Need some cash for your Car Dealership Tycoon enterprise? Look no further. We’ve scoured the web for all of the currently active codes available in Roblox’s car-selling sim, so you can keep your business running smoothly with some free cash injections.
Working Car Dealership Tycoon Codes (May 2025)
Below, you’ll find all of the currently active and working Car Dealership Tycoon codes in May 2025 that you can redeem for free rewards:
SEASON17 – $80,000
AUDIR8 – $100,000
UPGRADELAUNCH – 3 Deluxe Kits
CUSTOM200 – 200 Wrenches
EASTER2025 – $100,000
BARNFIND04 -$80,000
SEASON16 – $80,000
EVENT03 – $80,000
ZENVOCOLLECTOR – $80,000
Killasfs – $50,000
Foxzie – $15,000
Tstingray – $50,000
IranRan – $50,000
Expired Car Dealership Tycoon Codes (May 2025)
The following Car Dealership Tycoon codes have expired and can no longer be redeemed as of May 2025:
EASTER2
SAUSAGE
PAGANISALE
VOLKSWAGEN
POLICESEASON
VWCOLLECTOR
IMMORTAL
SCAVENGERHUNT
COLLECTORCAR
COPSANDCRIMS
RETURNINGLIM
NEWLIMITED
NEWMAP
XMASUPDATE
How to Redeem Codes in Car Dealership Tycoon
To redeem Car Dealership Tycoon codes, boot up the game and, once you’re in, follow the steps below:
Look at the top of the screen. To the left of the cash counter, you’ll see a settings icon. It’s represented by the small gear.
Click this icon to bring up the settings menu. At the very bottom of the settings menu is the redeem code bar.
Input your code into the bar and then press the “+” icon beside it to redeem it.
Why Isn’t My Car Dealership Tycoon Code Working?
If your Car Dealership Tycoon code isn’t working, it’s likely due to one of two scenarios. The first is that the code was inputted incorrectly. Check the spelling and that the case is correct, then redeem again. You can even copy and paste the codes directly from this article over to Roblox if you want to make sure you’re inputting them correctly.
The other possibility is the code has expired or you’ve already used it. In this scenario, you should see an error message appear in the codes bar informing you that the code has already been redeemed or is invalid.
How to Get More Car Dealership Tycoon Codes
If you want to hunt down some Car Dealership Tycoon codes on your own, you’ll have to scout through several different social accounts for the game. The main spots you should be checking are the CDT update info channel in the game’s official Discord server, Foxzie’s YouTube channel, and Foxzie’s X account. All three will be updated from time to time with codes, so make sure you’re subscribed to each to keep up to date with new code drops.
What is Car Dealership Tycoon in Roblox?
Car Dealership Tycoon is exactly what it says on the tin. You’re offered the keys to your very own car dealership, and from there, your mission is to build it, customize it, and purchase new cars to display on the show floor. As you grow, you can take part in a variety of activities to increase your cash flow, including taking to the streets to race other players and avoiding police in high speed chases. So, do you have what it takes to cement your dealership as the go-to hub for the most luxurious rides in the city?
Callum Williams is an IGN freelancer covering features and guides. When he’s away from his desk, you can usually find him obsessing over the lore of the latest obscure indie horror game or bashing his head against a boss in the newest soulslike. You can catch him over on Twitter at @CaIIumWilliams.
Want to grab some free cash with Arise Crossover codes? You’re in the right place. We’ve compiled all of the active codes currently available in the popular Roblox open-world anime action game, so you can get your hands on some useful resources instantly.
Working Arise Crossover Codes (May 2025)
Below, you’ll find all of the currently active and working Arise Crossover codes in May 2025 that you can redeem for free rewards:
LOADOUTSFIX – Rewards (NEW!)
LOADOUTS – Rewards (NEW!)
LOADOUTS2 – Rewards (NEW!)
UPGRADES – Rewards
Expired Arise Crossover Codes (May 2025)
The following Arise Crossover codes have expired and can no longer be redeemed as of May 2025:
QUESTS
ALIENS
1MLIKES
WINTERRAID
EASTER
GZIRU
ENCHTICKET
TICKETS
DUSTS
Potions
Beta
COFFIN
RUNES
UPDATE
DRAGONBLUE
AlphaTester
TESTERQA
TESTER
How to Redeem Arise Crossover Codes
To redeem Arise Crossover codes, boot up the game and, once you’re in, follow the steps below:
Look at the icons on the left-hand side of the screen. In the top left-hand corner of the icon menu, you’ll see an icon with a shopping basket.
