273 weekly
- Shark Cards account for roughly 74% of GTA Online revenue; GTA+ subscriptions make up the remaining 26%
- Red Dead Online earns $507,193 per week — nearly 19 times less than GTA Online
- The USA is GTA Online’s biggest market, generating $153 million from September 2025 to March 2026 alone
- Take-Two’s stock actually went up after the leak, rising from $202 to $207 per share — a roughly $1 billion jump in market cap
- GTA 6 remains on track for a November 2026 console launch

Hackers Accidentally Revealed That GTA Online Is Still Making Rockstar $1.3 Million Every Single Day
Nobody at Rockstar wanted this information made public. But in one of the stranger twists in recent gaming news, a data breach that the studio refused to pay off has ended up producing something that looks a lot like very bullish investor relations material. GTA Online, the multiplayer component of a game released in 2013, is still pulling in around $1.3 million per day — and now the whole world knows it.
How the Leak Happened
On April 11, 2026, hacking group ShinyHunters announced on their dark web site that they had obtained data from Rockstar Games, posting a message that read: “Your Snowflake instances were compromised thanks to Anodot.com. Pay or leak.” They gave Rockstar until April 14 to comply.
To be clear about what happened technically: ShinyHunters didn’t crack Rockstar’s systems directly. They exploited Anodot, a third-party cloud cost monitoring and analytics platform that Rockstar uses to manage its digital infrastructure. By extracting authentication tokens from Anodot, the group was able to access Rockstar’s connected Snowflake data warehouse while appearing — to security systems — to be a legitimate internal service. It’s the kind of breach that’s particularly hard to catch because the access looks entirely normal.
Anodot had actually flagged connectivity issues on April 4 — over a week before ShinyHunters made their move publicly — when its data collectors went offline across multiple cloud regions. That outage, in retrospect, appears connected to the breach.
Rockstar confirmed the attack, telling Kotaku that “a limited amount of non-material company information was accessed in connection with a third-party data breach,” adding there was no impact on players or operations. The studio declined to pay the ransom. ShinyHunters released the data on April 13 — a day early — alongside the taunt: “How does it feel to be the headline?”
Crucially, the leaked archive contained no GTA 6 source code, no game assets, and no player personal data. What it did contain was a detailed internal analytics picture of how GTA Online and Red Dead Online are performing commercially. That’s what sent the gaming community — and GTA Forums user Lexiture in particular — into a deep analytical dive, with Kotaku verifying the figures on April 13.
This isn’t the first time Rockstar has suffered a high-profile breach. Back in 2022, a different group — Lapsus$, with ties to ShinyHunters — obtained early GTA 6 development footage through a social engineering attack via the studio’s internal Slack, resulting in one of the biggest gaming leaks in history.
The Revenue Numbers Are Staggering
Looking at the data covering September 2025 through April 2026, the picture is extraordinary. GTA Online generated an average of $9.59 million per week. On an annualised basis, that puts the game on track for roughly $498.8 million in revenue — almost half a billion dollars from a multiplayer mode attached to a twelve-year-old game.
The single best week in that period saw revenue reach nearly $27.9 million, which is the kind of spike that typically lines up with major holiday promotions or limited-time in-game events. Even in quieter weeks, the floor remains impressively high.
Of that weekly average, Shark Cards — the in-game currency packs you buy with real money — account for approximately $7.33 million per week. GTA+ subscription revenue makes up the remaining $2.26 million or so. In other words, the majority of income still comes from one-off currency purchases rather than recurring subscriptions, which says something about player behaviour in the game even after all these years.
Perhaps the most striking figure in the entire dataset is this: only around 4% of GTA Online’s average active player base of 9.9 million people are spending any money at all. Roughly 393,000 players are generating nearly $500 million annually for Rockstar. That extremely narrow base of paying users carrying the entire monetisation is a familiar pattern across live-service games, but seeing the raw numbers laid out so plainly makes it land differently.
Given how well GTA Online’s revenue model has held up, it’s easy to see why Rockstar and Take-Two Interactive are in no particular rush to push GTA 6 out the door before it’s ready — though it remains firmly on track for November 2026. The financial cushion that GTA Online provides is the kind of thing most publishers can only dream about. It’s a very different situation to, say, publishers managing ongoing pressure around underperforming live-service titles.
