A thinking man's first-person tactical shooter in the same vein as the old-school titles of the late '90s and early 2000s, GROUND BRANCH features in-depth character and weapon customization, realistic movement and damage, and high lethality. Take your time. Think ahead. Complete the mission.
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Aug 7, 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 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 somewhat buggy, playable experience. Includes both co-operative and competitive online multi-player game modes, with enough features and content 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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Available: August 7

This game will unlock in approximately 2 weeks

 

Recent updates View all (2)

July 8

1021 TESTING build available

A new build has been released on the Testing Branch. We hope to iterate and fix issues quickly so that we can push it to the Main branch in a few days.

The Testing Branch is available to all users simply by right clicking on the Ground Branch listing in your library and select Properties. Then select Beta and in the dropdown titles 'Select the beta you would like to opt into' select 'testing - GroundBranch testing build'.

You will then get an update and will now see Ground Branch(testing) in your library. You can fo back and forth between builds simply by changing that Opt-In option.

Highlights


  • First pass at nametags

  • Server admin overhaul

  • Pre-recorded voice/response menu system (temp voice work of course)

    • Default key is N

    • Menu system to allow players to use pre-made voice commands/responses

    • Menu setup and controlled by config files and can be either radial or "step out" style (default)

  • Removed shotguns from AI use for now

  • Config file issues fixed!

  • Win7/8/10 debug file placement sorted

  • Keybindings should properly save and load

Game

Build Id: 2929190

Approx. update Size: 3.5GB


Dedicated Server

Build Id: 2929193

Approx. update Size: 65mb


CHANGELIST:
CONTENT
* Cleaned up cuff area on TacShirt texture update
* SmallTown map
* Cleaned up area along back of building with basement to get rid of bad collision
* Added ladder to 2nd story entry door on back of building with basement

* New vertical grip attachment - Grippon
* Updated baseball hat mesh and materials
* Updated STANAG magazine
* Updated DumpPouch

* Storage Facility
* Art pass on right side tunnel system
* Cleaned up LM size, LOD and collison on various Marketplace assets used in maps
* Updated Boonie Hat
* Sharpened color swatch textures

*Testing new mesh paint plugin for nametags
* Player names will appear on back of platform
* This will be iterated on a bunch

* Added in new A Frame helmets (influenced by Crye Air Frame)

* Added in new Asian Male head

* Added in OKP-7 AK platform reflex sight

* Updated PMag model
* New ICON for Stanag Mag

* Updated pistol Mag pouch mesh/materials

* Updated splash screen (Thanks Scopey!)

* Changed texture LODbias setting for Low texture quality game setting


CODE
* attemped to get Steam authentication to properly report player information
* split GBServerManagement class into modular plugin called ZooKeeper
* stores server info under /ServerConfig/
<separate ini files>
* automatically creates default ini files if any are missing.
* uses admin groups instead of defining commnads per-admin
* updated all affected C++ and Blueprints
* tested admin, voting, bans and team killing.
* added ban reason to WBP_NetworkFailureOverlay
* removed overridden UGBGameInstance::StartGameInstance()
* added multicast functions to GBGameState to display and update voting on client
* created BP_GameState to implement voting screen & updates.
* removed voting functions and events from GBPlayerController & BP_PlayerController.
* removed stubbs from WBP_LoadingScreen
* fixed players resurrected or send to play area by admin not being counted as &#39;alive&#39; by end round check.

* changed when character appearance/loadout info actors are created for the player controller.
* replaced CharLoadoutString usage with CharLoadout struct to bring it inline with usage of CharAppearance.
* updated all affected C++ and Blueprints.
* added additional stubbs/logging to GBGameState, GBGameMode & GBPlayerController to log when char appearance/loadout infos are not found or created.

* updated BP_InsertionPoint to change auto-validation to manual validation to allow for more precise setup

* removed WBP_Vote redirector
* tweaked sensiivity/response in WBP_RadialMenu
* replaced GBCharacterVoice with a primary asset based GBCharVoiceData.
* created test default VOICE_Default using voice messages from fatmarrow.
* added CharVoiceDataId setting to GBPlayerSettings.
* created simple WBP_NumMenu based off RavenShield PreRecoredMessage menu.
* created basic UserMenu system
* supports built in and user created versions using same name.
* currently supports basic liner num menu - radial to come.
* Title is based off file name.
* setup is based off first line.
* each line defines the text and command for each menu entry, separated by a single comma.
* created GBCharEmoteData based off primary asset.

