
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 690 reviews with recorded playtime.
Reviews
Themes across 689 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
一坨屎,我就知道你们把1036叫1.0其实还是1036,没什么惊讶的,我惊讶的是你们他妈的居然敢把硬盘容量占用到100个g,你这什么垃圾游戏一点深度也没有的破玩意居然敢占用老子100个G的ssd容量?我2020年买的,都他妈六年半过去了ai还是各种像机器人一样卡死在墙角,但是枪法奇准百米打爆你的狗头,讲真的你这ai寻路和动作动画做的都不如20年前的幽灵行动尖峰战士。最不可饶恕的就是最最基本的枪械手感都做的一坨屎,现在你只要冲刺一秒钟两个手就像得了帕金森,准心乱晃根本打不了,这种体能我建议你回家种田吧还当什么特战啊?开枪的时候瞬间卡顿掉帧,全自动莫名其妙卡顿,真的你他妈一个打枪游戏连开枪都能卡,我是真的没见过第二个fps有这样傻逼的毛病了
Mid performance, bad AI, 1.0 is a joke. Don't buy
1.0 needs a lot of work. enemies feel more like operators then the operators. couldnt get a steady sight picture on a poorly trained terrorist from 50 feet away with quad nods but he tapped me in pitch black darkness. inflated aimbot difficulty is not real difficulty. guess my ground branch operatives little arms were so tired from shouldering my rifle for more then 10 seconds. its a shame really ive had this game for a long time and was very excited for 1.0. guess ill come back with some updates and give it another chance.
It's funny cause they say 1.0 but what they mean is 0.1
Considering the several years of development this game has been under, you would expect something decent. No, the devs just sodomise you by bloating the game 2.5x what it originally was in terms of size and then expect you to just "deal with it". Considering the fact they think this is somehow acceptable (meanwhile OPERATOR achieves the same results in EA with less than half the size of the game currently is now) tells you all you need to know. just buy OPERATOR, much better experience, AI and maps.
usually I'd recommend this game to people, especially people who are into milsim-lite games like myself. but this game is absolutely not ready for full release, there's so much unfinished stuff here calling it early access was already a questionable stance, releasing it as '1.0' feels too scummy in practice for me to recommend it now.
"1.0 update" and its still just early access lmfao dont worry though guys!!! we added more ak platform rifles for no reason!! haha!!! instead of making new features!!! also forgot to mention the fact that the ai is 10x worse! they 1 tap you from any distance! great job bfs! this game is genuinely a prime example of the microprose effect though. buy out a game studio or offer to publish and completely drag it through the dirt.
OPERATOR's early access feels more complete than Ground Branch's 1.0, hold off especially if like to play solo as they have yet to add allied bots for a true single player experience. Wouldn't count on that being any time soon as the enemy AI they currently have is nowhere near polished.
Tasted operator and this can't compare.
This one's painful. ** TLDR: Ground Branch has had many, MANY years to get it's AI right, and the 1.0 release simply does not bode well for the ideal future that many of it's most dedicated fans have dreamed of. The enemy AI is lacking enough in it's simple, un-immersive behavior for me to not recommend it, even with extensive AI difficulty tweaking options. ** Ground Branch has been one of the coolest projects that I've had the pleasure of following for a very long time in the milsim shooter space. I remember seeing extremely early footage over a decade ago when it was very proof of concept, and the very notion of seeing a physical bullet leave the barrel of the rifle was so novel for me that I had been loosely following the game ever since. When I finally picked it up a number of years ago, it felt so damn good being able to play a simple milsim sandbox with high amounts of customization, whether it was for your character, loadout, mission, or even AI difficulty. The game has always had very slow but steady development, similar to Project Zomboid's story, and I've always been fine with that. It's always been a game that I would half recommend to friends, one of those "if you're okay with the knowledge that you're paying for a milsim with good roots that will feel like it's forever in progress, then yea buy it." I'm willing and able to put up with all sorts of jank and lack of polish if I feel that a game has good bearings. I bought DayZ standalone on day one of its Early Access, and I've loved it from day one all the same. Ground Branch has always had this refreshing aspect to it where it's always felt like a privilege to play as a milsim fan. It always felt like a game that knew what it wanted to be, and just needed more time in the oven compared to other games for it to one day fulfill all of that beautiful potential that it seemed dialed in on. Plenty of amazing maps, weapon customization with no meta loadouts, scenario customization to your heart's content, it's had so much going for it for so long. The one *glaring* issue that GB has had for years and years, is that it's AI has always been just short of feeling fun to fight. My disappointment with the AI engagements is not regarding janky animations, or imperfect reaction times in either direction, or voice acting, or time to kill; the AI for YEARS has felt as if you are fighting paper targets. Sure, depending on your AI settings and luck, sometimes those paper targets instakill you and it feels like ♥♥♥♥♥♥♥♥. Sometimes the AI instakill you because you made a mistake, and whereas other games would forgive you and handicap the AI with slow reaction times, GB decides to smite you for your sin. That is not the problem. The problem at this point in time, is that the AI has never CONSISTENTLY felt fun to engage. They have never CONSISTENTLY felt as if they communicate with each other. They have never CONSISTENTLY reacted believably to being shot at, or to adapting to a match where there's been gunfire and death for 3 minutes straight, or to using any kind of tactics other than "pick random cover regardless of context"... The moments of the AI being janky and clustering in a doorway, or idly walking over their comrade's body and not caring, or having 3 enemies panic and run for cover while 3 other enemies in the same exact area walk like nothing is happening... It still feels like I'm fighting paper targets more than half the time, and I cannot recommend the game because of it despite EVERYTHING else that the game does offer. I'm really not trying to sound overdramatic, I don't regret my purchase those years ago, but there's a reason that I pick the game back up every major update just to put it down shortly after, consistently, year after year. It's simply because the AI does not feel worth fighting. Playing with friends or a group helps with the replayability, and the PvP scene has always been this aspect that's stuck in "potential purgatory" where it's never fully been realized. But the AI is just not fun or engaging to play against, and I feel incredibly demoralized that I finally feel like I have to give it a thumbs down with it's """1.0""" release. I hope one day they actually get overhauled and the devs prove me wrong, because they clearly know how to do so many things right. But I'd be lying if I said that I'm not incredibly disappointed to see the engagements in this state after so many years. There's plenty of things that this game offers and does well, you'd probably still get your money's worth if you had a group to mess around with for a while, but the most important aspect for me in games like this are intense, believable engagements, and I do not feel like Ground Branch, with it's 1.0 release, provides that.
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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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