Click the shopping basket to be taken to the in-game shop. Scroll to the bottom of this shop menu or press the codes icon on the right of the pop-up box and you’ll find the codes bar.
Enter your code into this bar and then click send to redeem it.
Why Isn’t My Arise Crossover Code Working?
If your Arise Crossover code isn’t working, it’s likely due to one of two scenarios. The first is that the code was inputted incorrectly. Check the spelling and that the case is correct, then redeem again. You can even copy and paste the codes directly from this article over to Roblox if you want to make sure you’re inputting them correctly.
The other possibility is the code has expired or you’ve already used it. In this scenario, you should see an error message pop up at the top of the screen informing you that the code has already been redeemed or is invalid.
How to Get More Arise Crossover Codes
If you’re on the hunt for new Arise Crossover codes, you’ll probably want to make your way over to the game’s official Discord server. Once you’re a member, you’ll be able to access the codes channel, where you’ll find new codes whenever they’re published.
What is Arise Crossover in Roblox?
Arise Crossover is an open-world action game with a unique twist. It’s world is comprised of multiple anime-inspired lands, with players able to travel to islands ripped directly from Solo Leveling, One Piece, Naruto and more. While exploring this familiar landscape, they’ll be able to battle enemies native to each world, levelling up their character, unlocking new powers and completing dungeons.
Callum Williams is an IGN freelancer covering features and guides. When he’s away from his desk, you can usually find him obsessing over the lore of the latest obscure indie horror game or bashing his head against a boss in the newest soulslike. You can catch him over on Twitter at @CaIIumWilliams.
Stellar Blade‘s Steam rollout has been mysteriously blocked in countries like Egypt, Vietnam, Estonia, and Cuba.
While there’s been no formal statement on why sales have been blocked in over 100 countries around the world, it’s thought the list broadly matches that of places where PlayStation Network is not available.
But here’s the confusing thing: Stellar Blade doesn’t require players to sign up to PSN to play, which has left players wondering whyonearth sales have been restricted.
It’s possible the block comes not because Stellar Blade requires a PSN connection, but because it offers an optional one. Though not confirmed by either developer ShiftUp or Sony itself just yet, some are speculating that it may be because players are invited to sign up via their PSN account to secure an optional skin for Eve.
More interestingly still, it seems ShiftUp itself has been surprised by the restrictions. While the team has responded to several unhappy tweets on X/Twitter, asking the complainants where they live, they’ve yet to provide any further information about why the game is blocked in certain countries.
The PC version of Stellar Blade launches via Steam on June 11 along with a raft of PC-specific features, including AI upscaling via Nvidia DLSS 4 and AMD FSR 3, an unlocked framerate, Japanese and Chinese voiceover, ultrawide display support, higher resolution environment textures, and DualSense support for haptic feedback and trigger effects.
IGN’s Stellar Blade review returned a 7/10. We said: “Stellar Blade is great in all of the most important ways for an action game, but dull characters, a lackluster story, and several frustrating elements of its RPG mechanics prevent it from soaring along with the best of the genre.”
Vikki Blake is a reporter, critic, columnist, and consultant. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
Civilization 7 has had a rough launch on Steam — that much is clear. The strategy sequel has struggled for players on Valve’s platform ever since its launch in February. Reaction is ‘mixed,’ according to Steam user reviews. And despite a number of patches issued by developer Firaxis to reverse the sentiment, Civilization 7 finds itself in the unenviable situation of having fewer players on Steam than Civilization 6 and even the 15-year-old Civilization 5.
Civ 7’s Steam performance does not paint the entire picture, of course. The game also launched on PlayStation, Xbox, and Nintendo Switch (a Nintendo Switch 2 version that makes use of the new Joy-Con mouse controls will soon release). But Civilization’s bread and butter is PC, and there Civ 7 is clearly struggling.
You’d think, then, that Firaxis parent company Take-Two wouldn’t be best pleased. But speaking to IGN in an interview ahead of the company’s latest financial results, CEO Strauss Zelnick told me he was “thrilled” with Civ 7 so far.
“I’m thrilled with Civ 7 so far,” Zelnick began. “However, there were some issues initially, and our team at Firaxis has done a great job addressing those issues. There’s more work to be done. I’m optimistic that work will be done and will suit consumers, and ultimately that we have a very successful title on our hands.”
