
From one of the developers behind the original Rainbow Six® and Ghost Recon® games, comes a thinking-man's first-person shooter featuring in-depth character and weapon customization. Take your time. Think ahead. Get the job done.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 10/day in the week to Aug 25 → 11.43/day in the week after.
About


In GROUND BRANCH, you will play as the elite paramilitary arm of the CIA's Special Activities Center/Special Operations Group (SAC/SOG) and lead other special operations forces through challenging deniable ops all over the globe. With deliberate, calculated and unforgiving gameplay, GROUND BRANCH aims to be the true rebirth of the tactical realism genre of the late '90s and early 2000s. Powered by Epic's Unreal Engine 4, GB puts the "tactical" back in "tactical shooter" — no compromises.
GROUND BRANCH's unique True First-Person System improves world immersion and awareness of your surroundings, providing zero disconnect between your view and your character's physical presence in the environment. See your foot sticking out of cover? Better tuck it in — enemies may be able to see it (and shoot it) too, but only if their line of sight and muzzle are verifiably unobstructed. Cameras are placed at the character's eyes and bullets originate from the weapon's muzzle. Managing your height over bore when shooting around obstacles or aiming for precision in CQB is critical. In GROUND BRANCH, what you see is what you get.
A minimal HUD with multiple optional elements ensures that vital information is available, but never a constant obstacle to either immersion or your field of view.

Say goodbye to pre-defined kits and fully customize your character. From gear, basic appearance, and outfit, to in-depth vest and weapon platform customization, down to individual pouch and attachment placement. What you bring to your mission is determined by your loadout choice, which carries realistic consequences: with the encumbrance and stamina system, too much equipment will impact your character’s speed and performance; place a scope too forward on the rail and your sight picture will be too small; bring a long rifle into CQB and weapon collision may prove a hindrance.
Forget unlocks, microtransactions and loot boxes. Ground Branch operators get all the right tools for the job straight away — courtesy of the Agency.
Whether in 8-player co-op or 8v8 adversarial game modes, GROUND BRANCH’s unforgiving gameplay makes careful and calculated teamwork essential. Gather your teammates and practice in full-featured training areas, including shooting ranges with dynamic targets and a killhouse with multiple floor plans. Integrated VOIP with both 3D positional voice and team radio ensures full communication capabilities with no need for third-party software. Text chat and pre-recorded voice messages (commo rose-style) are also available for the mic-less and the shy.
Prefer single-player? Missions with friendly A.I. and a full command system are planned for the future.
In the tactical shooter realm, movement and weapon handling are king. Take full control of your character with standing, crouching and prone stances, each with multiple movement speeds. Unique weapon postures (including low- and high-ready), leaning, free-look (head movement independent from aim), and optional and customizable free-aim (dead zone) put every part of your movement in your hands. Add dedicated mouse sensitivity sliders for point-shooting, unmagnified, and magnified aiming, and highly configurable key binding options.
You can also alternate between default actions of certain controls, such as whether a bolt action operates itself after firing or requires another click to operate.
☑️ = FULLY or PARTIALLY IMPLEMENTED
⏳ = PLANNED/UPCOMING
⏳ GROUND BRANCH's unique "campaign" format will deliver smaller, more localized sets of missions based around global hotspots, with a centralized intelligence interface to monitor them and receive new mission orders over time. The choices you make along the way may affect future engagements.
☑️ Based on unique environments all over the world, the non-linear mission and map designs offer multiple entry points and open-ended outcomes.
☑️ Enemies are spawned at mission start, with a degree of randomization to quantity and location. No "monster closets" or magic enemy spawns based on player location or mission progress.
☑️ Ready Room: A physical multiplayer lobby where you can plan your approach, see your teammates' loadouts, test weapon configurations on a firing range and jointly select insertion points.
☑️ Full and 100% free dedicated server support. Host a server wherever you want!
☑️ Unit patches that can be attached to your character's sleeves and gear.
⏳ Full support for MP ladders.
☑️ After-action review (AAR) following each mission/round.
