Daily Grind
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Guide

Why this order

GTA Online is not a game about finding the one activity that pays best. It is a game about never having an idle timer. Almost everyone who feels like they are grinding forever is losing money to dead production time, not to picking the wrong heist.

The one rule

Anything that runs on a real world clock goes first. Supplies convert to product on a timer. Safes fill on a timer. Cooldowns tick on a timer. Those clocks only run while you are actually in a session, so five minutes spent resupplying at the start is five minutes of production you get for free. Five minutes spent resupplying at the end is five minutes you will never get back.

Everything else is arranged around that. Collect what is already sitting there, do the free things that have no timer, run one big score while production fills, then sell on the way out.

The five minute open

Load into an invite-only session. Since The Criminal Enterprises update you can run sell missions there, so there is no reason to take griefer risk until the moment you actually want the High Demand bonus. Then, in this order:

  1. Acid Lab supplies, then the chemical table boost. The boost is free, resets daily, and roughly halves production for the next 80 units. It is the single most commonly forgotten free thing in the game.
  2. Bunker supplies. Buying costs $75,000 a bar and saves you 20 minutes of stealing.
  3. MC supplies if you run them, cocaine first.
  4. Nightclub: check no goods category has hit its cap. A full category stops producing, and a technician sitting on a full category is doing nothing at all.
  5. Nightclub popularity back to 100%. A 60 second job, and the difference between a $50,000 safe tick and a $25,000 one.
  6. Dispatch your Bail Office agents, start the Salvage Yard scrapping, start an Auto Shop setup, launch the Cayo scope-out. All of these run while you are elsewhere.

Session plans

The session planner will build these for your own setup, but the shape is always the same.

Thirty minutes

Skip the heists entirely. Resupply everything, sweep the safes, spin the wheel, hit the stash house, run a street dealer loop on the way, and log off. That is roughly $150,000 to $200,000 plus a few hours of production banked for tomorrow, for half an hour of low effort driving. It also keeps your Daily Objective streak alive, which compounds.

An hour

Add the daily collectibles. The shipwreck, the two Cayo chests and the hidden caches are around $125,000 for what is mostly a scenic drive and a dive. If you would rather have one lump sum, run Cluckin' Bell or a Salvage Yard robbery instead.

Two hours or more

Resupply, sweep, then go straight into one big score. On a Thursday or Friday that is the Kortz Center Heist, because your first completion of the week is worth roughly five times a repeat. Any other day it is Cayo Perico, the Casino Heist, or whatever Rockstar has boosted. By the time you finish, your Acid Lab will be full and your bunker will be close, so sell both on the way out.

If you own nothing yet

Ignore every guide that tells you to buy a Nightclub first. The buy-next calculator will rank this against your own bank balance, but the usual answer:

  1. Acid Lab. Roughly $750,000 after the First Dose missions, plus $250,000 for the Equipment Upgrade once you have done ten Fooligan jobs. Runs solo, never raided, one bike sells the whole batch, pays back in three or four sales. Nothing competes at this price.
  2. Daily Objectives. Free, unlocked at rank 15, and the streak bonus is worth more than most missions you could run instead.
  3. Kosatka. Unlocks Cayo Perico, the two daily treasure chests and the hidden caches.
  4. Nightclub plus cheap feeder businesses. Only once you can afford the five technicians and the Equipment Upgrade as well. A nightclub without those is a very expensive empty room.
  5. Arcade and the cheap safes. Small money, but money you get for existing.

Resist buying a Mansion until you are certain you will run the Kortz Center Heist every single week. At $11.5M and up before the Art Studio, it is the most expensive mistake available to a new player.

Mistakes that quietly cost you money

About the tool

Ticks clear at 06:00 UTC, the same moment the game resets its daily collectibles and objectives. Weekly items clear with the Thursday update. Turning off a property you do not own hides every step that needs it, so a player with only an Acid Lab sees a short honest list instead of a wall of things they cannot do. Your ownership list is shared between the routine page and the planner.

Everything is stored in your own browser. There is no account and nothing is sent anywhere, which also means clearing your browser data wipes your progress. Use the back up button if that would annoy you.

Questions people ask

Does this work for solo players?

Yes, and it is built for them. Every step can be done alone except two of the payphone hits. Acid Lab, Nightclub and most robbery finales are one-vehicle, one-player jobs.

Should I sell in a public lobby?

High Demand adds 2.5% per other player, up to 50%. On a $1M nightclub sale that is up to $500,000 for changing sessions. Worth it with an armoured or fast delivery vehicle, not worth it hauling a Pounder across the map on a busy server. The sell calculator will do the arithmetic.

Why is there no glitch or money method on here?

Because they get patched, and because using them is a good way to lose the account you spent months building. Everything here is how the game is meant to work.

Some of these numbers look wrong.

They might be. Rockstar rebalances regularly and every weekly update moves something. The numbers page lists standard rates as a baseline, and anything that is community-tested rather than published is labelled as an estimate. Corrections are welcome.