Regions of Leonida in GTA 6
GTA 6 is set in the state of Leonida, a fictional Florida. Here is what the state is made of, what is known for certain, and what still rests on trailer analysis.
What is officially confirmed
Rockstar has confirmed a release on 19 November 2026 for PlayStation 5 and Xbox Series X|S, with no PC version at launch. The protagonists are Jason and Lucia, and the game is set in the state of Leonida, centred on Vice City — the return of the city from GTA Vice City.
Take-Two has said an online component should not be expected at launch, as the studio is focused on the single-player campaign. For collectible hunters that is good news: completing the game to one hundred percent stays the main long-term activity.
Seven regions
The split below is the one the mapping community uses, and the one our map filters are built on. It is not official: it is the result of analysing trailers, screenshots and Rockstar's own materials.
Vice City
The main city, a fictional Miami. Dense blocks, waterfronts, towers. This is where marker density will be highest: alley stashes, rooftops, parking garages.
Vice Beach
The beach strip east of the city. Piers, boardwalk, lifeguard towers. Expect collectibles tied to water and low tide.
Port Gellhorn
A port town on the west coast. Industrial zone, containers, cranes. The community reads Panama City as its real-world basis.
Mount Kalaga
A national park in the north: hills, forest, a lake. The name is a community one and its status is disputed. Typically the home of viewpoints and items you have to walk to.
Ambrosia
The rural and suburban middle of the state. Farms, highways, gas stations, motels. A classic home for rare vehicles.
Grassrivers
The Everglades analogue: channels, hummocks, airboats. Almost always where the hardest-to-reach items are hidden — the ones that need a vehicle.
Leonida Keys
The southern island chain, a fictional Florida Keys. Bridges, marinas, shallows. Expect underwater points and everything boat-related.
Why the region matters more than it looks
Once there are hundreds of items, "show all stashes" stops being a useful command. A player is in one place and wants to know what to collect here, not in general. That is why the region filter sits next to the category filter, and why progress is counted per region: not just "12 of 60" but "Vice City 3 of 12".
The same split drives our data collection sheet: every find is tied to a region on entry, otherwise the database turns to mush within a week of launch.
What will change after launch
Plenty. Some regions will be renamed, some borders will move, districts nobody knows about yet will appear. We built for that: categories and regions are one line of configuration, and point coordinates are stored twice — in game units and in screen units — so swapping the base map for the real one moves no markers at all.