☑️ Server-side options.
⏳ Full mod support.
☑️ No item unlocking, hit markers, kill confirmations or score pop-ups.
⏳ Weapon bracing/supporting.
☑️ Varied arsenal: Multiple handguns, submachine guns, carbines, assault and battle rifles, machine guns, DMRs, sniper rifles and explosives to choose from, with a full suite of optics and attachments to complement them.
☑️ Map variation: In addition to day and night versions as well as weather variation, maps have small details that can change between rounds, such as doors and windows that may be open, closed or blocked.
☑️ Unlimited loadout save slots.
☑️ Item sharing/dropping/pickups.
☑️ Accurate ballistics with penetration, bullet drop and stopping power simulation.
⏳ No regenerating health or health packs: Administer first aid to non-lethal injuries that would further reduce combat effectiveness if not treated.
⏳ Location damage model: Expect visible injuries and consequences, such as limping, reduced arm function, and/or hits to stamina and accuracy. Players immobilized from a non-lethal injury can stay in the fight.
⏳ Drag teammates to safety to administer first aid – or to safely recover their ammo, gear, or cargo.
☑️ Appropriate and realistic playable female characters.
☑️ Partial controller support (configurable).
GROUND BRANCH V1.0 launches with the campaign Prologue and the base multiplayer experience. Each following release expands the campaign with a new chapter and various upgrades, eventually wrapping up the current roadmap with a major multiplayer update bringing new gear, map updates, an improved health system and new game modes.

Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1459 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
decent, cant wait for 1.0 release. was 1 of the 3 games that i got my pc for due to a potato laptop i had.
Definitely a very fun game to play I really truly enjoyed the game so far !!
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Reviews, worldwide (the counter carries no country): 526.8/day in the week to Jul 16 → 100.86/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The first thing that i have to say is that if i could give this game a mixed review, i would. This game is not bad. It is actually incredibly fun when it does not actively spit in your face, but the issue is that it really likes doing this. I recently picked this game back up after not having played it for almost exactly 2 years. In that time it feels like no major changes have been made at all. The only notable changes that i can think of right now are a few map improvements and an added armor system. You can brush off issues with a game as "The developers are testing things." or "They are just working on a big update." but when 2 years and a full 1.0 release do not actually address the issues a game has it really does make you question whether anything is even happening behind the scenes. I will now do a quick overview of the major issues this game has: The AI is extremely unbalanced. Many people would tell you that the AI is unfair or overpowered. I don't think it is quite that simple. The AI is certainly overpowered, especially during the day and in CQB but i also feel like it sort of underpowered at the same time. What i mean by this is that instead of the AI being consistent and predictable (such as it simply being overpowered) it just feels kind of random. Let me give you an example: I run lone wolf night ops with quad nods and an ECOTI (basically a thermal imager). I can shoot at anything that stands in any light condition without having to ID anyone. I come across an enemy in a large storage room, likely some 50 meters away. In any reasonable scenario, i would be able to take out said enemy without him even being able to react to my presence, let alone ID me and open fire. This does not happen. He manages to fire multiple shots at me, in complete darkness without light, night vision or hesitation. At the same time, you can sometimes clear an entire building of enemies without them reacting to you, even while they are on alert. The armor system is incredibly inconsistent and underperforms. Let me say one thing: the armor system in this game might be the worst armor system i have ever seen. It is realistic, sure. Armor plates do not protect your entire body, that makes sense, but this does not matter here. This game is primarily a tactical PvE shooter. The armor system feels more like it is designed for a PvP shooter, where accurate aim should be rewarded. Instead, the AI just gets to bypass your armor entirely