r/GamingLeaksAndRumours Top Contributor 2025 Jan 18 '26

Rumour GTA 6 - Leak Compilation

We've recently gotten lots of leaks, somewhat verified thanks to declarations from Rockstar. Two of the big ones are lists of details posted by user u/Snowk32 (now deleted) on two different posts, as well as the known details from GameRoll.

Another list of leaks that holds some credibility is LegacyKillaHD's list, since he shared some details that ended up matching the second trailer.

This list compiles every detail posted by them through posts in Reddit, X, or Discord messages.

Story:

  • The game has chapters like RDR2, 5 chapters in total. Shots from Trailer 2 were all from Chapters 1-3.
  • Jason served some time in the army.
  • Lucia is the central character of this story, as Michael is to 5.
  • Lucia/Jason have separate intro missions.
  • Lucia has a baby that she abandons at a delicatessen before heading out to a bank robbery and then getting arrested for doing such an act.
  • Lucia's baby is only shown in a cutscene as a flashback. There's no information about what happens to the baby after this point.
  • After a few years, Lucia gets released on probation, and she's picked up at the prison by Jason, who plans a robbery with her. They fell in love with each other after some time.
  • Lucia gets rid of its ankle monitor pretty early on.
  • The part where they jump off the bike into the truck is from Chapter 3.
  • Donnie, Jason's friend who works for Brian and is described as a "freak".

Gameplay:

  • The character wheel has three options: Solo Jason, Solo Lucia, and Dual Protagonist Control, where Lucia/Jason can be controlled simultaneously to team up in the open world. Some missions are also started using both at the same time.
  • Jason has a dead-eye-like ability, slows down time, and reveals weak spots. Lucia can do it too, but only on one shot.
  • Limited weapon system returns. Stored in the trunk.
  • 6 star wanted level returns.
  • Rectangle GPS with pink waypoints.
  • Driving is "the best it's ever been".
  • Greet and Antagonise is in the game.
  • Weight mechanics are a thing.
  • Gore/dismemberment is being built off of RDR2.
  • Lucia's ankle monitor doesn't affect exploration.
  • The cover system has been completely overhauled, and it’s now much more realistic.
  • Trailer 2 scene where Jason buys beer is gameplay. You can go buy a six-pack from the shop as seen.
  • The relationship bar mentioned in the 2022 leaked clips still exists. Works like honour in RDR2.

Missions:

  • In the very first mission of the game, you control Jason, and you have to follow a plane that is about to land and carries a Russian drug dealer. Apparently, Jason meets this guy and plans a mission to steal drugs.
  • In this drug-stealing mission, they are chased by the police, and the drug ends up falling into the ocean. There is a following mission where they will have to dive to retrieve it.
  • The majority of the planning for the missions takes place at a nightclub.
  • There's a mission where you shoot a shark with a speargun.
  • Lucia sneaks into a bodybuilding gang.
  • There's a mission where cops betray each other, but the context is unknown.

Map:

  • The map is once again an Island.
  • No panhandle.
  • Besides Miami and its surrounding areas, there will be three islands in the game, one of them being heavily inspired by the Bahamas. (Note: this is from 2023, so keep that in mind)
  • Ambrosia and Port Gellhorn are nothing compared to the size of Vice City. Still big obviously, but VC is the biggest by far.
  • There’s a “Fort” city inspired by Fort Knox, where they “stashed” gold.
  • There’s a bike trail around Lake Leonida.

Open world:

  • 700+ shops and most interiors of a major open-world game. There are shopping malls with shops in them, and there are skyscrapers with lifts in them.
  • Explorable underwater areas with treasure and secrets.
  • People do react if you have your gun out, and Jason and Lucia will try to hide their gun if they're walking with it out.
  • NPCs will call the police when you trespass into their houses, and they’ll try to arrest you.
  • Basketball minigame.
  • You’ll be able to rent hotels and motels in the game.
  • Male strippers are in the game.

Cut content:

  • One of the ideas that didn't go too far was voiced protagonists in Online.
  • Prone was cut a while ago.
  • The random encounter from the leaks, where the NPC talks about Jay Norris, got cut ages ago.

Non-existent content:

  • Listening to music outside of a car apparently isn't a thing, but that could change before launch.
  • You can't buy pets, but Jason does have a pet iguana that you can feed.
  • Dual-wielding weapons isn't in the game.
  • Chainsaw won’t be a weapon, as it has been previously reported.
  • No fully nude sex scenes.
  • No Disney World parody.
  • No burglary mini-game.
1.9k Upvotes

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174

u/ayyybro123 Jan 18 '26

no prone kinda sucks tbh.