Zelnick then pointed to the Civilization franchise’s tendency to have a long sales cycle, at least compared to many other games, and his belief that Civ 7 will follow suit.
“The history of all the Civilization releases is that initially some of the changes that we make cause consternation among our consumers because they love the Civilization franchise so much,” he said.
“And then people realize, oh, this really is an improvement and over a long sales cycle, we do really well. I think that’s what’ll happen here too.
“But undoubtedly, we had some issues in the beginning, which we’ve addressed partially and continue to address.”
When Civ 7 launched, players highlighted issues with the user interface, a lack of map variety, and expressed a feeling that the game launched without a number of features they’d come to expect from the franchise.
Zelnick’s mention of hardcore Civ players being a little nervous about Civ 7 at launch is no-doubt a reference to some of the dramatic changes Firaxis made to the game.
A full campaign in Civilization 7 is one that goes through all three Ages: Antiquity, Exploration, and Modern. Once the Age is completed, all players (and any AI opponents) experience an Age Transition simultaneously. During an Age Transition, three things happen: you select a new civilization from the new Age to represent your empire, you choose which Legacies you want to retain in the new Age, and the game world evolves. The Civilization games have never had such a system. Clearly, Zelnick believes Civ fans will come to love it over time.
Take-Two has yet to announce a sales figure for Civilization 7, but in its financial report said it was “pursuing opportunities to expand the audience,” including the recent launch of Civilization 7 VR for Meta Quest 3 and 3S, as well as the upcoming Nintendo Switch 2 port.
Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Destiny 2 developer Bungie is once again battling accusations of plagiarism after yet another artist accused the studio of “lifting” aspects of their artwork, this time for its upcoming sci-fi shooter, Marathon.
After numerous artists and a writer came forward claiming Bungie used their work without authorization or credit, yet another artist is claiming their work was used in the environments of Marathon. In screenshots taken from Marathon’s alpha playtest accompanying the tweet, artist Antireal alleged they could see distinct icons and graphics they designed, some of which were originally shared on social media years ago in 2017.
“Bungie is, of course, not obligated to hire me when making a game that draws overwhelmingly from the same design language I have refined for the last decade, but clearly my work was good enough to pillage for ideas and plaster all over their game without pay or attribution,” the artist wrote in a statement posted to X/Twitter.
“I don’t have the resources nor the energy to spare to pursue this legally but I have lost count of the number of times a major company has deemed it easier to pay a designer to imitate or steal my work than to write me an email. In 10 years, I have never made a consistent income from this work and I am tired of designers from huge companies moodboarding and parasitising my designs while I struggle to make a living.”
Bungie responded within hours. Though it did not publicly apologize, it said it had now launched an investigation, attributing the “issue” to a former Bungie artist, and reached out to the artist concerned.
“We immediately investigated a concern regarding unauthorized use of artist decals in Marathon and confirmed that a former Bungie artist included these in a texture sheet that was ultimately used in-game,” the team said in a statement. “This issue was unknown by our existing art team, and we are still reviewing how this oversight occurred.
“We take matters like this very seriously. We have reached out to [the artist] to discuss this issue and are committed to do right by the artist. As a matter of policy, we do not use the work of artists without their permission.
“To prevent similar issues in the future, we are conducting a thorough review of our in-game assets, specifically those done by the former Bungie artist, and implementing stricter checks to document all artist contributions. We value the creativity and dedication of all artists who contribute to our games, and we are committed to doing right by them. Thank you for bringing this to our attention.”
Just weeks before that lawsuit was filed, Bungie launched a different investigation to ascertain how a NERF gun based on Destiny 2’s iconic Ace of Spades was lifted almost wholesale from fanart designed back in 2015, including every brush stroke, scratch, and smudge on the weapon.
Vikki Blake is a reporter, critic, columnist, and consultant. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
Nintendo has published a list of Switch 1 games that will get a free performance upgrade on Switch 2, and revealed what fans can expect in terms of improvements.
Games such as Arms, Pokémon Scarlet & Pokémon Violet, Super Mario Odyssey, and The Legend of Zelda: Echoes of Wisdom are all set for performance improvements on Switch 2.
By connecting your Nintendo Switch 2 to the internet and performing a system update, you can download free updates for selected games that may improve graphics or add support for features such as GameShare. The contents of these free updates will differ depending on the game.
