本文へスキップ2026年11月19日 発売

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How Money and Robberies Work in GTA 6

Cash you earn outside missions gates story progress — a first for the series. Five tiers of robbery, stolen goods that need a fence, and a wanted system that tracks what police actually know about you.

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Jason and Lucia rob a jewellery store: he smashes a display case with a rifle while she holds staff at gunpoint, glass shards and jewellery flying through the air

画像: Rockstar Games

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Money in GTA 6 is a system rather than a mission reward, and that is the biggest structural change from GTA V.

Cash earned in free roam gates story progress. Some missions require a certain amount before they open, which means progress can slow or stall until you have earned it. Ignoring street income is not an option the way it was before.

Rob Nelson, co-head of Rockstar North, described it this way: you learn about robberies through people telling you during the game, and making money outside missions is a large part of it — the small gas stations are not even marked on the map.

Why is this different from GTA V?

In GTA V money was mostly something missions gave you. After the Union Depository heist you finished with tens of millions and very little to spend it on.

In GTA 6 the economy is load-bearing. It connects what you do in the open world to whether the story moves.

What can you rob?

Five tiers, in ascending scale:

Local businesses — convenience stores, phone repair shops, gas stations, diners. A couple of thousand at most, and not marked on the map. You find them by being somewhere.

Jewellery stores — a step up in both take and response.

Banks — the classic tier.

Compounds — gang-held locations. At least one is exclusive to the Ultimate Edition.

Armoured vans — cash transport, comparable to the random events in GTA V.

There is also a sixth category: story heists tied to main missions, which work differently.

Larger opportunities surface through NPC conversations, story events, exploration and tips rather than through map icons.

Is there a trade-off in how you rob?

Yes, and it is the most interesting part of the design.

Blow a safe open quickly and you damage what is inside, reducing the take. Work out the combination instead and you get more — but you are standing there longer, and the police response is coming either way.

Shopkeepers can resist, which turns a quick hold-up into a firefight you did not plan.

What happens to what you steal?

It is not money yet.

Stolen goods have to go through a fence to become spendable cash, and different contacts handle different categories — valuables go one place, vehicles another.

Getting away is its own problem. Ditch and burn the getaway car, change clothes, split up. Your car's trunk stores weapons and spare outfits for exactly this reason.

How does car theft work?

Vehicles have security levels. Older cars can be opened with a slim jim; newer ones need a key cloner, and some are simply beyond you early in the game until you have the tools.

The WAINK app scans a parked car and tells you what it is worth, what registering it in your name would cost, whether it is locked, and whether it has an alarm or a tracker. Damage reduces what you get when selling.

If you are in a hurry, you can just break the window. Faster, messier, worse outcome.

How has the wanted system changed?

Six stars return, up from five in GTA V — but the more significant change is what the stars represent.

Police only respond once a crime has been reported. Witnesses and alarms are what put you on their radar, and what they receive is a description: your appearance, your clothing, your vehicle.

Hollow stars mean the police are searching without a full identification. That turns masks, a change of clothes and a swapped car into actual escape tools rather than cosmetic choices.

What is the Criminal Profile?

A system tracking your behaviour across the game, comparable to Honour in Red Dead Redemption 2 but less binary.

Context counts. Violence that the story requires registers differently from violence for its own sake. Small things count too — putting litter in a bin registers positively.

Rockstar has not detailed what the profile changes.

What apps are in the phone?

Three confirmed:

  • WAINK — vehicle scanning
  • Ryde Me — ride hailing
  • Snapmatic — photos, returning from GTA V

One detail worth noting: Jason and Lucia do not post publicly. A digital trail is a liability when you are wanted, and the game treats it that way.

Is this what players are most interested in?

By some measure, yes. The day after the Extended Look, a thread about free-roam robberies on the GTA 6 subreddit drew more than 135 comments in five hours.

Sources

  • Rob Nelson, co-head of Rockstar North, interview with TGG, September 2026 — free-roam economy and story gating
  • IGN hands-off preview at Rockstar North, August 2026 — robbery trade-offs, wanted system, Criminal Profile, car theft
  • KeenGamer, TweakTown, Sportskeeda, GTA Intel — robbery tiers and fence mechanics
  • MMOExp, EZG — comparison with GTA V's economy
  • Timesaver, citing r/GTA6 — audience response

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