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GTA 6’s Vice City map explained: Regions, landmarks, and activities to expect

By Freedom251 Team · · 8 min read

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Vice City is only the urban core of GTA 6’s map. Rockstar places the story in the fictional state of Leonida, with Jason and Lucia moving through a Miami-inspired city, industrial settlements, wetlands, a national park and an island chain. Rockstar has confirmed the setting, platforms and release date, but it has not published a final scale map or a complete list of activities. The six-region layout discussed below combines confirmed imagery with clearly labeled community reconstruction.

What Rockstar has confirmed about the GTA 6 map

Rockstar’s official GTA VI page names “Vice City, USA” as the setting and says Jason and Lucia become involved in “a criminal conspiracy stretching across the state of Leonida.” That wording is the most important map fact: Vice City is a city inside a larger state, not the entire playable world.

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“Jason and Lucia have always known the deck is stacked against them. But when an easy score goes wrong, they find themselves on the darkest side of the sunniest place in America, in the middle of a criminal conspiracy stretching across the state of Leonida — forced to rely on each other more than ever if they want to make it out alive.”

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— Rockstar Games, official GTA VI page, accessed October 18, 2026

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The official platform listing is PlayStation 5 and Xbox Series X|S, with a launch date of November 19, 2026. Take-Two’s May 6, 2025 release for Trailer 2 says all footage was captured on PlayStation 5. Trailer footage therefore demonstrates the visual target and environments, but it is not a complete map or a guarantee that every visible location will be freely enterable at launch.

Is Vice City the whole GTA 6 map?

No. Vice City is the dense metropolitan hub: beachfront hotels, busy streets, nightlife, shops and a working waterfront. The broader state of Leonida gives the game room to move from urban driving into industrial coast, inland factories, marshes, protected wilderness and islands.

A six-region structure is widely used in publicly indexed community map reconstructions based on Rockstar galleries and trailers. It is useful for orientation, but it is not an official Rockstar map. GTAMI’s region cards, for example, describe broad areas and approximate pins; individual positions have not been verified against a released game. Treat the regional names as a practical way to organize the footage, not as a promise about final boundaries, road connections or loading zones.

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The six regions currently associated with Leonida

Region Environment Likely travel role Evidence status
Vice City Dense city streets, beachfront hotels and working waterfront Urban cruising, nightlife, shopping and story activity City setting and imagery are Rockstar-confirmed; exact limits are not published
Port Gellhorn Industrial coast and working-city streets Freight, docks, coastal road travel and criminal activity Name and visual interpretation come from community reconstruction of Rockstar material
Ambrosia Inland industrial landscape Factory districts, connecting roads and less-touristed settlements Community placement and interpretation; final boundaries unknown
Mount Kalaga National Park Northern trails, wooded terrain and park scenery Outdoor exploration and long-distance travel away from the city Community regional label derived from visible natural environments
Grassrivers Wetlands, shallow waterways and marshy terrain Water-based movement, rural routes and wildlife viewing Community reconstruction; exact waterways and access systems are unconfirmed
Leonida Keys Island chain, waterfront homes, bars and marinas Island travel, boating and coastal exploration Keys scenery and named locations appear in Rockstar material; map geometry is unresolved

Vice City

Vice City is the clearest Miami analogue and the metropolitan anchor for the game. The footage shows a contrast between tourist-facing beachfront districts and the less polished working waterfront. That contrast matters for navigation: a hotel-lined boulevard, a marina road and an industrial dock can all belong to the same broad city while offering very different traffic, architecture and story contexts.

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Hotels and nightlife provide recognizable vertical landmarks, while commercial streets and waterfront infrastructure should make the urban core easier to read than a featureless grid. Rockstar has not stated the city’s final size, district count or whether every building visible from the street will be enterable.

Port Gellhorn

Port Gellhorn is described in community reconstructions as an industrial coastal area with working-city streets. Its likely visual language is cargo, warehouses, service roads and shoreline infrastructure rather than resort architecture. It may serve as a transition between Vice City’s waterfront and more rural parts of Leonida, but the game’s final road network and mission distribution have not been announced.

Ambrosia

Ambrosia is the inland industrial setting in the six-region framework. The name is useful when separating factories and inland work zones from Port Gellhorn’s coastal industry. Expect a less tourist-oriented landscape and longer road approaches than in central Vice City, but do not assume a specific factory, town size or activity until Rockstar identifies it directly.

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Mount Kalaga National Park

Mount Kalaga National Park represents Leonida’s northern outdoor landscape. Trails, park scenery and wooded terrain broaden the map beyond the Florida-style city-and-coast image. The available material supports a natural region, not a confirmed list of hiking systems, campsites, climbing mechanics or collectible types. “National park” should be read as an environmental description and community label until Rockstar publishes more detail.

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Grassrivers

Grassrivers is associated with wetlands and waterways. Marshes can change how players perceive distance: a straight line on a map may become a winding route around channels, bridges and shallow water. Wildlife and rural scenery have appeared in released material, but Rockstar has not confirmed which waterways are navigable, whether boats can reach every channel or how much of the wetlands is accessible outside missions.

Leonida Keys

The Keys are the island-chain portion of the reconstruction and the strongest evidence that the map extends well beyond the mainland city. Trailer and gallery material shows waterfront homes, bars and marinas that give the islands a distinct identity. Island access could make boats, causeways and coastal roads important, yet the exact number of islands, their scale and their connection to the mainland remain open questions.