PS5 Dominates, PC Barely Registers
The platform breakdown in the leaked data is one of the more illuminating parts of the story, particularly for anyone wondering why Rockstar consistently prioritises consoles — and specifically why GTA 6 is launching on PS5 and Xbox Series X/S first, with PC coming later.
PlayStation 5 is the undisputed leader. With approximately 3.47 million weekly active users, it generates around $4.48 million in weekly bookings — comfortably over half of total console revenue on its own. Xbox Series X comes in second at $1.86 million per week. Even older hardware — PlayStation 4 and Xbox One — still shows meaningful activity.
Then there’s PC. Around 895,000 players jump into GTA Online on PC each week, which isn’t an insignificant number. But their weekly revenue contribution is only about $264,273. To put that in perspective, PS5 players spend roughly 17 times more than PC players in any given week, despite having fewer than four times the player count.
Why such a dramatic gap? The most widely cited explanation is the PC modding ecosystem. GTA Online on PC has long been home to custom servers, modified game modes, and modded money — all of which remove or bypass the incentive to spend real money on Shark Cards. Players on console don’t have the same workarounds available, which keeps them in Rockstar’s monetisation funnel. This spending disparity is almost certainly a major factor behind Rockstar’s longstanding habit of delaying PC releases for its major titles.
Geographically, the United States is the single biggest contributor to GTA Online revenue by a significant margin. The US generated $153 million between September 2025 and March 2026 alone. The UK came in second at $25.17 million, followed by Germany ($15.73 million), Australia ($8.95 million), and France ($8.73 million).
Red Dead Online: A Study in Contrasts
For all the jaw-dropping GTA Online numbers, the Red Dead Online figures tell a much quieter — and arguably sadder — story for fans of that game. Covering a longer window from June 2024 through March 2026, Red Dead Online averaged $507,193 per week. Annualised, that’s roughly $26.4 million per year.
To put that ratio into perspective: GTA Online outearns Red Dead Online by nearly 19 to one on a weekly basis. That’s not a gap — it’s a chasm. And it perfectly explains why Rockstar wound down active development on Red Dead Online years before this data was even compiled. The resources required to maintain a live-service game simply can’t be justified when the returns are this far apart from the studio’s other property.
Red Dead Redemption 2 is, by most accounts, one of the finest open-world games ever made. Its multiplayer mode, however, never captured the same cultural foothold that GTA Online has held for over a decade — and these figures confirm what many fans suspected but Rockstar had never formally stated. The live service economics weren’t there.
The Accidental PR Win
Perhaps the strangest footnote to this entire story: the breach appears to have been good for Rockstar’s parent company in the short term. After the data was released, Take-Two Interactive’s stock climbed from around $202 per share to $207, representing roughly a $1 billion increase in market cap. It has since settled slightly, but the direction of travel after what would normally be bad news says something about investor confidence in the GTA Online revenue engine.
For anyone looking at the bigger picture — and that includes analysts watching ahead of GTA 6’s launch — the leaked data is essentially a proof of concept for what online multiplayer could look like in the sequel. If a twelve-year-old game can sustain nearly $500 million in annual revenue from less than 5% of its player base spending, the ceiling for a newer, larger, and more technically capable online world could be genuinely transformative for the company’s bottom line.
The hackers wanted to create a problem for Rockstar. Instead, they handed the studio the most detailed public demonstration of GTA Online’s staying power it has ever had. You couldn’t really script it — though given Rockstar’s history with creative industry headlines, surprising financial stories in gaming are having quite the moment lately.
Whether GTA 6’s online component launches with this same level of monetisation infrastructure from day one remains to be seen. But the blueprint is sitting right there in the leaked data, and it’s working better than almost anyone outside of Rockstar’s finance team probably expected. That’s a lot of pressure — and a lot of potential — riding on what comes next. It’s the kind of long-game thinking that publishers across the industry are watching closely, even as others navigate their own difficult post-launch trajectories, like the conversations happening around ARC Raiders’ evolving meta.