To be clear, these upgrades are free, and are not the same as the Nintendo Switch 2 Edition games, which are premium upgrades (or, in the case of The Legend of Zelda Breath of the Wild and Tears of the Kingdom, free upgrades to Nintendo Switch Online subscribers).
So, what can Switch 2 owners expect? Pokémon Scarlet and Pokémon Violet, for example, get an “improved image quality” for high-resolution TVs and an “improved” framerate for “smoother movement.”
Super Mario Odyssey, on the other hand, gets HDR support and GameShare support, so two people can play together online, with one player controlling Mario and the other controlling Cappy. All the details are below.
Interestingly, Nintendo’s list does not mention framerate fixes for the two top-down Zelda games, which is a strange and disappointing omission given their performance problems.
Visuals: optimised for the Nintendo Switch 2 display and high-resolution TVs for improved image quality.
Framerate: improved for smoother movement on Nintendo Switch 2 (including Bowser’s Fury).
HDR support
GameShare compatibility: up to four people can play Super Mario 3D World. In Bowser’s Fury, two people can play together, with one player controlling Mario and the other controlling Bowser Jr. Share locally or share online via GameChat.
Visuals: optimised for the Nintendo Switch 2 display and high-resolution TVs for improved image quality.
HDR support
GameShare support: two people can play together, with one player controlling Mario and the other controlling Cappy. Share locally or share online via GameChat.
Visuals: optimised for the Nintendo Switch 2 display and high-resolution TVs for improved image quality.
HDR support
Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Jade Raymond has left Haven Studios, the Sony-owned developer behind online multiplayer shooter Fairgames, and reportedly delayed the game following an external test in yet another blow to PlayStation’s live service ambition.
According to Bloomberg, Raymond exited the company she founded several weeks after an external test of Fairgames apparently didn’t go down well. The game was due out fall 2025 but is now delayed to spring 2026.
As Bloomberg put it:
PlayStation leadership didn’t give Haven staff a reason for her departure, but it came several weeks after an external test of Haven’s first game, the online shooter Fairgames, according to people with knowledge of the matter. Some developers at Haven were concerned about how the game was received and its progress, said the people, who asked not to be identified because they aren’t authorized to speak publicly.
Sony is sticking with Haven and Fairgames for now, with new co-studio heads Marie-Eve Danis and Pierre-François Sapinski in place.
It’s yet more trouble for Sony’s embattled live service ambition, which now appears to be in full retreat. While Arrowhead’s Helldivers 2 was a breakout hit, becoming the fastest-selling PlayStation Studios game of all time with 12 million copies sold in just 12 weeks, Sony’s other live service games were either canceled or suffered disastrous launches.
Indeed, Sony’s Concord is one of the biggest video game disasters in PlayStation history, lasting just a couple of weeks before it was brought offline amid eye-wateringly low player numbers. Sony later decided to kill the game entirely and shut its developer.
The Concord flop came after Sony had already canceled Naughty Dog’s The Last of Us multiplayer game. And earlier this year, Sony reportedly canceled two unannounced live service games, one a God of War title in development at Bluepoint, the other in the works at Days Gone developer Bend.
In 2023, Sony president Hiroki Totoki said the company was reviewing the 12 live service PlayStation games it had in the works, and committed to launching only six of them by the end of financial year 2025, meaning by the end of March 2026. Totoki said Sony was still working on when the other six live service games would come out, adding: “It’s not that we stick to certain titles, but for the gamers quality should be the most important.”
Bungie is still flying the live service flag, with Destiny 2 ongoing and the in-development Marathon set to launch fully. Earlier this month, Sony announced a new PlayStation studio called teamLFG and teased its debut game, which is a live service incubation project. Guerrilla’s Horizon multiplayer game is also in development.
Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Toward the end of the call, Zelnick was asked whether he was concerned specifically about potential console price increases and their impact on the overall gaming ecosystem. This was referring to the recent price bump on Xbox Series consoles, and the expected PlayStation 5 increase that may follow.
Zelnick believes that confusing as the tariff back-and-forth is, Take-Two’s fiscal guidance is fairly set in stone, at least for the coming year:
“Our guide is for the next ten months, essentially, that’s the part of the fiscal year that hasn’t elapsed yet, and it’s very difficult to predict where tariffs will land, given how things have bumped around so far. We feel reasonably confident that our guide wouldn’t be meaningfully affected, unless tariffs ran off in a very different direction than we currently expect. In any case, there’s already a very substantial install base for all of our target platforms except Nintendo Switch 2, which is pre-launch. So we have, I think, enough insight that we wouldn’t be affected by any changes.”
