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.
Recent Reviews:
Very Positive (36) - 83% of the 36 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (310) - 80% of the 310 user reviews for this game are positive.
Release Date:
Aug 14, 2018

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

GROUND BRANCH is becoming available as an Early Access title to gather valuable revenue and community feedback that will help shape further development of the game. We are designing GROUND BRANCH for ourselves as well as those gamers that crave the "old school" experiences that can't be found in gaming today, and BlackFoot Studios wants to make sure we hit that mark head-on.

While GROUND BRANCH will be finished regardless of revenue generated from Early Access, making it available will allow us to considerably accelerate development and achieve a higher level of polish.”

Approximately how long will this game be in Early Access?

“Realistically, 18–24 months, depending on resources and those unforeseen hiccups all independent developers must face.”

How is the full version planned to differ from the Early Access version?

“During Early Access, we plan to do a complete overhaul of the temporary sound system and assets, as well as a complete animation upgrade. The A.I. will be continually developed and revised. And, of course, a lot of new content—gear, characters, maps—will be added. We'll also be doing what we can to open up GROUND BRANCH to the community for modding and expansion; expect full modding capabilities towards the end of Early Access.”

What is the current state of the Early Access version?

“A solid—albeit work-in-progress—playable experience. Includes both co-operative and adversarial online multi-player game modes, with enough features and content, and plenty of player and settings customization options to give you a feel for the game and where it is heading, all while providing an enjoyable experience well worth the money.”

Will the game be priced differently during and after Early Access?

“Yes. Early Access will cost less than the full release. Final pricing is yet to be determined.”

How are you planning on involving the Community in your development process?

“We plan to continue discussing ideas and features with the community via forums, official Discord server and other media, as well as encouraging feedback via the in-game Bugs & Issues menu.”
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Recent updates View all (27)

November 18

BUILD UPDATE #006: Quaternions

We’re done cleaning up the major bugs that popped up since our last patch, so Build Update #006 is here with some of the juicy fixes and content we announced in our last Intel Update.

NOTE: All servers must be updated to work with the newest build.

Before we go over the highlights, let us swiftly inform that GROUND BRANCH is 20% OFF on Green Man Gaming's Black Friday sale, so if you or a friend have been thinking about getting GB, well, that's a pretty damn sweet incentive right there. Head over to Green Man Gaming and grab your keys for 20% OFF!

With that out of the way, let's move on to the highlights and, as always, the full patch notes await at the end of the post.


Lag compensation
As mentioned in Intel Update #003, Kris has implemented a lag compensation/hit registration system that massively improves online play—even at higher pings. Rounds hitting way off your point of aim or appearing to not affect targets should now be a thing of the past. Hooray!

A.I. tweaks
We've done more small tweaks to reaction settings, improved patrolling and general pathing throughout maps, and made cover point usage better. Enemies should now be generally more difficult, aggressive and mobile. There should also be less—if any—instances of them spinning in place and backwards-walking.

A note about future A.I. developments
In an effort to update the A.I. in a more timely manner, we will be developing the Terrorist Hunt portion separately from the squad-based parts. We want to provide a fun and robust mission-based A.I. with a solid squad control system, and that process has slowed down the development of the general-purpose A.I. functionality used in the Terrorist Hunt game mode. Since the A.I. is a plugin to GROUND BRANCH, it makes sense to develop those systems in parallel, so players can get a continually upgraded experience. The two systems will eventually converge with the mission-based squad system getting layered on top of the base general-purpose A.I. behaviors and environment processing used in Terrorist Hunt.

New content

G33 Magnifier
The G33 Magnifier is a switch-to-side 3x magnifier used to provide contextual magnification for red dot and holographic sights. To equip it, simply grab it from the Sights section in weapon customization and mount it behind your preferred holo/red dot sight. Then, when in-game, flip it on by highlighting it in the Attachments Menu (default Middle Mouse Button) to add 3x magnification to your standard sight picture at the expense of field of view. Highlight it again via the Attachments Menu to flip it back to the side. The G33 doesn't have a hand animation yet, but that will be sure to come later.

Open-design reflex sights like the OKP-7, Reflex Large and Reflex Small require a riser (or two, in the case of the RMR) for the magnifier and sight to line up correctly.

Known issues
  • When paired with either of the holo sights, placing the G33 Magnifier as close as it fits will cause the reticle to either not appear or appear partially when looking through it—so try placing it a further "notch" apart for a correct visualization.
  • The G33 seems to only attach to the front half (roughly) of the MP7's top rail, despite appearing to fit much farther back.
  • When playing online, the pivoting mount animation may stutter.

