
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
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.
Terrible camera bob, horrible weight transfer and camera wobble when side stepping making you feel like a drunk with a disability. Trying to shoot a bad guy, the frame rate skips and freezes for half a second. The game is jank. They cannot even get basic walking/movement right as mentioned above. Head bob is NOT real life.
I supported this game for 7 years and this is not ready for a 1.0 release. I am disappointed.
Crazy that this is marked as 1.0
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
Got conned into thinking this game was going to be good since I loved ghost recon 1.
Don't make the mistake I made. We have all seen this game vouched for by various tactical shooter influencers and seen the footage that makes it look cool. But that's it... it only looks cool. Under that surface level is barely a game. A 1.0 release with a campaign with only 2 short missions. No friendly AI even in the campaign, you are a lone wolf in what is supposed to be a realistic tactical shooter. Yeah right. Keep in mind friendly AI had been promised and been being worked on for years. I was following the game's development for a long time and waiting for just that feature. That said I see why they haven't added friendly AI, because they can't even create AI that is fun to play against. Frankly is nothing more than a tech demo that will quickly go stale with the limited content that comes with a tech demo. In all honesty this game has been in development hell for years and this is clearly a sad attempt by the publisher to try to pull it out while making a buck. Please avoid it for your own good.
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
I really want to like this game and recommend it, but I can't. Every step forward with this game is dozens of steps backwards. Ground Branch has been an "early access" passion project for nearly 2 decades, despite having such an extended development phase and its official 1.0 release, this game still plays like a beta. IMO the game just isn't "1.0". Please take your money elsewhere. I can't support these developers anymore, and for once, its not because they're slimy or shady. In general the game is good, but its just not there yet for a "full" release and I question their decision to label the game as such. All the fun I've had playing this game [b]with friends[/b] is overshadowed by the excessively drawn out development, lack of progress in said development, poor optimization in every aspect, poor feature implementation for core gameplay mechanics, and the inability for BlackFoot to complete content one would expect ready on 1.0 release, such as the "special slot" in the armory and an actual campaign that has progression/unlocks and doesn't gain its "replay-ability" from countless retries due to poor level/game design and [i]infuriatingly unrealistically perceptive[/i] AI. AI, mind you, that still gets stuck walking into a wall and yelling "I HEAR SOMETHING!". [b]The "special slot" in the armory is STILL unimplemented, despite the official 1.0 release.[/b] What do you mean "This slot is not available at this time. It may still be in development or temporarily disabled.", for a 1.0 release, where's the tac shield, battering ram, breaching shotgun, or lockpick? We just get grenades and/or a breaching charge on your plate carrier. Nevermind the numerous bugs which STILL persist in 1.0, relating to movement, inputs, and AI logic/pathing. Make your game "feature complete" for the full release. Seriously, did BlackFoot even playtest the first mission of the "campaign"? There's an exceedingly high % chance for an exterior door to be locked, meaning, you cant open it. This results in a lot of running around trying to find an unlocked door if you're trying to remain stealthy. The only way to open the door is to either blow it up or shoot the handle, both of which, even with a suppressed weapon, alert the enemy. I argue you NEED the element of surprise to have a chance against the AI. The concept of stealth is there, but practically impossible. You get 20 minutes to eliminate the target and (optionally) collect intel in this first mission. As a completionist, its not optional, I'm completing it. I spent 10 of those minutes just running around making sure the compound is clear, then another 7 mins collecting intel, leaving 3 minutes to get to exfil, except the exfil you see [b]isn't the real one[/b]. It changes at the last second when you get there; TO THE OTHER SIDE OF THE MAP. After doing all that, I get 3 minutes to eliminate patrolling hostiles and work my way west through a field to the new exfil. Hostiles, which can see better in the dark than you can with night vision, and have better accuracy than you do regardless of what gun you or the enemy may be using, meaning you can't just sprint full speed across the field to the new exfil. Made it nearly all of the way to the REAL exfil, only for the mission to end because I took too long. Either remove the arbitrary timer, or rework your missions to be reasonably completable without bullsh*t eating up the time causing you to inevitably fail. Yes, [i]some[/i] of this is "skill issue", but this supposed "skill issue" is being exasperated by poor game design choices. It shouldn't take 15 minutes to clear a compound that small and collect the intel, but that's how BAD the enemy AI is. Sometimes you're shot with ZERO time to react, shoot back, or run for cover. Sometimes, you're shot dead before you even fully peek an enemy you know is there, like they can see you through the wall and shoot WAY too soon, before you're even visible to them and you can see them. You have to play like they have XRAY vision and that means going SLOW, SLOWER than the amount of time you're given permits for.
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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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