
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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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.

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
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
Не покупайте данный продукт, мужики. Релиз: - переделка нескольких карт (появилось клипование перса в стенах). - переделка анимаций персонажа (начал шагать по воздуху, бегать как смущённая аниме-дама) - возможная переделка звуков (либо всегда были такими глухими) - добавили два калака и рпк (забыли добавить ластохвост) - добавили режим экстракшн (найти и довести до эвака ботика, который любит стоять в стене и застревать в кустах) - добавили (вернули) операции! Целый сюжет! Релиз как ни как (две миссии. Одна на старой карте, вторая на новой клипующей)
games still ahh
I don't normally write reviews, but this game just grinds my gears in a way that I have to warn others. Ground Branch is such a rip-off its not even funny. 1.0? What a joke. I came back after half a year for this supposed 1.0, but was met with what feels like an alpha. Stay away, there are far better options out there. Let me recount my experience so far, and then I'll give a run down of the general state of the game. [h1] My experience [/h1] I started the game up yesterday and was struggling with the first mission because despite being 00:30 and I need NODs to see anything, Muhammad in his flip-flops has Allah whispering in his ear about my exact location. Skill issue, I guess, so I put it down and tried again today. Well, right off the bat, I got soft locked in the spawn area because all the doors were locked and I didn't bring the heavy breaching charge, and there are no other breaching options like kicking or picking. So I had to pop off a few rounds with my unsuppressed pistol to get a guard to open one of the doors. After that, I managed to clear the compound slowly and carefully. This is also when I found out that sound does not travel from inside to outside, as an enemy was shooting at me from three feet away on the other side of a window and there was zero audio. After clearing the compound, I could not progress the mission any further, because I couldn't find the HVT, nor could I find the intel. Turns out you have to interact with the guys head, and that doesn't work very well when it is in a tight space like the corner of a shower. As for the intel, it only spawns after you confirm the target. Nice! Anyway, I ran out of time before reaching the extract and was met with a mission completed screen, green letters and everything. I clicked "next mission" and was greeted by the same mission. I cannot play the next mission! So is there no next mission? Did I actually fail? Who knows... [h1] General feel [/h1] It is rough, to say the least. Movement is just... weird. Despite using high graphical settings, the image still appears smeared and the IR laser was ghosting like crazy. I'm honestly not sure about the FPS as I didn't check, but it felt consistent; I didn't notice any chopping or stutters, but maybe the smearing covered it up. I also had to use VSync despite not needing it in any other game and having a FreeSync monitor; I kept getting tearing on the lower third, and it only happened when using NODs. The weapon customization is decent, but to be expected in this genre. It is still quite limited for some arbitrary reason. There are predefined slots that you can only put certain attachments in, and I kept getting clipping errors despite the two objects not actually touching. Scopes also do not (more like no longer, as they did before) respect eye relief. The Elcan Specter for example, has a relatively tight eyebox of just a couple inches. I put that thing halfway down the rail and could still see through it just fine. Also, the optic moves closer to the camera when crouching/prone, so you'll get your optic set up in a good spot and then crouch and now its an inch closer. I could see the scope sliding up and down the rail as I stood and crouched. The Elcan is also designed to work with night vision, but does not in the game; so lack of detail there. Also, only accessories can be customized, so sights, lights, grips... There are several AK variants taking up space because there is a different one for each barrel length and furniture (like long/wood, short/wood, long/rails, short/rails, and then each caliber). I guess that is more of a neutral design choice, but other games do it better by allowing the furniture and barrels to be switched out. As for the AI, they are both superhuman and mentally incapacitated. In the short time I played that past couple of days, I've had them: get hung up in a corner stairway, just standing there menacingly. Instantly snap onto and one tap me. Look directly at me for several seconds before turning away and then 180 no scoping me. Forget that bullets come out of the gun rather than eyes and magdump a wall while angrily staring at me over the windowsill. Attempt to shoot me through a doorframe. Prefire me as I'm clearing pitch dark rooms. Throw several grenades over a wall and right at my feet. Throw a grenade at a location I was undetected at a few minutes ago and then never again. [h1] Final thoughts [/h1] Don't.
The game has been in development hell for 8 years as I understand it. It looks like it's going to continue to be in development hell for at least a couple more. The recent 1.0 release is a fairly blatant lie. We're still in early access, folks. AI are still braindead terminators and it feels like this recent update actually made them even worse somehow, the campaign only has two missions and the scripts appear to be AI slop, and the game as a whole still kind of feels like a tech demo. It's not a bad gun sim, but the guns and barbie kitting system aren't good enough to recommend the game as a whole, because there's not enough game aside from them.
Been playing this game for a hot minute now and I cannot recommend this game, OPERATOR, is a better alternative and less buggy. This game has been buggy since forever and the updates are very slow, only played this because there were not a lot of alternatives to this game; 1.0 just came out and it feels like it is still an early access title.
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
Very tough, have to play it slow and use comms. With a good group though, it offers a lot of sandbox flexibility.
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.
There is a weird socioeconomic thing going on with gaming; on one hand, the number of titles and distribution of those titles has exploded, but on the other hand, the quality and level of finish for those titles has diminished. Early access has given a lot of developers the platform to fund their product, but less and less are getting finished by whatever goal they set for themselves. Early Access and 1.0/finished labels are effectively meaningless when development is expected to continue past release, and when expectations set before said release persist past that imaginary Kármán line. This is a 1.0 release as Nicaragua has democratic elections, in name only. By prior gaming terminology, this is what would be available in a free demo set years before the release of the finished product. If Ground Branch has an extant future, then it will be in years that it sees the level of finesse accompanying most final products. Myself and others paid full price for what is the [i] framework [/i] for the demo some years back, and we are just now getting the incremental advance that is this release.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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