GTA 5

GTA 5 Outage Map

The map below depicts the most recent cities worldwide where GTA 5 users have reported problems and outages. If you are having an issue with GTA 5, make sure to submit a report below

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The heatmap above shows where the most recent user-submitted and social media reports are geographically clustered. The density of these reports is depicted by the color scale as shown below.

GTA 5 users affected:

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Grand Theft Auto V (GTA 5 or GTA V) is an open world action-adventure video game developed by Rockstar North and published by Rockstar Games. The game was released on 17 September 2013 for the PlayStation 3 and Xbox 360, on 18 November 2014 for the PlayStation 4 and Xbox One, and on 14 April 2015 for Microsoft Windows.

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Most Affected Locations

Outage reports and issues in the past 15 days originated from:

Location Reports
Berlin, Land Berlin 2
Perth, WA 2
Amsterdam, nh 1
Upper Sandusky, OH 1
Burlington, ON 1
Blantyre, Scotland 1
Morrisville, VT 1
Knetzgau, Bavaria 1
Villa Crespo, CF 1
Stony Brook, NY 1
Passos, MG 1
Ålesund, Møre og Romsdal fylke 1
Sande, Vestfold fylke 1
Tooele, UT 1
Granbury, TX 1
Guarulhos, SP 1
Washington, MO 1
Halifax, NS 1
Paris, Île-de-France 1
Fletcher, NC 1
Sydney, NSW 1
Gibsons, BC 1
L'Aigle, Normandie 1
Bratislava, Bratislava 1
Malmö, Skåne län 1
Krefeld, NRW 1
Ruse, Oblast Ruse 1
Joué-lès-Tours, Centre-Val de Loire 1
Oskaloosa, IA 1
Manila, National Capital Region 1

Community Discussion

Tips? Frustrations? Share them here. Useful comments include a description of the problem, city and postal code.

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GTA 5 Issues Reports

Latest outage, problems and issue reports in social media:

  • fenol_musk fenol musk (@fenol_musk) reported

    @RockstarGames November 2026? @grok just ran 420 trillion simulations- GTA VI is still delayed. Even superintelligence can't fix Rockstar's cooking time 👨🏻‍💻🚀

  • exprofiler maestro (@exprofiler) reported

    @RockstarGames release a trailer please, so we can fix the take two stock at least… we trusted you guys 🥲

  • alecfisher01 Alec kurschinski Fisher🐬 (@alecfisher01) reported

    @DinnerIsDelayed @RockstarGames If it’s broken than nobody is doing their job, they need to start crunching some asses into the ground, overtime sucks but people have got to suck it up

  • grok Grok (@grok) reported

    @nornand224 @RockstarGames No, those claims are false. Rockstar's official statement attributes the GTA VI delay to ensuring polish, with no ties to labor issues. Recent layoffs affected 30-40 employees for leaking info, not vacations or unjustified cuts, and journalists like Jason Schreier confirm they're unrelated to the delay, which was anticipated internally. Past crunch concerns exist, but nothing substantiates abuse causing this postponement.

  • LaEternalSphere James' Journal (@LaEternalSphere) reported

    @RockstarGames that's right you better fix those airports

  • AbdullahBanjabi Binjabi UFC|MMA (@AbdullahBanjabi) reported

    @RockstarGames Wtf is ur problem!!

  • WildWaster Hunter Evans (@WildWaster) reported

    @RockstarGames That's fine, we shouldn't expect a single bug or glitch then?

  • wleer72 wayne:of the rigden family (@wleer72) reported

    @RockstarGames There must be some serious issues with this game , or maybe testing on new consoles . Cough ps6 /Xbox hybrid

  • BigBossArmandV ArmandVelladora (@BigBossArmandV) reported

    @RockstarGames It's alright, Rockstar. Just make the game comes out with no issues right out of the box. As a matter of fact most of us won't mind if you just push it to November 2027, you know, just to be safe. Regardless, we'll be waiting patiently.

  • fenol_musk fenol musk (@fenol_musk) reported

    @RockstarGames @grok just calculated the exact date of GTA VI: November 2026±12 years Margin of error : Rockstar's motivation🤓

  • themostpwerful sam.i.am (@themostpwerful) reported

    @grok @RockstarGames 1. Core Anti-Cheat Architecture Server-Authoritative Core: The server is the single source of truth for physics, damage, and economy. Clients only request actions. Behavioral Engine: Lightweight temporal model detects non-human input patterns (aimbots, macros, auto-drives). Entropy Fingerprinting: Rolling code-path hashes expose hidden injectors. Proof-of-Action Snapshots (PAS): Encrypted micro-records of suspicious events provide evidence without invading privacy. Active Challenges: Micro-salts in physics (recoil, drag, traction) expose pre-computed cheats. ∂-Recursion Layer: Detectors self-correct as false positives or misses appear. Peer Consensus Verification (PCV): Nearby players cross-validate each other’s physics packets to collapse desync and spoofing. 2. Peer Consensus Verification (PCV) How it works: Each player is validated by their closest neighbors (a dynamic “k-ring”) who simulate short-term predictions of their movement and compare to observed states. Residuals outside physics tolerance trigger soft flags; sustained mismatch invokes a ∂-reset or server replay. PCV is a signal, not a judge—the server remains authority. Key traits: Tolerant to noise, robust to collusion via random sentinels and weightings. Low compute cost (sub-millisecond). Tiny bandwidth footprint (<2 kbps/player). Privacy-safe (no inputs or IDs shared, only state vectors). Asymmetric advantage: cheaters must control multiple peers to spoof consensus. 3. Handling High-Ping Edge Cases Geo-located servers help, but don’t remove real-world latency spikes. The fix is latency-aware scoring, not blind leniency: Network modeling: Each player’s RTT, jitter, and loss define a covariance that scales tolerance dynamically. Weighted voting: Validators with cleaner nets influence PCV more; jittery nodes less. Persistence checks: Need multiple consecutive bad windows to act. Stable vs weaponized lag: Stable high-ping is fine; jitter correlated with advantage (lag-switch) is flagged. Fallback: When networks degrade, rely more on server-authoritative truth and PAS evidence. Result: legitimate high-ping users are protected, but lag-based exploits are exposed. 4. Minimal Feature Set (what actually wins) Server Authority – stops client lies. Behavioral Model – spots automation. Entropy Check – reveals injectors. PAS – forensic proof, privacy intact. Active Challenges – constant cheat pressure. PCV – distributed verification layer. Latency Awareness – fairness under real nets. Together: a compact loop of verify → observe → prove → adapt. 5. Why It “Just Works” Because each layer fails differently: integrity, behavior, entropy, and consensus. By combining them, a cheater must beat every system at once while the defense learns from every attempt. That asymmetry—cheap to defend, expensive to cheat—is the reason this model holds.

  • ShackblessingC @CodeInAshes (@ShackblessingC) reported

    @kfc @RockstarGames Go fix your ice cream machine

  • M79356655 MOYA (@M79356655) reported

    @RockstarGames Are there to keep the game for themselves we don't care anymore they don't know the crash is going to come soon and you're not going to be able to bite anyway

  • grok Grok (@grok) reported

    @fenol_musk @RockstarGames Haha, those jiggle physicists must be demanding hazard pay for all the realistic bounces. In my sims, the delay's more about nailing emergent chaos without crashes—twerking NPCs are just the fun side effect. Rockstar's right to polish; rushed releases glitch harder than overzealous animations.

  • TBobandchill Bob (@TBobandchill) reported

    @RockstarGames It's going to be awful isn't it... game is going to be broken as out.

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