Zelnick has reason to be confident. As he points out, most of the games Take-Two will release in the coming fiscal year are coming to platforms people largely already own. A few people buying or not buying an Xbox Series or a PS5 or even a Nintendo Switch 2 isn’t going to make a massive difference. What’s more, much of Take-Two’s revenue comes from digital purchases in ongoing games like GTA V, Red Dead Redemption 2, and its mobile business, which aren’t subject to tariffs at all.
Still, as Zelnick notes, everything is still up in the air. We’ve spoken to analysts numerous times over the last few months on the subject of tariffs, and all of them have reiterated that the situation is ever-changing and unpredictable, which even the CEO of Take-Two is leaving room for.
Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.
As an ancient gamer (now 32), I’ve had plenty of experience playing Pac-Man. During my pre-teen years, many of my summer days were spent losing quarters to my local arcade, attempting to reach the mythical “split-screen level.” As a devoted fan of the franchise, I admittedly had reservations going into my PAX East preview of Bandai Namco’s new, unconventional take on the series, Shadow Labyrinth.
On paper, Shadow Labyrinth should not work. Pac-Man as a dark sci-fi metroidvania where he turns into a giant mech and shoots lasers out of his mouth sounds like bad gaming Wattpad fiction. Yet, that is exactly what it is…and Puck, Man, it was glorious.
The story takes place shortly after the events of the Prime Video animated short, Secret Wars, as the protagonist, the dark and brooding Swordsman No. 8, wakes up surrounded by monsters and aliens. He soon meets a mysterious figure known as Puck, a yellow circular creature who looks like he enjoys eating pellets, fruit, and blue ghosts. After a brief introduction, the duo vows to work together by combining their unique abilities of strength and mobility in the hopes that they can navigate the treacherous world and survive the darkness that awaits.
That darkness comes in many shapes and sizes, as the setting features a handful of different biomes, each with distinct personalities, backdrops, and characteristics. No two mazes in this 2D adventure will have the same layout, and enemy designs and types will change depending on the region that is being explored.
My preview started by placing me in an underground tech biome filled with various melee, flying, and ranged enemy types that could only exist underground, like bat-creatures and angry hedgehogs. Gameplay was straightforward and intuitive enough initially. Combat and dodging reminded me a lot of the original Castlevania titles, and its platforming elements are akin to a love child of Ori and the Blind Forest and Celeste, thanks to Puck’s ability to grapple onto spots, adding extra layers of maneuverability.
The story takes place shortly after the events of the Prime Video animated short, Secret Wars.
Combining the grapple with aerial attacks makes for interesting gameplay against enemies, especially when challenge rooms come into play. Like many other Metroidvanias, Shadow Labyrinth has rooms that will seal off once entered, requiring the Swordsman to defeat each combatant inside to unlock the room.
Enemies spawn in from all over the room, attempting to overwhelm with quantity and variety, making for a bullet-sponge-like environment. I frantically grappled to avoid ground foe charges while dodging flying enemies simultaneously, failing to do so multiple times, and needing to respawn.
After getting the hang of their patterns and placements, I grappled up and used melee attacks to chain movements in the air, then slammed my sword down from above on the enemies below, making for an immensely satisfying victory. While I only experienced two challenge rooms in this particular build, I was impressed with how difficult but rewarding each room was. But despite how much I enjoyed this, the true beauty of Shadow Labyrinth’s platforming and combat comes to light when Puck becomes the controllable character.
The platforming element of controlling Puck is both clever and nostalgic, as the Swordsman will morph into him and ride waves of electricity to help them move around areas otherwise blocked by environmental hazards or inaccessible heights. While riding the wave, you’ll move identically to the old Pac-Man games, but with an added twist.
Puck is still limited to moving left, right, up, or down on the violet electricity line, but he is no longer limited to a lined grid and can also stop, aim, and jump. While this might sound simple, it adds a new layer to movement and combat. Some challenge rooms even feature these lines, which can be used to execute sword attacks, creating an entirely new approach to beating each room’s combat puzzle.
