
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 →
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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.

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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
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
Hours played at review time, across 730 reviews with recorded playtime.
Reviews
Themes across 729 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I was content to leave [i]Ground Branch[/i] rot in my library because it seemed that it was never going anywhere beyond military dress-up dollies, but MicroProse has decided to push it out the door (less than a year after acquiring this eternal early access hand grenade) with: - unskippable mission voiceovers that will blow out your eardrums because they forgot to tie them to any volume slider - the same ol' [i]Ground Branch[/i] enemy AI that oscillates between "aimbot" and "perpetually alerted, but rooted to the spot and therefore susceptible to any attempt at flanking maneuvers" (enemies in [i]Goldeneye 64[/i] kept up a better illusion of reacting to player presence) - the complete absence of the squad-based AI that was added a few updates ago and then yanked just as quickly because it was comically busted - much larger and more detailed environments (credit where credit is due, there - just a shame asset bloat has seen a 40gb game balloon to 100gb) - two missions of an entire campaign that will totally make this more than a glorified shooting range tech demo one day bro trust us any time soon now "v1.0" means absolutely nothing - this is still the same jank alpha that's been parked in my library since December '22, desperate to sell you on its "potential". RIP any tacsim bros who have been on that train for even longer and were ever genuinely hopeful - y'all deserve better.
Barely playable, "untrained" AI is strong, everything else is nigh impossible.
Operator is better and cheaper
It's impossible to recommend this game in its current state as a "1.0" - barely functional AI, minimal features as is, hardly any new content in this update. Just simply not worth getting yet when there are other options that seem to be more fleshed out.
Very tough, have to play it slow and use comms. With a good group though, it offers a lot of sandbox flexibility.
1.0 somehow delivered nothing and didn't fix anything. Same clunky half baked controls and the same terrible Ai as ever. Not worth buying cause I own it an its not worth playing trust the negative reviews this game deserves them.
Ground Branch has been in development for years and has had so much time to develop the game, yet in every area it's fallen so incredibly behind. It is impossible for me to recommend since Operator has become a far better experience than ground branch with gameplay, AI, gun customization, and mechanics. Don't get Ground Branch, you want Operator, go get that game.