LT608 Mount

A new mount has been added to the Risers section of the attachments menu. The LT608 is designed to mount over the ejection port of the Mk 14 EBR, allowing sights to be placed farther back and closer to the player camera, making scopes more useful.

MP7A1 and MP7A2

The MP7A1 is now available for that classic MP7 look. In addition to this earlier design of the famed PDW, we've added a dedicated suppressor—the Rotex-II—and 4 skins to choose from: black, green, tan and the SEAL digital camo AOR-1 (pictured above). They're also available for the MP7A2.

That's all for the highlights! Plenty of more subtle fixes, of course, so check out the full patch notes below if you're a curious cat.

Thank you for sticking with us, and we hope you enjoy this update as much as we do. See you in the field!


Build version: 1024

Steam ID: 3317525
Size: 325 MB

Dedicated server
Steam ID: 3317526
Size: 35 MB

FIXES * FIXED BGMilitant_GunnerGalil kit trying to use wrong mag * FIXED AGBFirearm::SlectSightComponent() failing if there were no active sights in a sight group * fixes crash caused by using magnifier/G33 with sights that do not share its sight line properly (too low/high) * FIXED AI trying to using firearm to dictate rotation when firearm is obstructed. * FIXED Binocular overlay not covering screen * FIXED leaning spectating crashing client * FIXED smoothing groups on pistol flashlight * FIXED missing collision outside Tanker Ship bridge area * FIXED floating collision outside Tanker Ship bridge area * FIXED misaligned geometry on Tanker Ship * FIXED handguns not using firing sounds due to new gameplay ability change * FIXED chest slung weapon sticking out front of character at 45 degree angle * FIXED M1911 slide not being back for first shot (it's single-action) * FIXED MP7 weapons not properly setup to use all skins available * FIXED MP7 UI name to reflect the different versions * FIXED missing fire mode for MP7A1 * FIXED Galil rail adapter not fully attached to reciever * FIXED grenade throw montage not being loaded in time for throw ability to play it * FIXED NVG overlay being shown before NVG actually used causing black screen to appear * FIXED zoom for firearms in item editor * FIXED for attached components on pose mastered skeletal mesh not updating (Pouches not updating during some movements) * FIXED always run setting being reset on pressing run/walk (doh!) * FIXED rear iron sight finding and using front sight posts that are BEHIND it * FIXED rear iron sight causing sight offset to be zero if front sight post is missing * FIXED crash after throwing grenade if grenade prev swith option was set to 'Empty Hands'. * FIXED BP_IRStrobe particle emitter becoming inactive * FIXED GBCharacter::GetGenericTeamId() failing on clients * FIXED BP_Magnifier replicating animation alpha to owning player * FIXED instances of GetPlayerName that referred to the PlayerNamer variable instead of the GetPlayerName() Blueprint callable function (Change in 4.20) * Should now see player names when players join/leave, on duty roster etc * FIXED GA_Firemode_Master spamming log * FIXED engine whinging about GBItem binding to Character's OnDestroyed delegate when already bound to it. * FIXED AGBCharAppearanceInfo::MatchesCharAppearance() failing when it shouldn't (oops!) * FIXED AGBCharLoadoutInfo::MatchesCharLoadout() failing when it shouldn't * UGH - this was a shitfight due to the JSon formatted loadouts changing their order even if the contents remained the same :| * FIXED GBCharacter CharAppearanceInfo reference replication. * should fix issues where a player changes their appearance in RR, but the changes are not pushed to any clients until they respawn. * FIXED GBCharacter CharLoadoutInfo reference replication. * should fix issues where a player changes their appearance in RR, but the changes are not fully pushed to other client until they respawn. * FIXED team kill check not being enabled in non-round based team games * FIXED OnBeingEquipped() and OnBeingUnequipped() not being called correctly causing incorrect offhand positions * FIXED being able to place breaching charge on door that has already been blown up (oops) * FIXED RR shooting range blocking vollumes * destroys all bullets that enter it * makes all grenades into duds that fizzle out then destroy themselves after 5 seconds. * removed overlapping volumes causing bullets to spawn massive amounts of impacts and kill frame rate * FIXED not being able to select primary firearm on inital spawn unless you select another item first. * FIXED unnessarcy freeze when leaving RR in non-round based game modes. * FIXED AI not facing toward movement goals * FIXED AI attempting to use barrel direction to determine yaw/pitch when it was off target * FIXED AI log spam * FIXED RR triggers ignoring grenades again * FIXED BGMilitant_Sniper.kit using kashtan instead of PSO for SVD * FIXED recoil causing firearm to rotate around character as the weapon fires (WTF?!) GENERAL * Updated MP7 * Cleaned up models * Added A1 and A2 versions * New textures * Added in MP7 specific supporessor * Colors: Black, Green and Tan * Changed NVG overlay effect to use same system as binocular so it works better in more resolutions * Changed default PPSharpenPercentage to 30% from 100% * Added in G33 Magnifier