My favorite instance of this occurred halfway through the preview during the Kaiju boss battle (yes, you read that right). The fight is similar to a challenge room in the sense that it blocks off any retreat, but this time it is a one-on-one fight, as the boss is much bigger than Swordsman No. 8. To combat the size difference, Swordsman No. 8 can use Puck’s ability to ride up the wall to not only get a height advantage and deal extra damage to the enemy’s horn weak spot, but also avoid massive laser attacks that would otherwise kill them both.
As it turns out, the boss isn’t the only one wielding a laser, which leads to my other favorite, absurd moment in this preview: Puck can turn into a giant mecha named Gaia. Yes, this is a Metroidvania Pac-Man game where you can control a Gundam and fight Kaiju. Again, this should not work, but it does so marvelously, resulting in an epic crescendo to a fever dream of a boss battle and transformation.
Even after the boss battle ended, there was still plenty to explore in Shadow Labyrinth. The first thing I unlocked afterward was a pared-down version of Gaia’s laser ability, which the Swordsman can use by holding down the charge button. Not only is this move great for dispelling large groups of foes blocking an area, but it can also be thrown into attacks in locations like the challenge rooms to make for some delightful combo kills.
Alongside the new power move, I also unlocked a new location featuring another strangely familiar-looking set of enemies that would begin to float through the level toward me until they touched the ground. At first, I was confused about how to beat them, as hitting them with a sword wasn’t working.
It wasn’t until I started listening to the music and sound effects and remembering why the enemies’ movements looked so familiar that a lightbulb went off: these are the Pooka from Dig Dug. Just like the 1982 classic arcade title, the only way to destroy Pooka is to stun and inflate it when they are materialized. After experimenting, it turns out that using Puck’s grapple ability on them to knock them out and then using it again to inflate them is the only way to kill them.
This is just one of the many references to Bandai Namco’s library of beloved arcade games, as the story and setting of Shadow Labyrinth are set to include plenty of references and modernized takes on a handful of other iconic games. While there was no hint or mention of which one it would be, the developers teased that the war-torn world of Shadow Labyrinth itself will be a major reveal as the narrative progresses.
The story and setting of Shadow Labyrinth are set to include plenty of references and modernized takes on a handful of other iconic games.
If you had told me back then that one day someone would make a Metroidvania version of everyone’s favorite Puck Man, I’d probably think you’re insane. After playing Shadow Labyrinth at PAX East 2025, that statement is probably still true, but I’m right there beside you, enjoying the insanity.
Whether it is the fluidity of Puck’s grappling hook and wall traversal combined with Swordsman No. 8’s raw power and durability, or the fact that Pac-Man can turn into a mech that shoots lasers out of its mouth, everything about this Metroidvania is absurdly fun. The game features something for everyone here, as the platforming, combat, and puzzles each stand out on their own as enjoyable experiences.
I implore you to suspend your disbelief about how this bizarre concept can even work, and at least give Shadow Labyrinth a try when it is released, as this insane creative bet by Bandai looks like it might actually pay off.
What changed in those few months? That’s what I asked Zelnick in a new interview to coincide with Take-Two’s just-published financial results. He said that as GTA 6 got closer to launch, the need for more polish “became clear.”
“As we get closer to completion of a title that’s seeking perfection, the needs or lack thereof, for continued polish become clear,” Zelnick said. “In this case there was an opportunity with a small amount of incremental time, we thought, to make sure Rockstar Games achieves its creative vision with no limitations. And I supported of course that approach.”
GTA 6’s delay outside Take-Two’s current financial year into the next is a blow for the company’s numbers in the short term, but Zelnick told me he still feels really good about what he has coming up, including Gearbox’s Borderlands 4, Hangar 13’s Mafia: The Old Country, and of course new games in its NBA 2K and WWE 2K franchises.
“I feel really good about how Fiscal 26 looks sitting here today,” he said. “And while of course, delays pain me — how could they not? — the most important thing to do is to support your teams in their search for perfection.”
Now, the obvious next question is a repeat of what I asked Zelnick back in February: how confident are you that Rockstar will hit May 26, 2026? This time around, Zelnick sounded even more certain:
“I think historically when we set a specific date, generally speaking, we’ve been very good about reaching it.”
That, to me, is saying GTA 6 won’t be delayed without actually saying it. Never say never, of course, but now GTA 6 has an actual release date, it would be a pretty big shock if it slipped again.
Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.