
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 1444 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
released into "1.0" yet all the made was the prologue to the campaign, not even the campaign. 1.0 means the game is done and released. This is still barely early access. Guess they are just gonna run with the bag now.
Ground Branch was once probably the most mechanically satisfying shooter of it's genre. Now that the game is ready for a FULL RELEASE, the game is the most unresponsive and broken mechanically of the lot. New locomotion system means that you can't aim crouched because the gun is violently shaking across the screen. Combining movement and leaning inputs apparently makes me switch my shoulders and stock length repeatedly while in a gunfight. Gun clipping is worse than it ever has been. It's just buggy. The system is broken. The gun is doing it's own thing and living it's own life. Leaning is also broken without resetting if you dare touch a wall. New overhauled door system means that you are shooting at door handles while still magically opening doors by waving at them, while also adding delay for maximum unresponsiveness. Downloading this game with rose-tinted glasses about game-feel once felt has left me disappointed. I've supported this project for a long time. I would have supported it longer if this patch was called 1036.
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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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
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 1.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Just another abandoned game pushed out of EA prematurely so they could pretend it's finished. Nothing particularly to see here. The game is basically the same as when I played it 5 years ago lol
Not a 1.0 release for sure. Edit for further explanation: I have waited for 8 years since EA release (bought proper in 2020 after 2 refunds) for this glorified "tactical barbie tech demo" to become a... "broken and unoptimized, 100GB storage, no proper team or enemy ai tactical barbie tech demo"? Screw you devs, I have no more patience for 1 year long fix updates. I want my money back so I can support devs who actually still give a damn about proper game design and development. This is Ready Or Not or any other rushed "1.0" release all over again.
Bought this in 2019, I wouldn't recommend this dogsh!t game to anyone - ever. Congrats on 1.0 BlackFoot and MicroProse, you've earned these review bombs after having nearly 7 years to provide an actual finished product. Go buy RoN or Operator, because these devs are quite obviously fried in the brain.
basically 6 years of very little content, still no point shooting, a lot of the countries had their patches removed, the base gameplay loop is the same, still no weather, a pretty small "1.0 update" that doesn't justify the time we waited for it, let alone the insane dev time every single piece of new content has been taken out and gutted, we've received very minimal updates and ultimately the game is not in a good enough state for a full release. looking at the game between now and 2022, it feels as though we've received two or three medium size updates, the game just doesn't justify the dev time and quite a lot of what we've seen that's actually new has been quietly removed (such as weather), but at least we have moon cycles now!!
Как олд этой игры заявляю что зря потратил деньги 👍
Not near ready for 1.0, game still feels very unfinished. Feels even buggier than early access
GROUND BRANCH: AMATEUR HOUR Few games embody wasted potential like Ground Branch. Born from the minds of ex–Rainbow Six and Ghost Recon developers, it had every reason to become the modern benchmark for tactical realism — a thinking man’s shooter in the Call of Duty era. Yet over a decade later, the project remains nothing more than a tech demo. Half-finished systems, dozens of rewrites 'from the ground up', and uncountable technical detours show a clear and utter lack of direction. What could have been a genre-defining title has instead become a long, meandering, partial show of concept, its potential buried under endless “foundation overhauls” and promises of future cohesion that never happens. At the heart of the problem lies a poor development philosophy that confuses iteration with progress. Rather than locking down a core vision and refining around it, the team repeatedly dismantles and rebuilds its own framework. No system hasn't been affected by the Amateur Hour. Each rewrite is pitched as a step toward stability and linear production, yet all it achieves is just another reset on the clock. In other words, what we see here is an abuse of the players' patient support. Years of Lua scripting were recently scrapped for Unreal Blueprints (along with some of the best gameplay mods, which used to add essential mission variety into a painfully barebones experience). Suddenly, Kythera AI doesn't look as useful as initially planned and the plugin itself has moved their native support (and new systems that could potentially benefit the title) to UE 5, while Ground Branch stays in UE 4.27, unable to keep the pace. We see, then, the roadmap dissolving into eternal alpha. We see a team in permanent pre-production. For more than a decade. The tragedy is that Ground Branch could be good — but it’s unfinished and broken. It's far from good. Its modular gear, physical weapon handling, and deliberate movement systems still outclass many competitors. But all those innovations are trapped in a meaningless experience, with a ridiculous AI and a framework that’s constantly being re-written 'from scratch', adding a myriad of bugs and issues at each new iteration. Without consistent leadership and delivery, Ground Branch has become a sandbox for its developers, rather than its players. To give an example, in October last year, the game release came before the unthinkable number of no less than thirty six (!!!) hotfixes, all in the same month, boasted by the developers, moreover, as something good! "Look how hard we work on our game". No, man. Look at the trash you call a "game release". What remains is a cautionary tale in indie game development: pedigree doesn’t replace production discipline. Ground Branch could have stood as a bridge between classic tactical design and modern simulation. Instead, it’s become a case study in how passion projects collapse under their own weight when technical ambition outpaces management skill. Now, the latest chapter in this convoluted and sad story is this pro-forma "1.0" release. This is NOT worthy of the 1.0 title. At best, it misleads players to expect a complete and polished experience, which is far from be achieved. At worst, it outright lies to them. The only possible future for this game depended on some drastic changes in direction and focus. They didn't come. What's left is a game that will remain forever “almost there” — a masterpiece in theory, and decade-old slop in practice.
Been following GB since its announcement in 2007...2008? It was still on UE3 back then. The glacial pace development has been is numbing. 1.0 and it stil feels like an alpha.
Active players
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Where this game's players are, estimated from review languages.
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