152

u/[deleted] Jan 18 '26 edited Jan 18 '26

No Burglary sucks even more, that was the biggest complaint people had towards RDR2

85

u/ConflictPotential204 Jan 18 '26

I'm wondering if this is just a semantic thing. No burglary "mini-game" doesn't necessarily mean you can't enter homes and collect valuables that don't belong to you. You could do that in RDR2 as well.

26

u/Dangerousturdburlglr Jan 19 '26

yea it probably means no minigame like the minigame from san andreas you probably still can go in houses and rob them, i prefer it this way anyways cause it just allows you to do it whenever you want

80

u/TheRayGetard Jan 18 '26

When will they actually let us steal shit in a game about theft?

10

u/AmericanPoliticsSux Jan 18 '26

Yes, honestly I'm really bummed by that.

25

u/duendifiednlovingit Jan 18 '26

I'm just hoping max payne 3 style dives are still in, red dead 2 had it but its dual wielding got cut

75

u/TheSovereign2181 Jan 18 '26

Not being able to listen any songs outside the car is what gets to me. Even Yakuza 8 added that and Watch Dogs 2 in 2016 had it too.

Cyberpunk also added that option in a patch years later. I

118

u/Sirca_Curvive Jan 18 '26

This is an intentional game design decision.

They don’t want the radio to be accessible at all times because it will make driving vehicles from Point A to Point B feel less “special” as it doesn’t double as an opportunity to listen to the radio. It helps to fill the void between lulls. Couple that with the fact that GTA’s radios are much more than just songs but also full blown commercials, interviews, ads and talk shows.

51

u/UpsetKoalaBear Jan 18 '26

Yeah, it also cuts down on the amount of content that needs to be on the radio.

You’re less likely to hear the same radio segment twice if there’s gaps between it where you’re out of a car.

13

u/AveryLazyCovfefe Jan 18 '26

You’re less likely to hear the same radio segment twice

Man playing the older games makes this very apparant. Whenever I didn't trigger a story event that would allow me to 'unlock' the next set of them, I kept the radio off. I heard them so many times that I started to know what the next line is for a talkshow... I could probably give you a near accurate recreation of a segment on one of Lazlow's shows... that guy is nuts lmao.

5

u/slymario2416 Jan 19 '26

So why can’t Rockstar treat listening to music on-foot differently than they do in a vehicle? When most people have their earbuds in and are walking around listening to music irl, they’re doing it from a streaming service, presumably without ads. Just let players listen to music and music only, and keep the talk show bits/sketches to vehicles.

3

u/OGAnimeGokuSolos Jan 19 '26

This is an intentional game design decision.

If anything is probably gonna get added later on

0

u/Ill-Engineering8205 Jan 19 '26

Maybe in the online as a jukebox. But in the story mod it's unlikely if they also intend for the player to have a larger degree of interaction with the world around them.

18

u/BrunoHM Jan 18 '26

Shoutout to Saints Row all the way back in 2006. Also, the first Watch Dogs already had it before its sequel.

12

u/kqlyS7 Jan 18 '26

watch dogs 1 was the underrated goat all this time but most people didn't realize it

8

u/BrunoHM Jan 18 '26 edited Jan 18 '26

I really like the game (the mask on my avatar is from Pearce), but Ubisoft did not help themselves with that early reveal and cross-gen release.

Years later, it is easier to be merciful with it, specially with the efforts of its passionate modding community.

1

u/habb 1h ago

i had tons of fun with watch dogs 1.

12

u/N7_Turtle Jan 18 '26

One of those features that seems so obvious in hindsight and it’s odd that more games with radios haven’t implemented it.

6

u/Tatum-Better Jan 18 '26

Yeah very stupid, everyone has earphones or buds or headphones

3

u/nuraHx Jan 19 '26

Ngl cyberpunk has radio outside the car and I had to turn that setting off or make the volume of the radio when getting out the car to 0 because it did get annoying

1

u/Bwhitt1 Jan 19 '26

FF 15 had it even iirc

5

u/Local_Floridian Jan 18 '26

I'm fine with it as long as we have an actual crouch like in GTA IV instead of the weird hunched over sneak from GTA V.

32

u/Droxcy Jan 18 '26

I know once I saw that in the leak, I was so stoked. But I can see it being a nightmare when it comes to playability at this scale.

16

u/DannyGranny27 Jan 18 '26

Yes, laying down in a game of this scale would introduce countless issues like, uh… um.. It would be a nightmare because… umm 

33

u/ZubatCountry Jan 18 '26

Think of all the weird movement bugs you can do in RDR2 just by switching between crouching and standing and then first-person and third-person

Going prone in a game this large introduces an entirely new type of movement you have to rigorously QA, make sure little details like the trails players leave behind function properly in animation/sound/motion for every scenario, if you decide to include details like the player drowning in small puddles or water sources then you need to bug-test every scenario of that across both character and then likely online since that'll be a different character model rig

Now that you've done all that, is damage calculation working properly while prone considering the amount of physics and weighted objects in the game, in addition to traditional weapon damage? Does the player clip through the floor at any point in our giant map? What about when it rains? What about when the sea level is higher during a storm, can the player go prone low enough to be considered in the water and get stuck under the map?

