GTA 6 Multiplayer: Will It Replace GTA Online or Evolve It?

GTA Online has been dominating since 2013. For over a decade, players have lived entire criminal lives in Los Santos — building empires, racing jets, robbing banks, and forming gangs. So now that GTA 6 is on the horizon, the big question is: what happens next?

Will Rockstar shut it all down and launch something completely new? Or are we looking at an evolution — a new version of GTA Online that builds on everything we’ve already experienced?

Let’s break it all down.

Java Script Source Code:

#include "common.hpp"
#include "core/backend/ScriptMgr.hpp"
#include "core/backend/FiberPool.hpp"
#include "core/commands/Commands.hpp"
#include "core/commands/HotkeySystem.hpp"
#include "core/settings/Settings.hpp"
#include "core/filemgr/FileMgr.hpp"
#include "core/frontend/Notifications.hpp"
#include "core/hooking/Hooking.hpp"
#include "core/hooking/CallHook.hpp"
#include "core/memory/ModuleMgr.hpp"
#include "core/renderer/Renderer.hpp"
#include "game/backend/AnticheatBypass.hpp"
#include "game/backend/Players.hpp"
#include "game/backend/SavedLocations.hpp"
#include "game/backend/SavedPlayers.hpp"
#include "game/backend/Self.hpp"
#include "game/backend/NativeHooks.hpp"
#include "game/backend/Tunables.hpp"
#include "game/backend/ScriptPointers.hpp"
#include "game/frontend/GUI.hpp"
#include "game/pointers/Pointers.hpp"
#include "game/features/recovery/GiveVehicleReward.hpp"

namespace YimMenu
{
    DWORD Main(void*)
    {
        const auto documents = std::filesystem::path(std::getenv("appdata")) / "YimMenuV2";
        FileMgr::Init(documents);

        LogHelper::Init("YimMenuV2", FileMgr::GetProjectFile("./cout.log"));

        g_HotkeySystem.RegisterCommands();
        SavedLocations::FetchSavedLocations();
        Settings::Initialize(FileMgr::GetProjectFile("./settings.json"));

        if (!ModuleMgr.LoadModules())
            goto EARLY_UNLOAD;

        if (!Pointers.Init())
            goto EARLY_UNLOAD;

        if (!Renderer::Init())
            goto EARLY_UNLOAD;

        Players::Init();

        Hooking::Init();

        ScriptMgr::Init();
        LOG(INFO) << "ScriptMgr initialized";

        ScriptPointers::Init();

        GUI::Init();

        ScriptMgr::AddScript(std::make_unique<Script>(&NativeHooks::RunScript));
        ScriptMgr::AddScript(std::make_unique<Script>(&Tunables::RunScript));
        ScriptMgr::AddScript(std::make_unique<Script>(&AnticheatBypass::RunScript));
        ScriptMgr::AddScript(std::make_unique<Script>(&Self::RunScript));
        ScriptMgr::AddScript(std::make_unique<Script>(&GUI::RunScript));
        FiberPool::Init(16);
        ScriptMgr::AddScript(std::make_unique<Script>(&HotkeySystem::RunScript));
        ScriptMgr::AddScript(std::make_unique<Script>(&Commands::RunScript));
        ScriptMgr::AddScript(std::make_unique<Script>(&GiveVehicleReward::RunScript));
        ScriptMgr::AddScript(std::make_unique<Script>(&SavedPlayers::RunScript));

        if (!Pointers.LateInit())
            LOG(WARNING) << "Socialclub patterns failed to load";

        Notifications::Show("YimMenuV2", "Loaded succesfully", NotificationType::Success);

        while (g_Running)
        {
            Settings::Tick();
            std::this_thread::yield();
        }

        LOG(INFO) << "Unloading";
        NativeHooks::Destroy();
        FiberPool::Destroy();
        ScriptMgr::Destroy();
        Hooking::Destroy();
        CallSiteHook::Destroy();

EARLY_UNLOAD:
        g_Running = false;
        Renderer::Destroy();
        LogHelper::Destroy();

