
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
This is a rough one. 1.0 seamingly came from no where, but I figured it would have some serious improvements, and while it does, it's just not enought to recommend. It's by no means bad, but its really lacking. I'm also reviewing this from a solo perspective, as I don't play PvP. First off, the AI improvements are welcome, but they are still very simple. In night operations, they literally just stand there for you to shoot them. Hitting an enemy causes them to flee, but they don't really make any noises, which is odd as you'd most certainly yell if you got hit in the shoulder by a 9mm round. In the day time, they are oblivious to you, until they're not - at which point they're aimbots. They still walk around looking lost and confused. They do run about, yell, talk, open and close doors, and react to sound decently, but its still too easy to one tap them all in the dark as they don't appear to communicate with each other. There is no gore. There is no visible blood, wounding, limb damage or dismemberment. (and I mean NO blood at all, even a 12 gauge within 1 meter just leaves a round circular "hole") Blood will not splatter on a wall behind an enemy, as there is NONE. I get that the game's focus is not on blood and gore, but its really jarring shooting someone with these powerful weapons yet there's no visible damage. Gunplay is good, guns feel impactful (until you don't see a lil bit of blood) and have the right weight and feel. There is no manual bolt or rack option, your character will always complete a full reload, and releases the bolt/ actions the slide/bolt automatically. This sucks as its why I play the competitions game (Yes, that one), I really hope we get this as a feature, as it adds a lot of immersion. You can disable the power on night missions like other games of this genere. Audio is certainly the best part about the game, with great sounds, ranging from footsetps and environemntal noises to the sound a body collapsing. The graphics are also really really good, and environments feel real, and lived in. The operations centre has been remade and looks really cool. Overall, it's good, but personally not at 1.0 level, and feels super lacking. I've had GB since launch, and not much is different here. If you've played it before, it is not worth the reinstall. The competition, OPERA.... is much more fun to play, it has an awesome gore system, allows for really imersive-manual racking and bolting, and the movement feels more intentional. Enemies lie there screaming in pain while dying, and the whole game feels more focused on realism.
Crazy that this is marked as 1.0
Very little content for 1.0, AI is pretty terrible, and no promised AI teammates.
Honestly, there's no way to turn off head bobbing as according to posts from developers the camera is attached to the mesh for "true first person". To attach a camera like that with no spring arm is silly and while I get the reason I also get sometimes things do not work well in a game and having the camera attached to a mesh and it's animations does not work for me. Do not buy this game unless you want to be flailing around like Michael J Fox while playing.
This game is not ready for a 1.0 release, still feels buggy and lacks mechanics that the dev said were going to be added
If your looking for a tactical game get operator it does everything this game wants to but better , controls and gameplay feels stiff , sound design isn't very good at all , no matter how much I mess with my settings all scopes look like they have the worst version of any AI upscale model. The enemy AI is either brain dead or will smite you with 1000 suns the second you step foot into a room. And the night vision feels awful. it feels like they updated the ready room and added some radio talking and said its ready for 1.0 . ready or not and operator are far superior tactical games to get over this
A mostly unfinished game that the original developers have abandoned, forcing microprose to step in, only for microprose to announce a 1.0 release that is months if not years too early. I assume this is some ploy to quietly cut development if the game doesn't perform well enough, given that it's been stagnating in early access hell with little to no improvement for the past half decade. Focusing on story mode instead of sorely needed gameplay additions is quite clearly just them scrambling to put together a game that they think the public will see as "worth the money" in order to scrape what's left out of the tactical shooter cash barrel. The AI is still braindead, many core and promised systems are still missing, and there's just a lack of any real focus on what the core gameplay is meant to be other than "customize a gun and then shoot it at targets that move and sometimes shoot back". It doesn't give any of the sort of feeling the game promises to give. It's just a sequence of asset flip shoot houses that you can change the skybox of. Desperately needs more time in the oven that it likely won't get due to mismanagement and burnout on the original developers' end, and a desire for a quick cash influx on Microprose's end. Sad.
after 350 played alone and in tactical groups I get disappointed after every new update -bad optimization/ less better run after every update -missing features asked by the players -slow development -no map maker/map importer ( that can help the game be more vast with out the devs stressing for content ) -the controls sometimes can feel unnatural, even more when trying to jump on stuff, the vault system has a bug that will make you vault not stop if you have a object in front, and on the big maps like tanker you can die at any moment or any can spot you ( idk if they fix the bug in the V1.0 but I don't have the same wishing to play as I played it before ) the game has enough stuff to play with and even more then before with the new updates but the optimization is very bad with every update, if you don't use anti-aliasing TAA the grass and trees leaves will flaker like crazy and if you use the TAA, the scope is very fuzzy, there are games with more stuff happening on the screen at once but runs better, in this game it has no reason to run this way... the V1.0 is here... and I'm not interested to play the game... please optimize the game.
Got conned into thinking this game was going to be good since I loved ghost recon 1.
This “1.0” is unacceptable. The game is not in a state to be released out of early access. Makes someone wonder if the devs are trying to cash out, or if they are trying to boost sales to fund more development because they are so slow there is no possible way to sustain at the rate they update
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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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