10 Things We Now Know About GTA 6's Massive Map, From Vice City to Mount Kalaga
GTA 6's Leonida is reportedly twice GTA V's map, but the numbers are only the beginning. Here are 10 important things we now know about Rockstar's world.

For years, GTA VI map discussion involved equal parts cartography and guesswork. Fans matched roads between leaked material and trailers, identified skyline angles, reconstructed coastlines and gradually assembled speculative maps far beyond anything Rockstar had officially published.
The August 2026 preview cycle finally gave us something better: direct descriptions of scale, official regional names and hours of new material.
Here is what can be stated with reasonable confidence today.
1. Leonida is reportedly about twice GTA V's overall map size

TGG says this comparison came from his Rockstar North visit, where he watched developers play the game and discussed its scope with head of development Rob Nelson. VGC and PC Gamer subsequently reported the same comparison from his preview.
Treat the figure as a preview comparison rather than an engineering specification. Rockstar has not published an official square-mile measurement.
2. The world is reportedly around three times Red Dead Redemption 2's playable area
This number sounds even more extraordinary because Red Dead's world feels huge.
As discussed earlier, however, travel speed complicates the comparison. A sports car covers space far more quickly than Arthur Morgan's horse, so a GTA world may need substantially greater physical area to produce equivalent travel time.
The meaningful part is that Rockstar does not appear to be creating a slightly expanded city with decorative countryside.
Leonida is intended to operate at state scale.
3. Vice City itself is reportedly about twice Los Santos

This may be the most significant size comparison.
Los Santos remains one of gaming's most recognizable fictional cities, but years of GTA Online have exposed its dimensions. Experienced players can cross familiar districts incredibly quickly.
A Vice City with roughly twice the urban footprint provides room for neighborhoods to develop stronger identities and allows journeys across the city to regain some of the geographical significance Los Santos had when GTA V was new.
4. Urban development outside Vice City may be vastly greater than GTA V's towns
TGG reported an especially striking comparison concerning the smaller urbanized areas surrounding the main city. The developed towns outside Vice City collectively appear much more substantial than GTA V's relatively limited settlements outside Los Santos.
This could matter more to gameplay than empty land area.
A town contains stores, traffic, pedestrians, police, homes, vehicles and social encounters. It provides the raw material GTA systems need.
If Rockstar genuinely distributes urban life across Leonida, the northern half of the map may avoid GTA V's problem of feeling like a long scenic drive back to Los Santos.
5. Rockstar has officially highlighted six major regions
The official GTA VI site names Vice City, Leonida Keys, Grassrivers, Port Gellhorn, Ambrosia and Mount Kalaga National Park.
Each provides a different environmental and social texture.
This matters because visual variety alone is easy. The more difficult task is making areas play differently.
A successful Leonida Keys should change how boats and coastal roads matter. Grassrivers should alter traversal through wetlands. Vice City should create surveillance and traffic problems that do not exist in Mount Kalaga. Port Gellhorn should feel economically and socially different from wealthy districts farther south.
6. Jason's early life is tied to the Keys
Rockstar's character biography places Jason in the Keys working around local drug runners, while Brian Heder operates from a boat yard and lets Jason live at one of his properties.
That strongly suggests the Keys are not peripheral vacation scenery.
They are connected to the game's opening social network.
Beginning a criminal story away from the central metropolis is clever because Vice City can then become aspirational. Instead of handing the player the entire crown jewel immediately, Rockstar can let the characters move toward it.
7. Port Gellhorn gives Rockstar a second substantial urban identity

Los Santos dominates GTA V so completely that its other settlements rarely feel like cities in their own right.
Port Gellhorn appears positioned to solve that. Official imagery and preview descriptions point toward a rougher coastal environment built around faded commercial infrastructure, cheap property and a different social class from glamorous Vice City.
If the location is large enough to support its own police chases, businesses, criminal opportunities and recurring characters, traveling there can feel like entering another city rather than visiting another section of one map.
8. Grassrivers turns Florida's wetlands into gameplay territory
The Everglades are one of Florida's defining environments, and Rockstar's Grassrivers clearly draws from them.
The interesting design challenge involves movement.
Cars thrive on roads.
Wetlands do not.
Airboats, ordinary boats, foot travel and possibly other forms of traversal can therefore become locally important. Wildlife also becomes much more central when the environment naturally supports it.

9. Mount Kalaga prevents Leonida from becoming visually flat

Real Florida is famously flat.
Rockstar is not making a geographical documentary.
Mount Kalaga National Park allows the studio to introduce elevation, remote roads, forests, wilderness activities and long sightlines that contrast dramatically with Vice City's coastline and dense urban grid.
From a gameplay perspective, vertical geography can help the map feel much larger because direct routes become impossible. A mountain between two points produces travel decisions that an open flat landscape cannot.
10. Density is clearly the metric Rockstar wants us to remember
The strongest common theme across the preview reporting is not sheer land area.
It is density.
More developed settlements.
More usable businesses.
More ambient interactions.
More activities.
More NPC behavior.
More reasons to leave the planned route.
Rockstar can make Leonida twice as large as GTA V and still create a worse map if most of that size is filler.
Everything shown so far suggests the company knows that.
The goal is not merely a bigger place to drive through.
It is a place capable of delaying you.