because apparently we have to reward it for accurate shooting (???) And do not even get me started on shotguns. Using shotguns in this game is incredibly fun. Getting shot at by them results in you either dying instantly or your armor getting pulverized out of the universe with a a single shot. Shotguns should be easily defeated by armor (that should be their only drawback imo) but apparently the devs thought that ceramic armor plates should actually not stop 12 gauge buckshot. I have had scenarios where i use godmode and see my armor plates get completely destroyed in a single shot at all ranges. I don't want the AI to not have shotguns, i want them to be nerfed. Shotguns should NOT EVER defeat armor. Armor of all kinds, especially ceramic plates, should ALWAYS win that battle. Ready or Not solves this issue by giving the AI "nerfed" buckshot that deals less damage and does not instakill. Ground Branch could certainly learn from this. Lack of gameplay customization. The only things this game really does to let you customize your gameplay experience are the ability to switch maps, time of day, enemy count and some basic AI parameters which mostly do not solve the issues with the AI. It would be great to see the ability to customize the AI further, where they can spawn, the equipment they have, where they spawn, which parts of the map are accessible, etc. However, this game does many things right. It knows exactly what it is supposed to be and does not feel like it is half of one thing and half of another. I will briefly list some things about this game that i really like. Weapon and Character customization are beyond anything i have ever seen before. Every bit of equipment on your vest, helmet and belt can be customized, down to exactly what you need and carry weight actually has an effect on the game. Every attachment on your gun can be placed exactly where you want it. "You want a riser for your optic? Got it.", "You want your optic to be mounted slight further down your rail? Done.", "You want Rail covers? Say no more.", "you want your scope to have night vision and a backup sight? You got it, boss." The Modding community is incredible and has achieved many things from thermal imagers for your NVGs (yes that one) to fully customizable rifles that you can build yourself however you want, without restrictions, it has something for everyone. The game is exremely immersive and it really does make you feel like you are the best of the best. You get all the fancy equipment, solid movement, recoil control, weapon handling, you name it. You don't feel like just some guy with quad nods and an expensive rifle but you also don't feel like john wick. The movement is solid and feels great. Compared to Ready or Not, it is a lot better in that you move faster, can jump and even sprint at quite a fast pace. This is more of a personal thing that i like but you can shoot while reloading, which is really cool (also ive never seen a game that lets you do this) I do not want this game to fail. I do not want to drive people away from it. I do not want people to look at this review and think that this game is bad. It isn't, which makes it sadder that it has these issues. I don't want the developers to think that this is "just another bad review" or just a review bomb. I want them to listen to the community and actually solve the issues this game has. I want them to implement new gameplay systems instead of just working on maps or making small changes. Please, use your time more effectively and rethink your priorities. TLDR: This game is not bad but it has some glaring issues (AI, Armor) and the devs don't really seem to care. Wow. This is by far the longest review i have ever written (literally looked at the whole thing and just went "oh my god"). i have been sitting here for almost an entire hour. Anyway, I hope you have a nice day.
人机人均拿全威力弹发射器是吧,真无敌了,巴基斯坦T1特种兵真不是什么海豹三角洲这些垃圾敢惹的
希望能把ar弹匣拆装的跷跷板动画做出来,武器空仓的时候再开火拉机柄还会动,空仓释放按键还会重复弹起,开一次火弹起一下,给我气笑了。而且空仓释放按键弹起的时机也不对,打完子弹枪击挂起的时候释放按键就立马弹起了,你这明显满了多半秒,希望把这些问题搞搞吧。本身玩枪的游戏搞这么多问题,游戏玩法都懒得说
Only two campaign missions, pretty sad for a "full release"...
完成度还是太低了 有创意工坊必须好评 联机也很稳定 就是换弹动画是不是纯套皮太单调了 手感软绵绵 还有一开抗锯齿瞄具的分划线和镜内视野就糊了
I think the game itself is amazing, yes there are some bugs like with night vison and the AI locking onto a player after engagements, but I look at this and I go, wow theres not much games like this at all. It feels sureal. I love that, and its truly felt like ive had to bring in a team of 4 and play a lot more milsim style, and that has also been a lot of fun.