The ol bait and switch. Do not buy
This game is incomplete and completely visionless despite countless years of development. 1.0 has only brought a couple additions, no refinement, and a more than double install size. Whatever this game attempts to do is immediately outshined by other games that do it better, smaller, quicker, and a dev team that knows what their community actually wants.
[h1]在《严阵以待》坐了半辈子牢,终于在《地面部队》重获新生[/h1] [quote=Ready or Not – Adam Update on 2022 Dec 9th]将Q和E的侧身角度从40改为15度,防止玩家能够在不暴露自身的情况下看到敌人[/quote] 当时看到这句话我气得浑身发抖,大热天的全身冷汗手脚冰凉,战术射击还能不能好了,我们CQB玩家到底要怎么活着你们才满意,眼泪不争气地流了下来,这个业界充斥着对 Tacticool 的追捧,真正的 Tactical 何时才能站起来 [h1]「将“战术”元素带回“战术射击游戏”——这次没有让步。」[/h1] 在某不战术、不拟真、也不游戏的“战术射击游戏”依靠市场营销、虚假宣传、小鬼狂欢从而收割1000万销量的今天,对Blackfoot Studio的各位,我的心里只有感恩。 [table equalcells=1] [tr] [th][/th] [th]好游戏[/th] [th]烂游戏[/th] [/tr] [tr] [td]移动速度[/td] [td]提供了三种速度,不算多,但对于CQB已经足够。我倾向于认为ZH或EFT那样用滚轮来控制移速略显冗余,虽然能做到很细致的调整,但绝大多数情况你不会需要那么多的“中间值”速度。[/td] [td]人物移速跟他妈便秘一样😅,特警只能像蛆一样在地上蠕动,我家太奶走路都比这快多了。玩家是可以用高/低姿戒备来走得快些,但也就比慢走快了20%,完全达不到CQB对于机动性和突然性的需求:进门不够快,撤回掩体也不够快,AI但凡有点脑子和准头,通过漏斗的时间就够死上一万次了。【[b]这就是你们把AI改得跟弱智一样的原因对吗】[/b][/td] [/tr] [tr] [td]持枪姿态[/td] [td]做了高中低三种姿态,完美细腻地符合现实动作。据枪状态瞄准最快,高姿和低姿都可以略微加快移速,除了防误伤之外还能防止进门时的碰撞,也让过门更快速。滚轮切换姿态让进门的操作行云流水。 感到不适应的玩家可能是默认键位不够直觉,建议把滚轮向后设为收枪(高姿),滚轮向前设为下枪(低姿),操作会顺手很多。 [b]而且手枪的普通姿态是紧凑持枪,瞄准自动出枪,直接一个帅飞。[/b][/td] [td]虽然也有高中低,但先不说这个操作的便秘感,high / low ready只能在设置里面二选一是什么意思??两个都做然后只给玩家选一半是吧。 况且这个姿态切换在游戏里根本没意义,武器产生半点碰撞会强制切到高姿,根本开不出枪。诶~你想依托掩体射击但就是不让你打,气不气,多探出一点掩体AI直接给你秒了,气不气。真要用这个功能吧切换又慢得有点便秘,而且该碰撞还是会碰撞。 我唯一发掘的用途就是把高姿绑在shift上当作快走。【[b]然而依旧是便秘般的行走速度】[/b][/td] [/tr] [tr] [td]倾斜角度[/td] [td]正常人能侧身到多少度就是多少度。CQB就是要尽量控制暴露面,先敌发现,先敌击毙。[/td] [td]制作组说了,战术射击游戏不需要切角,直接动态进入枪毙所有人就完事。等等这游戏好像不能见人就打,这又值得单开一篇狠狠批判一番了。[/td] [/tr] [tr] [td]换弹[/td] [td]可以在检查弹匣的动画完成之前,再次按R直接换弹。省去了诸多[b]【战术】[/b]游戏里“检视-插回-换弹”的便秘环节。衔接动画流畅无比。伟大,无需多言。[/td] [td]便秘,无须多言。[/td] [/tr] [tr] [td]门[/td] [td]通过滚轮精细控制角度,从稍微推开门缝到全开。默认开门则会推到最大角度,便于进入。角色的物理碰撞还会使门张开或闭合。Masterpiece.[/td] [td]开门角度强制限定90°,跟制作组的几把一样只能勃起一半。而且全是双向可开的门,关键完了不管你从哪边互动,都只能推开门而不能拉开门。只要开门就一定挡脸,气笑了。 你说什么双门要搞动态进入?不好意思,迎面撞上两扇大门你就进吧。[/td] [/tr] [tr] [td]楼梯[/td] [td]现实该是啥样就是啥样。楼梯、高低平台、屋顶,地图的垂直结构非常考验玩家的战术基本功。训练场的F构型甚至直接包含楼梯和上下层。不说了,我再去Killhouse练两把。[/td] [td]楼梯向来是室内环境的重中之重,可这倒好:普通楼梯左边铁片挡上,脑袋后面是墙;然后大型建筑的楼梯间干脆不设敌人刷点,头顶还全部封死,主打一个无需动脑。室内作战最精彩的部分直接给整没了,上楼梯只要对准前方无脑按W就行。生怕玩家真把CQB学明白是吧。[/td] [/tr] [tr] [td]自定义实用性&丰富度[/td] [td]无可比拟的自定义程度,而且具备实战意义。 [b][u]枪械方面[/u][/b]除了众多配件,不仅支持拆装各类导轨、侧瞄、顶瞄;还可以在导轨上滑动镭指、瞄具、握把等组件的安装位置。 - [i]更靠后的瞄具会给你更大的sight picture和准星,但可能会和夜视仪产生碰撞;更靠前的瞄具与之相反,且能兼容折叠式放大镜。靠前的手电被枪口遮挡的阴影更少,但周边照明更少,靠后的手电可能有很大的枪口阴影。[/i] [b][u]装具自定义[/u][/b]更是强无敌。支持自定义背心、腰带的每一个模块,前后左右各个插槽分别放什么装备。- [i]是为了多带闪光弹而放弃背心的弹匣栏位呢,还是把腰带挂载留给鹿弹和手雷?一切都由你自己决定。[/i] 而且整体装备的重量会影响角色的耐力,这会让你思考是多带两块插板、几个弹匣,还是干脆换用更轻便的背心。