optic * Adjusted some default settings * Texture Streaming Pool sized for all graphics settings * Set first time startup scalability settings to High * Added KillZ value to Tanker Ship map so player dies if falling into water * Had to make this farther down than wanted to due to how the Ready Room works * Adjusted weapon chest drop position a bit to be more natural * Added in some subtle movement to chest dropped weapon when moving * Still a work in progress * Added in UI icons for G33 magnifier and Rotex suppressor * Cleaned up weapon rail proportions to be accurate, standardized and consistent * AK74 rail adapter, 1P78 scope, PSO_1M2 scope and Galil railmount * M4, M4 Block II, SVD, M1014, Mk18MOD1 and M16, MP5, MP5SD5, MP5SD6, MPX, MP7A1, MP7A2 and UMP * Added in LT608 rail riser * Used to extend rail system over M14 ejection port * Added new coffeemachine meshes to RR * Removed Anim_Dynamics node in main character BP used to give slung weapon a bit of motion * Was causing issues. Will revisit later AI * Added #ifdef guard to prevent some log spam for cover point reservations * Added #ifdef guard to BTTask_MoveToCover to prevent log spam * Added some logging of values for sense envelopes and default AI perception values so we can figure out what is causing server issues with perception. * Small tweak to AI pitch/yaw settings to be a bit more quick in reactions * Slightly improved AI patrolling * Generated coverpoints on Power Station map for better AI behavior * Re-Set navmesh to auto generate on load and be dynamic on all TH maps * Should help cleanup AI getting stuck in odd places behavior CODE * created GBGameplayAbility_Fire * handles client/server firing and syncing * replaces need for GBTriggerComponent * allows for more complex handling of firearm firing if required * fixes bug that came up trying to creat client and server side bullets. * created basic lag comp logic * array of saved poses/body positions on server * client side bullet impacts are sent to server. * server verification is currently DISABLED, so all client side hits are ok'd regardless of lag/sync issues * updated all firearm blueprints due to removable of GBTriggerComponent * updated firearm animation blueprints to read animation alphas from owner rather then the owner having to set them * makes for simpler (/faster?) firearm Blueprints * updated GBAIController to updated Start/StopShooting() * updated BTTask_ShootFirearm to work with firearm changes * added IsNetRelevant() to GBBulletProjectile to prevent 'double impacts' for predicated clients * updated firearm Blueprints * split bolt animation into two separate timelines to ensure IsEmpty() is checked regardless of framerate. * created UpdateBoltAnimationPlayRate() Blueprint function to set the BoltAnimationTimeline play rates based on the firearms fastest rate of fire. * added missing LockOnEmpty() Blueprint function we're required. * switched grenades over to using a gameplay ability for throwing * added gameplay ability version of grenade pin replace * made sure live grenades are dropped on character death if they were about to be thrown * created GA_Binoculars_Use * removed NumPad0 ToggleInGameMenu binding from DefaultInput.ini * updated GBFirearm * improved detection of sight components with similar sight lines * created sight groups to sight components with similar sight lines * updated sight component choice to lowest 'active' sight in a sight group * added function to update the current active sight in a sight group * updated BP_Magnifier * added CanBeUsedWhileAttached Blueprint function * updated associated animation Blueprint to show animation * moved scene capture 2d component to from root bone to animated bone * replaced usage of BasedJson strings with simple condensed versions (no longer required) * changed BP_Magnifier horizontal FOV to info based on real life version. * still not 100% correct * switched breaching charges and detonator over to gameplay ability * removed ItemUsageIgnored functionality from GBPlayerController * updated BP_Trigger_ShootingRangeSafeDirection * takes over player input as they enter the ready room or leave the trigger * lets go of input input as they leave the ready room or enter the trigger * will make you stop firing or replace the pin of your grenade as you leave the trigger.
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October 30


Intel Update #003 is here with a little SITREP to keep you busy while the next Build Update is in the oven. Here are some of the main highlights to look forward to—whether in the next update or in the ones to follow:

Work on lag compensation and hit registration systems
Kris has been working on fixing one of the biggest issues with online play: the perceived "inaccuracy" when playing with higher pings. In reality, it's a networking issue due to the lack of a proper system to compensate for lag and ensure hit registration. Here's Kris' explanation for his current approach:

Client-side hit registration works by creating a client-side bullet for the local player. If the client-side bullet hits another player, information about the impact is sent to the server for verification. For the server to be able to verify the impact, it keeps a short history of previous player positions and other relevant data.