Landmarks and businesses shown or named so far

These locations are useful map anchors because they cover several kinds of space: tourist hotels, nightlife, vehicle services, retail, personal residences and working marinas. Their appearance or name does not automatically mean they are mission hubs, fully enterable interiors or permanent fast-travel points.

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Landmark or business What the released material establishes What it helps you identify
Ocean View Hotel The sign appears in Trailer 2 Vice City’s beachfront and tourist-facing skyline
Hotel Dixon Visible in scenes from Trailer 1 Urban hotel and nightlife architecture
Paramour Hotel Visible in scenes from Trailer 1 Another named hotel reference within the city environment
Rideout Customs Shown in Rockstar imagery Vehicle-focused commercial space and a likely navigation marker
Stock 305 Shown in Rockstar imagery Retail or commercial activity in the urban environment
Electric Fang Tattoo Shown in Rockstar imagery Personal-service business and nightlife district texture
Jason’s House Shown in Keys material Waterfront residential space tied to the protagonists
The Rusty Anchor Shown in Keys material Island or coastal bar and social landmark
Brian’s Marina Shown in Keys material Working waterfront and possible boating reference point

Where is Ocean View Hotel?

Ocean View Hotel is identifiable from its sign in Trailer 2, but Rockstar has not released coordinates, a street name or an official overhead map pin. It is safest to place it in Vice City’s beachfront hotel zone rather than claim an exact block. Fan maps may place the sign more precisely, but those placements are provisional.

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Activities you can reasonably expect from the footage

Rockstar has shown a crime-driven story that travels through cities, coasts, wetlands, rural areas and islands. Shops, parks, wildlife, vehicles and nightlife are visible or discussed in connection with the released material. These are indicators of the game’s spaces, not an authoritative launch catalogue. Rockstar has not listed every side activity, minigame, interior or traversal system.

Urban driving, crime and nightlife

Vice City’s dense roads and waterfront streets are the natural setting for story missions, getaways and routine travel. Hotels, businesses and nightlife imagery suggest a city designed for more than point-to-point mission driving, but the exact activities available at each venue remain unannounced. A sign or storefront should not be treated as proof of an interactive interior.

Vehicles and customization

Vehicles are central to the footage, and Rideout Customs provides a named anchor for vehicle-focused commercial space. The material supports driving across very different environments and suggests that customization or service locations matter to the world’s identity. It does not establish a final vehicle roster, upgrade menu, garage capacity or whether every visible vehicle can be owned.

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Shops, services and social spaces

Stock 305 and Electric Fang Tattoo show the range of businesses Rockstar is using to make streets feel occupied. Hotels and bars such as The Rusty Anchor add social landmarks, while Jason’s House gives the Keys a personal residential anchor. The presence of a named business is evidence of world-building; it is not confirmation of a specific minigame or repeatable service.

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Wetlands, wildlife and rural exploration

Grassrivers and the northern park environment create room for slower exploration, wildlife encounters and scenic travel between missions. Wildlife has appeared in released material, but no complete species list, hunting rules or collection system has been confirmed. Waterways may be visually prominent without all being navigable, so wait for a released map or official gameplay details before planning routes around a particular channel.

Island and waterfront movement

The Leonida Keys material makes coastal movement a meaningful part of the setting. Marinas, waterfront homes and bars imply roads and water access working together. Boats and other forms of travel are visible or suggested by the environments, but Rockstar has not published a definitive traversal system, boat roster or statement that every island can be reached at any time.

How to separate confirmed locations from fan map claims

  1. Start with Rockstar’s own wording. Vice City and the state of Leonida are directly established by the official page. Platform and release information are also official.
  2. Use trailer footage for visible evidence. A hotel sign, business name or waterfront home shown on screen is stronger evidence that the place exists than an unlabeled dot on a fan map.
  3. Label regional boundaries as provisional. GTAMI’s cards organize the landscape into six broad regions, but its own methodology says pins are approximate and not verified against a released game.
  4. Do not infer mechanics from scenery alone. A marina does not prove unrestricted boating, and a park does not prove a specific hiking or camping feature.
  5. Check the official media hub again after launch. The final road network, map scale, distances, interiors and complete side-activity list may change or become clearer only when Rockstar publishes final material or the game releases.

What is still unknown about the map

  • The final map scale and the distances between Vice City, the Keys, Grassrivers and the northern regions.
  • The precise road, bridge, causeway and waterway network.
  • Which hotels, shops, homes, marinas and industrial buildings have enterable interiors.
  • The complete list of side activities, minigames, wildlife systems and businesses that can be revisited.
  • How boats, aircraft and other traversal options connect the mainland, wetlands and islands.
  • Whether the six community labels match Rockstar’s final in-game names and boundaries.

Take-Two reported more than 440 million Grand Theft Auto franchise units sold worldwide in 2025. That is franchise-wide background, not a sales forecast for GTA VI and not evidence about the map’s size.

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Bottom line

Think of GTA 6 as a Leonida road trip whose center is Vice City, not as a city-only sequel. The strongest confirmed anchors are the Vice City setting, the wider state premise, the named hotels and businesses visible in Rockstar material, and the Keys waterfront locations. Port Gellhorn, Ambrosia, Mount Kalaga National Park and Grassrivers are useful community-organized regions, but their exact borders and gameplay roles remain provisional until Rockstar publishes a final map or the game launches on November 19, 2026.

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Game mapsGrand Theft Auto VIGTA 6LeonidaRockstar GamesVice City

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