甚至枪械配件过重也会影响手臂耐力,更快产生瞄准晃动。整备就是要有实际意义而不只是cosplay过家家。[/td] [td]约等于零的自定义程度,完全是为了好看的花架子。 枪械来来回回就是那些5.56AR平台,然后配件就随便填一些诡异RPG数值,瞄具也是难用无比,只能矮子里面拔高个儿都装差不多的。护甲就无脑重甲得了,毕竟移速如此便秘,轻甲也是龟爬。 至于服装你就肝吧,使劲刷任务凹成就去吧,暖暖游戏属实闹麻了。[/td] [/tr] [tr] [td]训练设施[/td] [td]靶场、CQB训练场、反劫机训练场,三大设施功能完备。 先说最牛逼的CQB训练场:多种房间布局、真实建筑构型、标靶位置随机、敌军/人质数量可选,完美满足讲解和训练需求。真没见过哪个游戏能做得如此细致且实用。 反劫持训练则是客机场景,你能体会到短枪尤其是手枪在机舱里的优势;还可以感受狭小空间下目标识别射击的紧张感,锦上添花。[/td] [td]除了令人生气之外毫无作用的Kill House。固定布局、非随机标靶我还训练个毛线?房间结构不仅缺乏典型,简直是他妈奇形怪状,完全不能用来讲解CQB基础。谁家房子是从头到尾所有房间前后联通的请问?[/td] [/tr] [tr] [td]AI 难度[/td] [td]满足战术需求,而且可以[b][u]精细调整难度参数[/u][/b] 预设有5个难度,点开“高级AI设定”,还能精细调整总共21项参数。V1.0还加入了士气在内的多个机制,把AI的反应做得更加真实。当然还有一些方面可以提升,但这个完成度已经很好。[/td] [td]Beta版本超雄,正式版变弱智,但依旧超强机动性、不间断横移开火、穿墙视野+穿墙锁头,你切角直接给你穿墙打死(回放看AI视角真给我气笑了)。干脆把AI删了得了,做个纯粹的换装游戏岂不美哉?[/td] [/tr] [tr] [td]任务自定义[/td] [td]任务设置也很丰富:预计敌军数量、炸弹数量、情报搜索位置、时间限制、当地时间、月相……这些全都可以自定义。加上每次的任务目标、敌人部署都是随机位置,还有可选插入点。这才是战术射击游戏该做的。[/td] [td]自定义的空间更是没有半点,正式版甚至为了配合战役模式,地图和不同模式都他妈要解锁。只能硬着头皮把这破关卡打了才能解锁下一关哈哈😇[/td] [/tr] [tr] [td]组队人数[/td] [td]想组多少人组多少人,直接设置房间人数上限就完事。一些大型行动就是需要12人以上的队伍才能平稳完成。[/td] [td]最大5人。先不说火力组的标准配置是4人,这多出来的1人何意味。就说你地图左一个大酒店、中一个泳池豪宅、右一个大医院的,封控组、支援组统统没有,我就一个5人的突击组去拿下整个建筑群?这不坐牢才怪了。[/td] [/tr] [tr] [td]键位设置[/td] [td]组合键拯救世界,支持。经过调校之后键位都非常顺手且符合直觉(没接触过ArmA之类不习惯组合键的玩家也许要习惯一下,但其实并不多也不复杂)[/td] [td]虽然说你RoN的功能也不多吧,但目前这点按键,只支持单键已经很捉襟见肘了。键盘左区和鼠标已经占满,不让用组合键那就只能横跨大半个键盘去按一些常用功能是何意味[/td] [/tr] [tr] [td]射击手感[/td] [td]射击反馈真实且细致,顶级[/td] [td]一坨屎。暴力上移的后坐力,SWAT人均肌无力。而且枪声这么响是何意味,警局是少给你发降噪耳机跟耳塞了吗[/td] [/tr] [tr] [td]总而言之[/td] [td]地面部队,你是我爹[/td] [td]严阵以待,我操你妈[/td] [/tr] [/table] [h1]优点之外[/h1] 夸了这么多,不过话又说回来了,《地面部队》拥有极高的拟真度,因此对玩家的城镇地形作战、山林地形作战、室内近距离作战等技术,都提出了相当高的要求。问题在于,它并不负责教你怎么玩(事实是,你也不可能仅靠游戏就学会CQB相关的各项技术)。[b]说直白一些,你需要先掌握现实的作战技能,然后才能享受这款游戏的魅力。[/b] 完整战役、友军AI还在路上,目前的V1.0还称不上完善……这可能会劝退一些人。但底层机制已经足够优秀,地图设计丰富多样、可圈可点,这些就足够支持你和几个懂战术的朋友们,在游戏里一起练习一起完成简单或复杂的战术配合(毕竟也不能指望AI能做得面面俱到,无缝配合你的每一个战术细节对吧,所以这游戏的最高规格还是在于真人玩家的配合)。因此还在等待友军AI的那些玩家,也许AI能帮你过一遍战役或者打几张地图,但说到底这可能不太是你的菜。 [h2]总结一下,这篇“推荐”可以给到:[/h2] · 喜欢战术射击、愿意学习相应技能的玩家。多找找各种各样的教程看看,边玩边学,光是在训练设施的Killhouse里练习都会有很大收获。 · 热爱战术射击、已经掌握了一定技能的玩家。这款游戏你会玩得很开心。 · 满足上述条件,同时还有几个懂战术的朋友、甚至战友。这就是你的菜。 · [spoiler][b]说实在的,我不觉得“朋友”是GB的“配置需求”,你随时能找到几乎满员的服务器,大多都有对CQB略知一二的玩家,[strike]实在没朋友也可以找我[/strike]。但是,懵懵懂懂地打过几个关卡,未必能撑起你的整个游玩体验,所以兴趣和技术水平才是这里的“最低配置需求”。[/b][/spoiler] [h2]不推荐给以下玩家:[/h2] · 我只想穿得像特种部队一样扮酷。CQB是什么? · 我想当John Wick,一个人打一百个。 · 没剧情没友军AI我不玩。
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Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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| Coral Island | $20.8M | 27.3K | 89% | $29.99 |
| Contraband Police | $20.7M | 25.3K | 95% | $29.99 |
| Red Dead Online | $21M | 69.2K | 83% | $19.99 |
| Crime Scene Cleaner | $20.7M | 33.5K | 98% | $29.99 |
| Darkest Dungeon® II | $21M | 26.5K | 75% | $39.99 |
| Mirror's Edge™ | $20.7M | 39.2K | 88% | $19.99 |