* created GBInputOverrideInterface for usage with UserWidgets
* allows a user widget to override any input key or input axis, regardless of whether or not it has focus.
* updated GBPlayerController
* added InputOverrideWidget variable
* updated InputKey() to check against InputOverrideWidget via the GBInputOverrideInterface.
* added InputAxis() override to check against InputOverrideWidget via the GBInputOverrideInterface.
* updated WBP_RadialMenu
* removed OnMouseMove
* added GBInputOverrideInterface
* added OverrideInputAxis() Blueprint event for MouseX & MouseY
* changed CancelDistance value.
* changed CursorDeltaTotal clamp.
* updated WBP_NumMenu
* removed need for BP_NumMenuInputHelper (good riddance!)
* added GBInputOverrideInterface
* added OverrideInputKey() Blueprint event for number keys.
* updated WBP_RadialMenu_Entry to use a Index value by default.
* updated WBP_UserMenuManager
* added radial menu support

* temporarily changed BadGuysShotgunner primary from Martial to AK74SU.

* updated UserMenus
* type of menu is now decided by the command used to open the initial menu, rather then a setting in the menu.
* OpenLinearUserMenu - simple old-school numbered menu
* OpenRadialUserMenu - radial style menu
* OpenUserMenu - open menu based on previously used style.
* added named tag support back into GBPlatform using DoN Mesh Painting plugin
* added some additional commenting to GBItem.h for various Blueprint function tootlips.
* updated ZooKeeper plugin
* removed need for individial Init() checks
* replaced TWeakObjectPtr to current World with a GameInstance UPROPERTY() variable instead.
* created ZKSettings to hold list of all commands and so on for the plugin.
* added support to remotely setup the server via a randomly generated password
* greately simplified the maplist to remove reliance on JSon API
* created FZKReplicatedContent struct for use with Server/Client RPC&#39;s
* created UZKAdmin::FillRequest() to return a filled FZKReplicatedContent struct based on a request type.
* removed ShowServerManagerment exec from GBGameViewportClient
* now handlde by remote server setup provided by ZooKeeper plugin
* replaced admin group and commands in AGBPlayerState with simple &#39;bOnDuty&#39; bool
* updated GBPlayerController
* created Get/Set RPC&#39;s for use with remote server setup
* took control of InGameMenu BP_PlayerController
* took control of DeathOverlay from WBP_HUD
* took control of ChatManager from WBP_HUD
* added system to handle full screen widgets focus
* includes priority system so that one full screen widget will maintain focus over another
i.e. chat box will keep focus even when death overlay appears
* handles changing input and focus between UI/Game and flushing pressed keys.
* removed need for Show/HideChatEvent&#39;s
* created WBP_WidgetInter
* created WBP_Admin_Manager
* handles remote admin commands, server settiners and map list for now.
* will add add/remove admin, admin groups next.
* required modifying the WBP_ServerAccess_Manager
* created WBP_Vote
* required due to changes made to WBP_ServerAcess_Manager
* hooked it into the vote drop down menu.
* removed first person spring arm for camera when dead
* old school snappy/jerky death cam here we come.
* updated AGBGameMode::Logout() to forcibly destroy the pawn of a player logging out while in the ready room

* misc fixes/tweaks to ZooKeeper for shipping builds

* updated spawn manager C++ & Blueprint so enable AI spawned in TH to be freeze until after players have unfrozen
* added version checking to GBPlayerInput
* this will automaticall DELETE existing Input.ini file if it is deemed to be out of date.
This should prevent the current issues we&#39;ve been having where people have older Input.ini files
with keys bound to commands that no longer exist.
* created server info board to display server name and motd in-game (deja-vu anyone?)
* removed MOTD from loading screen
* added support for command line ini file overriding for any ZooKeeper
i.e. ServerINI=ServerTwo will read server settings from /ServerConfigs/ServerTwo.ini instead of default /ServerConfigs/Server.ini
* added FZKOnServerSettingsUpdated delegate to ZKServer class
* hooked up GBGameSession to FZKOnServerSettingsUpdated to it servername, MOTD etc will update with out needed to restart the map/server.

* created UGBPlayerInput::SetDefaults()
* ensured it sets the version to the latest version BEFORE saving.
* updated UGBPlayerInput::ValidateInputSettings() to use UGBPlayerInput::SetDefaults() instead of manually clearing and reloading ini.
* updated UGBUIFunctionLibrary::ResetBindsToDefault() to use UGBPlayerInput::SetDefaults() instead of manually clearing and reloading ini.
* made UGBUIFunctionLibrary::SaveBinds() & UGBUIFunctionLibrary::ForcePlayerInputUpdate() two distinct functions.
* updated WBP_Settings_Controls due to C++ changes.

