Follow the GTA$
GTA VI.AI v1.98.0
GTA Online Live since 2013

GTA Online

12 years of the live-service economy — income sources ranked, Shark Card inflation tracked, weekly bonuses monitored. Follow the GTA$.

38,372
GTA V players online · live · Steam API
// This week's bonuses · W/C 2026-05-15
Full calendar →
Contact Missions
GTA$ bonus multiplier active
Casino Work
GTA$ bonus multiplier active
VIP Work
GTA$ bonus multiplier active
GTA Online IG Economy
Best $/hr Ceiling Over the Years
Top earning method at each major DLC · Cayo Perico raised it 5× in one update
Full →
2013
$100k/hr
2015
$300k/hr
2016
$400k/hr
2019
$1000k/hr
2020
$1200k/hr
2022
$1240k/hr
Solo capable Group only
12 patches tracked
GTAVI.AI
GTA Online RL Economy
Shark Card Inflation — 12 Years
Endgame cost in real USD · card prices never changed — the game got more expensive
Full →
Endgame 2013
$18.75 USD
via Shark Cards
Endgame 2026
$437.5 USD
via Shark Cards
Real-money inflation
23.3×
12-year multiplier
2013
$18.75
2015
$25
2016
$75
2017
$150
2018
$225
2020
$250
2022
$312.5
2025
$437.5
Shark Card prices unchanged since 2013 · endgame GTA$ ÷ $80k/USD rate
GTAVI.AI
// The GTA Online Economy · Simplified
Full model →
Shark Card
Rockstar INJECTION J ↓
GTA+
* Only in GTA Online for now
INCOME
GTA$
EXPENDITURE
Y
INCOME Y grows → next cycle
Missions
Passive
=
C
CONSUMPTION C spent → lost after use
Clothing
Ammo
+
I
INVESTMENT I returns to Y →
Property
Business
J + Y — Injection & Income
All income →
J — Injection
GTA Online INJECTION
Megalodon Shark Card
GTA Online · Real-money injection
Real-money Cost $99.99 USD
GTA$ Received 8,000,000 GTA$
Rate $80,040 GTA$ / USD
Endgame Coverage ~1.8% of meta cost

Bypasses Y earn entirely. GTA$ injected directly to Balance. Price unchanged since 2013 — real-terms value down 35% via inflation.

GTAVI.AI
Y — Income
Cayo Perico Heist
GTA Online
S+
Active solo ✓medium
Cayo Perico Heist
$1200k /hr
$2.2M/run
GTA Online
GTAVI.AI
GTA Online S
Hybrid solo ✓medium
Kosatka + Nightclub (Stacked)
$1100k /hr
GTA Online
GTAVI.AI
C+I — Expenditure
Economy model →
GTA Online INVESTMENT
Maze Bank Arena Nightclub
GTA Online · Passive business
Purchase Cost $1.7M GTA$
Passive Yield ~$25K–50K / hr
Break-even ~34–68 hrs
Income type Passive / Semi-passive

Generates passive income from bar, merchandise, and cargo. Requires periodic restocking.

GTAVI.AI
GTA Online INVESTMENT
Farmhouse Bunker
GTA Online · Supply business
Purchase Cost $1.165M GTA$
Supply Yield ~$35K / hr
Break-even ~33 hrs
Income type Semi-passive

Supply-run based. Staff sell automatically but supplies must be restocked manually or purchased.

GTAVI.AI
GTA Online CONSUMPTION
Weapons & Ammo
GTA Online · Per-session consumable
Full Body Armour $4,500
Sniper Ammo ×50 $750 (~$15/round)
Typical session $5K–$75K
Economic role Pure consumption — no yield

Ammo and armour prices unchanged since 2013 launch. Recurring session cost — GTA$ exits the economy on every use. Scaled to mission payouts over time.

GTAVI.AI
GTA Online CONSUMPTION
Clothing & Cosmetics
GTA Online · Cosmetic consumable
Basic items ~$1K–$50K
Rare/event items ~$100K–$500K
Economic role Pure consumption — no yield
Resale value None

Cosmetics are one-way expenditure — GTA$ leaves the economy permanently. Premium event items drive recurring real-money spend via Shark Cards.

GTAVI.AI
// Explore GTA Online