A £5 Xbox dev kit just opened a parallel version of GTA IV — ferries, zombies, the lot

A £5 Xbox dev kit just opened a parallel version of GTA IV — ferries, zombies, the lot

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A forgotten Xbox 360 dev kit bought for the price of a takeaway has just done more for GTA IV preservation than anything Rockstar’s released in 18 years. Inside it: a 2007 beta build of Liberty City loaded with cut systems, abandoned ideas, and an alternate version of a game most of us thought we knew inside out.

Key takeaways

  • A discarded Xbox 360 development kit from a UK car boot sale contained a 118GB pre-release GTA IV build from late 2007.
  • Dataminers and modders have resurrected cut features including working Liberty City ferries, a scrapped zombie-related mode, and alternate radio content.
  • Former Rockstar North technical director Obbe Vermeij has publicly confirmed several features and explained why some were cut.
  • This is less “a leak of files” and more a playable alternate timeline of GTA IV – and a very loud argument for game preservation, legal or not.

A £5 dev kit just rewrote GTA IV’s cutting-room history

The story starts at a Scottish flea market. Someone spots an odd-looking Xbox 360 with a Sidecar expansion, Rockstar branding, and the telltale look of a dev kit. They hand over roughly £5, take it home, power it on… and find around 118GB of Rockstar North’s work-in-progress Grand Theft Auto IV from November 2007.

The build has since been dumped and archived online, and the GTA community has descended on it like it’s the Dead Sea Scrolls. We’re not talking a tiny prototype. This is months from launch: a near-complete Liberty City with different mission logic, cutscenes, assets, and whole systems we never got to play.

Modders have already “padded” missing or corrupted files with retail data to get the beta running on real Xbox 360 hardware, turning what could have been a static archive into a living, playable snapshot of GTA IV before the final round of cuts and compromises.

This isn’t just a leak – it’s a second version of Liberty City

Most leaks give you loose assets and broken menus. This one gives you an alternate build that can actually be played from the couch.

Dataminers digging through the dev kit’s files have found:

  • Different cutscenes and dialogue: camera angles, timings and even lines that don’t match the final game, hinting at last-minute pacing and tone changes.
  • Beta weapons and props: early models and icons for guns and equipment that either changed significantly or never shipped.
  • Visual and NPC differences: lighting tweaks, unfinished interiors, and characters placed differently across the map.
  • Alternate audio data: radio-related content and DJ chatter that points to stations being restructured or re-scripted ahead of release.

It’s the sort of thing we usually only see in carefully curated “making of” documentaries. Here, it’s raw, messy and unfiltered. Liberty City feels slightly off – familiar streets with different rhythms — and that alone is fascinating. It’s Resident Evil 1.5 levels of “parallel timeline,” but for one of the biggest open-world games ever made.

The ferries and zombies show how weird GTA IV almost was

The headline finds are exactly the kind of ideas you expect Rockstar to toy with and then quietly bury.

Liberty Ferries: The beta includes fully modeled and textured ferries and terminals, wired up enough to make their intended purpose obvious: a public transport system mirroring the subway and El trains, shuttling players and NPCs across the water.

Former Rockstar North technical director Obbe Vermeij has weighed in, confirming the ferries were planned and explaining why they died. In short: physics and population. The game struggled with collision issues, NPC and vehicle “stacking”, and the general chaos of trying to pack GTA-level mayhem onto a moving platform in a streaming open world. Cool idea, ugly edge cases. The ferries missed the cut.

Now, thanks to modders, they’re back. Community restorations have those boats running routes around Liberty City, finally delivering the vibe Rockstar clearly wanted: a grubbier, more grounded echo of Vice City’s glitz, where you could stare at the skyline from a rusted commuter tub.

The zombie experiment: The dev kit also holds a pile of “Zomb”‑prefixed files: animation sets, character models, hospital beds and gurneys, bloody police corpses, and other horror-adjacent props. It doesn’t look like a finished mode so much as a serious prototype.

Vermeij has described this as more of an internal experiment than a near-shippable feature — something artists and designers played with that “didn’t work out” and was ultimately shelved. No evidence yet suggests a fully integrated campaign or multiplayer mode, but the amount of bespoke content makes it clear Rockstar seriously flirted with turning Liberty City into a zombie playground long before Red Dead Redemption: Undead Nightmare made that concept official for a different Rockstar franchise.

When you add in the cut radio material — alternate DJ lines, music data, and rearranged playlists — you get a picture of a game that was still shifting its tone well into late 2007. GTA IV’s final release leaned hard into dour immigrant drama and post‑9/11 satire; this build suggests a slightly looser, weirder version that never made it to disc.

The uncomfortable bit: this is preservation built on a leak

None of this is official. Rockstar did not wake up one morning and decide to share the 2007 snapshot of its crown jewel. A random dev kit got thrown out, someone else plugged it in, and the internet did what the internet does.

Legally, this sits in the same murky space as most prototype and ROM leaks: hugely valuable for understanding how games are made, absolutely not something rights holders are happy about. From a preservation standpoint, though, it’s hard to overstate how important these accidents are. Without them, whole branches of gaming history just disappear into dead hard drives and NDAs.

The other uncomfortable angle is what this says about Rockstar’s own archival priorities. GTA IV is a landmark open-world game. Yet the only reason we’re seeing its ferries, its zombie testbed, its alternate radio is because a dev kit ended up on a folding table at a car boot sale, not because the studio chose to open the vault.

If you care about game history, that’s the part that stings. Players and modders are doing the slow, tedious work of sifting through half-wiped drives and broken builds. Publishers are mostly pretending that work doesn’t exist until they want to sell a “definitive edition” — often with fewer original features than the community has already restored.

What to watch next

  • How far restorations go: Modders have ferries and basic playability back. The big question is whether they can stitch more of the zombie experiment and cut missions into a stable, replayable package.
  • Rockstar’s response: A copyright strike or legal pressure on file hosts would signal Rockstar is in lockdown mode. Silence — or even a comment from former staff — would tacitly acknowledge the build’s value as history.
  • Console vs. PC access: Right now, this is still very much “scene” territory requiring specific hardware and know‑how. If tools emerge to safely explore the beta on PC without the full 118GB dump, interest will spike.
  • Future leaks and dev kits: Every old dev kit gathering dust in an office or warehouse just got more interesting. If GTA IV can surface like this, so can other “lost” versions of big-name games.

TL;DR

A discarded Xbox 360 dev kit bought for around £5 has yielded a 2007 beta build of Grand Theft Auto IV, packed with cut content and alternate systems. Fans and modders have turned the partially wiped build into a playable “parallel” Liberty City, restoring planned ferries, uncovering a shelved zombie experiment, and surfacing different radio and cutscene content. It’s one of the most revealing big-budget leaks in years — and a reminder that, right now, game preservation mostly happens by accident, not design.

e
ethan Smith
Published 4/2/2026
7 min read
Gaming
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