* added proper location for AI loadouts to DirectoriesToAlwaysStageAsNonUFS in DefaultGame.ini

* slighting tweaked unanamed server name created by ZKServer
* created GBGameState Set functions for Server Name & MOTD
* updated GBGameSessions
* moved RegisterServer() call to InitGame() from OnPostMapLoad()
* unbound and removed redundant OnPostMapLoad() function.
* update SetBasicServerDetails() to also update the gamestate if present.

* added elevateplayer to DefaultZooKeeper.ini
* fixed pre recordered voice not playing for local player
* moved ChatMessageManagerWidget creaton from ShowChat() to ClientSetHUD_Implementation().
* changed version number from 1020 to 1021



FIXES
* FIXED replicated loadouts being applied to locally controlled client causing duplicate head items that would not obey head visibility changes.
* FIXED chat not wokring in non-coop games
* FIXED bad insertion point spawns in TE-SmallTown
* FIXED missing collision on Power Station outide wall
* FIXED crash caused by possible nullptr in GBGameState Teams array if UGameStateInitEvent() is called BEFORE all TeamInfo&#39;s have replicated properly
* FIXED crash caused by possible nullptr duing seamless travel if player is created before the game mode can spawn its PlayerStartManager.
* FIXED misc issued in DonMeshPainting plugin caused by not adhering to Server is Painter model
(our fault, not the plugins)
* FIXED 15x100mm riser not attaching
* FIXED binds not being saved while in main menu
* FIXED missing DEFAULT BINDS button in controls menu.
* FIXED EyeBias not working - point shooting should now be easier.
* FIXED misc left over redirectors
* FIXED bPlayBackgroundSounds config variable ending up in an ini file that is just the &#39;.ini&#39; extension (no actual name)
* FIXED GBPlayerController constructor crash for shipping server build.
* FIXED SmallTown slowdown inside building stairwell


 

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June 23

Build 1020 available

With the opening of the official store page new crowd funded pre-order build updates will be posted here along with a more detailed post on the Ground Branch website:
http://www.groundbranch.com/2018/06/a-new-build-oh-my/

Lots going on with Ground Branch these days and as we get ready for Early Access we will be releasing more frequent builds to get the most testing possible. So build 1020 for client and server is available now and include a lot of bug fixes and quality of life changes that should make the overall Ground Branch experience smoother and more enjoyable.

If your game does not start

There may be various reasons your game doesn’t start, but one known issue depends on the OS version you are running.

If you are running a version of Windows other than Windows 10 and cannot start the game, please delete the 3 *.dll files located here:
<Steam location>\steamapps\common\Ground Branch\GroundBranch\Binaries\Win64


Experiencing In-Game control/Inventory issues
If you are experiencing in-game control and/or kit item/weapon issues please delete all the files in this folder:
\Users<name>\AppData\Local\GroundBranch\Saved\Config\WindowsNoEditor
If you do not see your AppData folder then it is hidden. To unhide the folder open File Explorer and select View along the top, then make sure the Hidden Items box is checked. Now you should be able to see your AppData folder.

Update Highlights

-New 416 Shorty(11" barrel)
-New Mk18 Mod1

-We are trying out a simple and unobtrusive grenade arc. Its not something we like personally, but was something a few players wanted to try. We’ll see how it goes…

-Stacked inventory drop downs and inventory quick change. Items are no longer listed individually in the inventory. For example….Instead of seeing 4 grenade entries there is one but with a 4x identifier. The ability for quick change was also added by simply tapping the inventory key you want to switch to and you will equip the first item in that category. If you want to choose a specific item in a category then hold the button for a second and the drop down menu will appear.

-Weapon pickup now more reliable. If you currently have a weapon equiped and pick one up, the newly picked up weapon will be slung on your shoulder and will be available for use in your inventory. Picked up ammo will be added to your dump pouch and be available for use if you have a compatible weapon. Be aware though as you can pick up empty magazines that will then go into your rotation. So look before you grab something off the ground!

- Ammo limitations are now in so you get only what you take into a mission or can pickup. No more unlimited ammo!

-A basic first pass implementation of Terrorist Hunt has been added to Storage Facility. Its hard!