Once the impact info makes it to the server, it is checked against this history based on the delay between server and client. If the info received is found to match up, damage from the impact is applied. If not, the impact is ignored. In the case of co-op vs. AI, we have chosen to skip this test and simply "believe" the client. In the case of PvP [adversarial], it will always verify.

So there you have it! You can expect a first implementation of this system in the next Build Update.

Sound design is on its way
One of our newest team members—Mikołaj Ławiński, a.k.a. Mikson—got in the talks about taking care of the sound design in GROUND BRANCH a few months ago, not long before Early Access launched. Now on board, he's doing exactly that. Mik is a young sound engineering student (and self-professed tacticool maniac) from Poland who, like many of us, fell in love with Rainbow Six—one of his first games—way back in the day and is now thrilled to be working on what some have called a spiritual successor to the influential tactical shooter.

He's reworking sound effects and will also be taking care of the soundtrack. One of our goals for the sound design is getting as close as possible to the excellent atmosphere and punch present in Insurgency: Sandstorm. Mik will do his best to provide a "powerful, satisfying and realistic feel of the weapons, an immersive soundscape and tension coming from silence that suddenly turns to momentary chaos." He also says:

The sound design rework will be pushed to the game in phases. Right now, my main priority is weapon sound effects. I'm focusing on making them aggressive, loud and punchy while keeping them as realistic as possible at the same time.

Sounds good to us, Mik. Welcome aboard!

We're still unsure whether any sound updates will be available in the next patch, but rest assured that the importance of sound design is not being underestimated in the development of GROUND BRANCH.

New content
Zee has been busy reworking a few models and adding sweet new assets to the armory. While there isn't much to show yet in terms of a modernized AK platform (currently in early production) and the T-1 red dot sight (next in line), here are a couple gems currently being implemented and tested:

G33 Magnifier: a tacticool favorite, it offers toggleable 3x magnification when placed behind a holographic or red dot sight.

In addition to the existing MP7A2, the MP7A1 (earlier variant with a standard folding vertical foregrip) will soon be available. Both versions can receive the dedicated Rotex-II suppressor and 4 skins—black and tan (both pictured), as well as green and AOR-1.

We'll also be adding a new mount for the Mk 14 EBR that goes over the ejection port and should provide better sight attachment and usability—particularly for scopes.

General fixes and updates
As usual, expect lots of other smaller/under-the-hood fixes and updates that will be listed and detailed when the time comes.

Stay tuned via our social media channels, and thank you so much for your continued support and patience!
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About This Game

In GROUND BRANCH, you will play as the elite paramilitary arm of the CIA's Special Activities Division/Special Operations Group (SAD/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. 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 and gear from 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 only by your loadout choice, with realistic consequences: With the upcoming 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 customizable killhouses. Integrated VOIP with both 3D positional voice and radio ensures full communication capabilities with no need for third-party software. Text chat and pre-recorded voice messages (commo rose-style) also available for the mic-less and the shy.

Prefer single-player? Missions with friendly A.I. and a full command system (both in development by industry veteran and A.I. researcher Phil Carlisle) are fully planned.


In the tactical shooter realm, movement and weapon handling are king. Take full control of your character with standing, crouching and (soon!) prone stances—each with multiple movement speeds—as well as unique weapon postures (including low- and high-ready), leaning and stepping out, free-look (head movement independent from aim), customizable and optional free-aim (dead zone), dedicated mouse sensitivity sliders for point-shooting/unmagnified/magnified aiming, and all-around highly configurable key bindings.

You can also choose between speed reloads (drop magazine) and tactical reloads (retain current magazine) on the fly.

(both working/in-process—marked √—and planned)


  • 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 free—dedicated server support. Host a server wherever you want!
  • Create your own unit patches and attach them to your character's sleeves and headgear.
  • Full support for MP ladders.
  • After-action review (AAR) following each mission/round.
  • Server-side options.


  • Full mod support.
  • √ No gear unlocks, 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 selectable ammunition type (e.g. full metal jacket, hollow point or subsonic rounds, smoke grenade color etc.).
  • √ 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 for reduced combat effectiveness.
  • 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.
  • Carry teammates to safety to administer first aid—or to safely recover their ammo, gear, cargo or body if they are no longer alive.
  • Appropriate and realistic playable female characters.
  • √ Partial controller support (configurable).

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7 SP1 64-bit
    • Processor: Intel® Core™ i5-2500K or AMD FX-8350 or better
    • Memory: 4 GB RAM
    • Graphics: Geforce GTX 570 or AMD Radeon HD 7850 or better
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel® Core™ i7-4790K or better
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 970 or AMD Radeon R9 290 or better
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 20 GB available space

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