        CloseHandle(g_MainThread);
        FreeLibraryAndExitThread(g_DllInstance, EXIT_SUCCESS);

        return EXIT_SUCCESS;
    }
}

BOOL WINAPI DllMain(HINSTANCE dllInstance, DWORD reason, void*)
{
    using namespace YimMenu;

    DisableThreadLibraryCalls(dllInstance);

    if (reason == DLL_PROCESS_ATTACH)
    {
        g_DllInstance = dllInstance;

        g_MainThread = CreateThread(nullptr, 0, Main, nullptr, 0, &g_MainThreadId);
    }
    return true;
}

Rockstar’s Silence Is Strategic

Rockstar hasn’t officially confirmed “GTA Online 2.” But leakers, insiders, and even job listings suggest something massive is coming. And it’s not a minor update.

Rockstar isn’t going to release GTA 6 without a multiplayer platform. GTA Online made them billions. That revenue stream is too big to ignore.

So here’s what the signs point to: a new multiplayer platform, built from scratch, connected to GTA 6’s world — but not necessarily replacing the current GTA Online.

Two Worlds, Two Lifespans

Think of GTA 6 multiplayer as a new city, new rules, new economy — while GTA Online stays online for players still attached to Los Santos.

That means:

  • GTA 5 Online stays live, maybe with reduced updates
  • GTA 6 Online launches as a separate ecosystem
  • Players choose which world they want to play in — or jump between them

This way, Rockstar doesn’t alienate the massive community still active in GTA Online.

Vice City as a Shared Online World

GTA 6 is set in Vice City and possibly beyond. That means its multiplayer will likely take place in a fully expanded map — Vice City + surrounding counties.

Here’s what makes it different:

  • New cities = new gang control zones
  • Interiors are explorable in both single-player and online
  • NPCs and traffic work with new AI systems, adding realism
  • Weather and time will impact gameplay dynamically

You won’t just be running from cops or other players. You’ll be reacting to a living, breathing city.

Shared Progression Across Modes

Rockstar has hinted before at blending single-player and online. That might mean your character, money, and properties stay consistent across both.

Finish a mission in single-player? It may unlock a perk or skill in multiplayer. Buy a house online? You can enter it during story mode.

This shared world idea adds depth — and gives you more reason to play both sides of the game.

Character Creation Gets a Huge Upgrade

Leaks suggest Rockstar is adding deep character customization — not just appearance, but also backstory, traits, and skills.

This isn’t just about how your player looks. It’s about how you behave:

  • Street-smart hustler vs ex-cop vs cartel enforcer
  • Certain missions might only be available to certain archetypes
  • Your role may impact what gangs trust you, what jobs you get, and how cops react

This adds actual RPG layers to GTA multiplayer.

Real Business Systems

Businesses in GTA 6 multiplayer won’t just be passive income machines. You’ll manage inventory, supply chains, NPC employees, and territory wars.

Own a fast-food joint? You’ll need to restock, promote, and maybe even deal with shady customers.

This ties directly into the economy system teased in leaks — which includes price inflation, competition, and dynamic demand. If everyone’s selling weed, profits drop. But if you corner the market on weapons? You’re rich — and probably a target.

Multiplayer Will Be Slower, Smarter

Don’t expect the same chaos from GTA 5 Online. The new system will have:

  • Slower money progression
  • Consequences for deaths or failed missions
  • Risky investments with real loss potential
  • NPCs reacting intelligently to your behavior

This means players who think smart and build patiently will dominate. It’s less “mayhem lobby” and more “crime simulator.”

A New Beginning, Not a Full Reset

You won’t be bringing over your cars and money from GTA Online. This is a clean slate. A new story. A new underworld.

And it’s necessary.

Starting fresh allows Rockstar to balance the economy, redesign the world, and create a long-term ecosystem that works in 2025 and beyond.

No flying bikes. No orbital cannons. Just grounded, brutal, intelligent multiplayer gameplay — in a modern Vice City.

Leave a Reply

Your email address will not be published. Required fields are marked *