-747 map is coming along. If you want to see it type ‘open 747’ from the console

-A.I. Improvements

  • AI can now shoot and move at the same time.
  • AI will now run to cover, to get LOS of sight etc.
  • AI will now move and look around randomly when set to Guard/Idle

FIXES
* FIXED holo sight reticle issues * V3 multiple reticles * Both generally not lining up with shot * fixed head & gloves not being changeable in character editor. * fixed skin swatch not being valid if switching from appearance asset with no skins to appearance asset with skins. * FIXED bad rock hit effect that didn't have proper transparency setup * FIXED falling through ground on Small Town near basement door * FIXED missing illuminesent stripe on top of ACOG 4x32 * FIXED time limit crash caused if no maplist is defined (oops) * fixed crash (I hope) due to bad component being accessed by particle collisoins on client/in stand alone game. * fixed name of player missing when following in spectator mode * fixed death overlay appearing during map change * fixed not being able to use items after map change * fixed spawning in RR when entering spectator mode for the first time * fixed freecam spectator mode controls not working * adjusting speed with mouse wheel now works * moving up/down with space/c now works. * FIXED incorrect scale on PMII_5-25x scope LODs * fixed issue with selecting/using breaching charges * FIXED missing illuminesent stripe on top of ACOG 4x32 * fixed insertion point to auto-selection in GBServerManagement::HandleToPlayArea() * fixed chat overlay preventing player from clicking on spectator/rr buttons * fixed inconsistent insertion point selection in RR caused by selecting an insertion point while game is already in progress (I hope). * fixed possible nones in next BTXXX_XXX classses. * FIXED misspelling of Flecktarn in customization screens * FIXED grenades hitting invisible wall in RR shooting range * FIXED missing collision on drywall walls in PowerStation map * FIXED M4 block II muzzle devise(suppressor) location not correct * FIXED M4 Block II magazine placement * fixed slight horizontal offset on AK side mount for on the SKEL_AK74 * fixed AK side mount for on the SKEL_AKS-74u being way too far back to the rear of the mesh. * fixed references to 'none' BP_AN_PEQ_Master & BP_IRStrobe when in character editor. * fixed possible usage of missing GBInstigator or GBInstigator->Controller in BP_Grenade_Master * fixed dropped binoculars not removing binocular overlay or making hands visible again. * fxied inventory switching issue caused by non-replicated inventory list. * inventory list now replicated to owner only * requiring fixing several C++ classes and Blueprints that were hoping to access the non-owned inventory list on the client * fixed slight offset on BP_1P78_Kastan_Scope. * fixed scale being set on BP_PSO_1M2Scope. * fixed BP_optical_PMII_5_25x not rendering due to odd scale on scene capture component. * fixed bad default setup for BP_BodyArmour, BP_LBT_6094 & BP_TacticalVest. * fixed rail attachments "walking" up the rail as they were if loaded and saved multiple times due to rounding errors. * fixed BP_ModularAmmoPouch_Master based pouches spawned wrong replacement pouch if replicated when character is missing appropriate firearm. * fixed skin swatch display for appearances and items in character editor. * fixed character restrictions not limiting access to appearances/items that had no skins * fixed magazines encoding non-external magzine components as there 'well' * fixed platforms not applying skin to child pouches immediately * FIXED Sunglasses clipping head mesh * FIXED bad b_Item_Right location in A_Unarmed_X animations. * FIXED incorrect scaling on 416 AR * FIXED 416 iron sights scaling to match new 416 scale * FIXED incorrect scaling on STANAG and Poly 556 mags *fixed editor complaining about references in WBP_PickupFirearm * FIXED improperly scaled M16 * fixed charging handle and bolt not being animated during MP5 reload. * fixed hand not moving with pump duing pump action reload (temp fix - needs work) * fixed incorrect collision box on dropped magazines. * fixed GBFirearm PreEncode() check calling DefaultSetup() instead of just adding a magazine. * fixed BP_MPX_SBR, BP_MP7A2, BP_M24 & BP_SDASS_Martial being used without a valid sight of some kind. * fixed AI getting stuck in infinite reload cycle when out of ammo. * fixed crash in RBAnimationModified_FootPrep is trying to use without FootMarkerChannel name set. * FIXED Tanker Ship AI getting into non playable area inside above Galley area * FIXED incorrect front sight alignment on M16 * FIXED Arms going through sleeves of Undershirt * FIXED LBT-6094 going through some torso meshes around chest area * FIXED bad material assigned to Tan goggles * FIXED optic positioning on rail * HoloSight * Reflex Large * V3_HoloGraphic * RedDot Pro ACOG 4x32 and 6x48 * FIXED scale on STANAG and PolyMag magazines * FIXED bad alpha channel causing "squares" in one of the metal hit effects * FIXED IRStrobe not working (Hopefully) * FIXED Some bad collision on Storage Facility cave walls

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About This Game

From one of the lead artists behind the original Rainbow Six and Ghost Recon games, GROUND BRANCH puts the "tactical" back in "tactical shooter"—no compromises.