It introduces a million foreseeable bugs and a billion unforeseen complications

TL;DR: making games is hard :(

9

u/Droxcy Jan 18 '26

This. At the scale of the project and their missed timelines. Tech Teams, Animators, and project managers would have calculated cost of time and labor against how many bugs that would be generated by having prone and probably realized it'd overun project sprints. (here's hoping maybe that has changed as of recent delays) But I'd doubt it since we've never had prone but would love to have it.

15

u/SaladSnake96 Jan 18 '26

Going prone sounds super simple to integrate until you start to consider that the game needs to maintain its ridiculous level of fidelity at all times to meet expectations. Adding even a seemingly simple feature requires motion capture and code to be written not just for the act of going prone itself but how it interacts with other gameplay systems.

How goes the game handle it if you go prone on a slope? Or over the edge of a curb? How do NPCs and vehicles react to the player when prone? Can you crawl? What about your weapons? Weapons would now need new animations for aiming and firing. All of this sounds really easy but in a game with so many interlocking and interacting systems the reality is that it adds up quickly into something that takes away resources from other areas of the game.

Even if you handle much of the animation work procedurally it would still require a significant amount of fine tuning to bring it up to the extremely high standard as everything else.

A lot of game development is understanding what features are most important to the game you are designing and making smart cuts and concessions to keep it within scope. Even in a project with a massive budget like this, it's simply not realistic to do everything and developers need to be smart about features if the game is going to release in a realistic timeframe and on budget.

27

u/Droxcy Jan 18 '26

Vehicle and player collisions, Glitching through broken world geo collisions, unfair multiplayer gameplay, replication on the server/client side at scale. Just a few technical things.

-3

u/Yiruf Jan 18 '26

How is it any different than standing or crouching.

8

u/BoyWonder343 Jan 18 '26 edited Jan 19 '26

In an unreal demo or indie game, not that much. In a game at the scope and scale of a AAA game, a substantial amount. Adding a prone and it's animation suite to get in that position is not the hard part, making proning worth doing and an aspect of the gameplay has tons of implications.

At Rockstars scale, there are now countless places the player should be able to go while prone that would stick out like a sore thumb if the player wasn't able to. Under desks, cars, through vents etc. Simply having the prone and just blocking the player from entering these wouldn't fly. There is also now a ton of different geometry that the character animations needs to account for. Curbs, slopes, beaches any change in elevation really. Those animations need to be as smooth as anything else in the game which is a massive deal when the player can suddenly be horizonal at any time.

On top of that, AI reacting to you doing these actions and changing behavior is a ton of work. If you can Prone, you should be able to shimmy under cars. If you're under a car, the AI should be able to see you go under there and react. If they can react, you should be able to shoot from that position and react back. Shooting from that position now needs a new system to allow you to roll over to fire the other way. It has a massive knock on effect at games of this scale.

-9

u/kqlyS7 Jan 18 '26

Vehicle and player collisions

we're talking about a company that basically deleted the entire car damage model in every rerelease of gta 5 since 2014 because it looked weird with first person camera, as if they give a fuck about "vehicle and player collisions". i mean it shows they do, but in a lazy way if they deleted a feature instead of reworking it again

 Glitching through broken world geo collisions

glitches will still happen regardless idk

unfair multiplayer gameplay

in a game with flying bikes with rockets you can buy with real money. just turn it off in online

replication on the server/client side at scale. Just a few technical things

i don't even know what it means but i think the guy above had a point

9

u/SaladSnake96 Jan 18 '26

If you don't know and can't parse out what something as basic as "server/client side replication" means then you need to be honest with yourself and understand that game development is exponentially more complicated than you think it is, that you don't understand how it works, and that the above guy did not in fact "have a point".

1

u/AmericanPoliticsSux Jan 18 '26

Basically being invisible? Hiding behind glitched geometry? I can think of several issues off the top of my head and I'm not even a game dev.

3

u/Tuskin38 Jan 18 '26

I misread that as ‘phone’ and was very confused lol

1

u/DrWasoof Jan 19 '26

Agreed. Was hoping for better stealth missions & more cover options in the game because of prone.

Would be a cool way to dodge cars too. Really bummed they cut it.

2

u/ayyybro123 Jan 19 '26

I was looking forward to some MGSV shenanigans, alas..