Why I Don’t Like Ground Branch I’m going to be completely honest: I really don’t understand the hype around Ground Branch. On paper, the game sounds really cool. It’s supposed to be a tactical FPS where realism, gear, and attention to detail are at the center of the experience. And sure, you can spend as much time as you want customizing your character and making your operator look insanely cool. But that’s also where a big part of the problem starts. It Feels More Like The Sims Than an FPS Sometimes Ground Branch feels more like The Sims, but as an FPS. You can spend like two hours customizing your character. You can choose your gear, clothing, equipment, and all kinds of little details to get exactly the look you want. And when you’re finally done, your operator can look absolutely badass and tactical as hell. But then you jump into the game and think: “Okay... what the ♥♥♥♥ am I supposed to do now?” To me, it feels like the game puts way too much focus on customization and details around the actual gameplay. It’s cool to be able to create a really detailed loadout, but it doesn’t really matter how cool my character looks if the actual match isn’t fun. The Bots Are a Huge Problem The biggest problem for me is probably the bots. If a game is supposed to be a tactical FPS with a huge focus on realism, I expect the enemies to at least behave in a way that makes the situations interesting. But the bots are just way too bad. Instead of feeling like I’m fighting smart and dangerous enemies, it can sometimes feel like I’m fighting NPCs that barely know what they’re doing. And that completely ruins a lot of the tactical gameplay. What’s the point of planning how you’re going to enter a room, which angle you’re going to hold, or how you’re going to move through an area if the enemy isn’t even that intelligent? It’s hard to feel like a tactical operator when the enemies sometimes seem like they’ve completely forgotten why they’re even there. Nothing Really Happens The second major problem is that it feels like nothing happens. I understand that Ground Branch is supposed to have a slower pace. I don’t have a problem with slow-paced games in general. But slow doesn’t automatically mean exciting. If I’m going to spend several minutes moving around, checking corners, and taking things carefully, I want the game to build some kind of tension. I want to feel like something could happen at any moment. But when you do all of that and still barely run into anything interesting, it just becomes boring. It feels like you spend more time preparing to play the game than actually playing it. The Game Feels Dead Then there’s the player base. One of the biggest reasons multiplayer games are fun is, obviously, having other people to actually play with. And Ground Branch honestly feels pretty dead. It feels like there are very few players left on the servers, which makes it even harder to get that feeling of being part of a living multiplayer game. And it creates a vicious cycle. Fewer players means fewer fun matches. Fewer fun matches make more players leave. And when more players leave, it becomes even harder to find good matches. Eventually, you’re just sitting there with your extremely detailed operator and perfectly customized gear, waiting for something to happen. And nothing happens. I Don’t Want to Spend Two Hours Customizing My Character I think this pretty much sums up my biggest problem with Ground Branch. I want to play an FPS. I want to shoot, move around, think tactically, fight smart opponents, and feel like my decisions actually matter. I don’t want to spend two hours making my character look as cool as possible, only to jump into a match where the bots are terrible, barely anything happens, and the servers feel empty. That doesn’t mean I think every detail in Ground Branch is bad. I think the bigger issue is that the game puts a lot of effort into things that I personally don’t care about as much, while the things I consider most important don’t feel good enough. Ground Branch Just Isn’t for Me I can absolutely understand why some people love Ground Branch. If you enjoy spending a long time building your operator, customizing your gear, planning every little detail, and playing at an extremely slow pace, I can understand why the game might be fun for you. But for me, it’s not enough. I want the game to actually give me a reason to play. I want the bots to be smarter. I want more things to happen. I want the matches to feel alive. And most importantly, I want it to feel like an FPS — not The Sims with a ♥♥♥♥♥♥♥ rifle. Ground Branch has a lot of detail and ambition, but for me, it doesn’t really matter how good I can make my operator look if there’s nothing fun to do once I actually press Play. So that’s why I don’t like Ground Branch. Not because realism is bad. Not because details are bad. But because I think the game focuses on the wrong things. I want a good FPS first and foremost. And right now, Ground Branch feels more like a game where I spend way too much time preparing for a match that ends up not being very fun anyway. So Don't buy this game is worst then EA
The game itself is good, but the updates are kind of slow. 8 years and it just came to 1.0.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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