Play as Ground Branch, 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 is the true rebirth of the tactical realism genre of the late '90s and early 2000s, powered by Epic's Unreal Engine 4.

KEY FEATURES


  • Use small unit tactics to get the job done in single player, 10-player co-op and 5v5 adversarial game modes (final player capacities TBD).
  • Unprecedented customization: Select your character's complete kit, from individual outfit items to detailed vest and weapon customization.
  • True First-Person System: See your operator as it is seen by other players in the game world, look around independently from where you weapon and body are facing (free-look), and mind your muzzle as it collides with the environment.

The following is a comprehensive list of both working and planned features:

General


  • Squad-based, team-oriented gameplay.
  • Minimal HUD with multiple optional elements.
  • No pre-defined squad roles—equip yourself as you want.
  • AI development by industry veteran and AI researcher Phil Carlisle: Use squad commands to take on challenging enemies alongside competent AI teammates.
  • No gear unlocks, hit markers, kill confirmations or score pop-ups.

Weapons and gear


  • Fully customizable weapons: Setup your weapons how you choose, with numerous attachments (sights, lasers, lights, grips, muzzle devices, offset rails and even risers) that operate as they do in the real world. Where and how you place certain sights and accessories along the rails realistically affect how they function.
  • Authentic reloads: Choose between tactical and speed reloads (retaining or dropping the current magazine, respectively), each with their own pros and cons as well as realistic, individual animations that can be interrupted. Each magazine tracks how many rounds it contains at any given time.
  • Collision: Your weapon is truly inside the game world and will collide with objects in it, making length a real factor.
  • Weapon positions: In addition to the traditional point-shooting and aiming down the sights (ADS) postures of most FPS games, GROUND BRANCH allows you to use low- and high-ready weapon positions for various situations where greater muzzle control, increased field of view or rest may be necessary.
  • Accurate (but not overly complicated) ballistics model: Rounds originate from the muzzle of the weapon (no "cone-fire"), while bullet drop, stopping power and penetration are all simulated based on caliber/cartridge type.
  • Supported shooting: Use folding bipods or brace your weapon on the environment to stabilize your aim.
  • 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.).

Character and inventory


  • Customize your character's basic appearance as well as headgear, eyewear, shirt, pants, footwear, gloves and vest, along with colors/camos for each item.
  • Appropriate and realistic playable female characters.
  • Setup your vest platform with individual item pouches and place them where you want them. What you visibly attach to your character is what you'll carry onto the mission.
  • Unlimited saved load-outs, which can be created, named and edited both offline and inside server lobbies.
  • Realistic representation of equipment use: NVGs need to be flipped down before use, grenades need to be equipped, aimed and thrown, primary weapons will hang in front of a characters' chest as they draw another item, and so on. Equipping items takes time, and changes are visible on characters.
  • Weapons and other items can be picked up or dropped on the battlefield, and magazines and gear can be shared with teammates.

Movement and damage


  • Standing, crouched and prone stances, with multiple movement speeds per posture.
  • Accurately and realistically jump, vault and clamber onto and over obstacles.
  • Lean, peek or step out of cover to engage the enemy. "Slice the pie" while leaning to maintain a reduced profile.
  • What (and how much) you take into combat matters: The encumbrance system takes the weight and bulk of items into account, affecting your movement and actions noticeably—but not drastically.
  • 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 functions, 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.

Game world and mission design


  • Based on unique environments all over the world, the non-linear mission and map designs offer multiple entry points and open-ended results.
  • Know concealment from hard cover: Like bullets, different materials and surfaces have specific penetration values.
  • Fully functioning doors that can be opened/closed partially and at variable speeds, as well as breached with weapons and explosives.
  • Full-featured training areas for both individual and multiplayer practice, including killhouses with randomly generated target placement and configurable number of "enemy" and "friendly" targets.
  • 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.
  • 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.
  • Complete missions individually or with friends, and keep track of previous mission results.
  • 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.

Multiplayer and servers


  • Multiple co-op and adversarial (PvP) game modes.
  • 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!
  • In-game VOIP: Use directional/proximity (3D) voice chat, set comms channels within teams and mute users (or yourself) at any time. Team/global text chat also available.
  • 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.

Others


  • Full mod support.
  • Controller support.

System Requirements

    Minimum:
    • 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
    Recommended:
    • 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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