
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
i really loved this game. prior to the 1.0 update i enjoyed close to every second of it. after 1.0 it just dosent feel the same. not being able to play terrorist hunt with just the plane interior was the first shock to me when i booted it up. trying out the operations i found my self extremly dissapointed in the content, a very small detail in it that just threw me through a loop was the [spoiler] female voice over during the second half of the abbottabad compound raid said "repeat" [/spoiler] its such a nitpicky thing i know but i kinda expected more from ground branch. on the second operation it just felt off [spoiler] doing a direct action raid against a non hostile nations military outpost. everything was clearly marked as pakistani and the voice over and text clearly specified it as being pakastani just felt off knowing that you are playing as a U.S. Operator. during the first operation the friendly bird gets shot down, on the second operation you go to a pakistani military outpost, eleminate everyone there, find the bird that was shot down there and it is magically in working order and fully fueled. [/spoiler] it feels like its drifting away from plausable and realistic scenarios to COD logic. the locked doors that were introduced feel rushed, the fact that the only way to defeat them is either via using a breaching charge or just shooting the door handle is dissapointing, i think that it needs additional breaching mechanics such as a ram, a halligan, a breaching shotgun you can take on your back, some smaller lock popper charges or even the ability to just kick the ♥♥♥♥ out of a door. the enemy ai feels really unpolished, i have had multiple occasions where i am looking at them side on and suddenly without turning at all they open up and instantly dome me. overall it feels like the game has lost its soul and has been replaced with empty filler content, i really hope that this is just a small bump in the road but at the moment i cant recomend the game in its current state. if i could i would roll back to the last update before 1.0 and keep playing that
This mission select board is glitchy af, but otherwise fun game.
Wait for the real 1.0
Same ♥♥♥♥, different paint.
Yeah. they for sure messed up, i kinda knew this was gonna happen after seeing the news post about them switching ownership. so like everyone else is saying, hope operator end up better. unfortunate.
6 years in early access, at a 30 dollar entry point, for a half baked joke of a 1.0 release. this game has great bones, but the team seems to lack any drive or focus on finishing the important parts. do better Blackfoot/MicroProse.
Żałosna niedorobiona gra. Nie wysilajcie się kupić to coś przypadkowo nazywane grą. Lepiej wydać kasę na Operatora
get a life
As a relative newcomer to this game, I could have maybe closed an eye to everything else. However, adding (undisclosed!!!) generative AI assets- doubtlessly in a rush to get this out of EA, violates a personal ethical boundary, and potentially violating Steam guidelines/rules on in-game use of AI. If you truly care about creators and the value of art, spend your money on more deserving folks, instead of a sloppy dev team that clearly no longer takes heart in their work
I DO NOT recommend this. All this time and they still have a game that's a pain in the ass to play. - No reticle/crosshair for hip fire. Only really poor iron sights you have to be ready to use beforehand. My rounds still went well over their heads when I had it centered on the face. Body shots went over their shoulders (miss). - In scope mode for the G36K I couldn't see the center reticle at all because the game is so damn dark. (See gamma/brightness part) - They can see you from far away in the dark but you can't see them. Gamma adjusted to 5 (max) did nothing. Still totally dark. - If you don't know ahead of time it'll be dark, you won't have the NVGs to see in the dark. The controls settings say you had a light using the "5" key but nothing happens so that tells me you have to equip an item prior to the operation. IOW, you have NO TORCH unless you pack it ahead of time and already know the mission parameters/specs. - Every time I bring up the map/tablet, it has a pop up saying I can raise/lower the tablet. It takes forever to go way and ESC just brings up the settings. So I have to stand there and wait in enemy areas for that pop up tutorial to go away to view the whole map. Then after you missed your extraction, the game said I'd be given a safe house to go to. I pulled up the map and there was some sort of countdown but I had that stupid pop up that wouldn't go away and the new extraction point wasn't on the map. After the pop up FINALLY left, the next point to go to was there but I had 5 sec in the countdown and then the game froze. I couldn't raise a weapon, or walk. I was frozen. No further instructions like, "They caught you" or "you died". Just a frozen screen. Certain keys I could press but anything regarding a weapon to defend myself or using WSAD to walk? Nope. It seemed like they made this far more complicated than it needed to be. I want to have fun. Not spend forever trying to figure it out. And yes, I did some of the training rooms beforehand.
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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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