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Enterable Buildings
September 23, 2026 at 07:34 AM
Rebuilt the empty interior section as a table of interiors shown in the trailers, screenshots and Extended Look, added a lead sentence, fixed a glued seam, removed an empty prior-entry comparison heading and an empty sourcing heading
Grand Theft Auto VI has many enterable interiors, from shops, bars and clubs to apartments and a bank. Rockstar has not published a count or list of them. Interior access is closely tied to one of the game's core gameplay pillars, theft and robbery: accessible interiors give players more opportunities to engage with the robbery system, explore, and interact with NPCs indoors.
Rockstar has not published a full list of enterable buildings; pre-release reporting suggests they fall into two broad categories with different levels of accessibility.

Smaller commercial buildings such as shops, pawn shops, gas stations, convenience stores, laundromats, and fast-food restaurants are reportedly all enterable. These locations are spread throughout the map and serve as both exploration points and potential robbery targets.
Larger structures such as hotels, skyscrapers, banks, and shopping malls have a reported accessibility rate of approximately 40%. This means that roughly four out of every ten major buildings can be entered. Some of these larger interiors feature working elevators, multiple floors, and active NPC populations going about daily routines. Fully explorable malls with functional stores on multiple levels have been described in pre-release coverage, though Rockstar has not confirmed them.
The interiors below have been shown in the official trailers, official screenshots or the August 2026 Extended Look. Showing an interior in a trailer or a scripted sequence does not confirm that it can be entered freely during free roam.
Interior | Where It Was Shown |
|---|---|
Vice City apartment block | Extended Look drug pickup, interrupted by a police raid |
Lucia's apartment | Extended Look domestic scene built around the fridge and television |
Convenience store | Trailer 2 opening robbery; a store robbery set up with a mask in the Extended Look |
Uncle Jack's Liquor | Trailer 1 robbery |
Gas station | Trailer 1 holdup |
Trailer 2 bank robbery | |
NINE1NINE nightclub | Trailer 2 dance floor scenes |
Jack of Hearts strip club | Both trailers; strip club scenes in the Extended Look montage |
Bar with pool table | Trailer 2, Jason playing pool with Cal |
Gym | Trailer 2 boxing training; gym training in the Extended Look montage |
Tattoo shop | Trailer 1, with Vice-Dale police officers present |
Boat workshop | Trailer 2 |
Leonida Penitentiary reception | Trailer 2, Jason collecting Lucia |
Corporate event venue | Extended Look finale, reported as the opening of a Spanish-language television network's first American headquarters |
The increase in enterable buildings changes how players interact with the game world. Rather than treating most buildings as solid, impassable geometry, players can duck into shops to escape police pursuits, discover hidden items inside businesses, and plan robberies by physically scouting locations from the inside. The interplay between interior access and the robbery system creates a gameplay loop where almost any commercial building is a potential target.
Interior spaces also serve as venues for NPC interactions. Shops have staff and customers going about their routines, restaurants seat and serve patrons, and malls feature crowds moving between stores. This level of interior population makes the world feel inhabited.