
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 →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 10/day in the week to Aug 25 → 11.43/day in the week after.
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.

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
Reviews
Themes across 1453 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
i have had this game sit in my library for what feels like close to 10 years. And when they announced that we would get to play with friendly ai, i was really excited. But now they pushed the game to 1.0 and we still don't get ai teammates, not even for the campaign. This honestly feels like one big joke. the game has meandered for years in early access and now they claim to leave early access, only to leave the game in a state that can't be called complete. I will change this review if they decide to give us ai teammates, but for now you could not pay me to call this good.
1.0 release was just a marketing ploy
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Reviews, worldwide (the counter carries no country): 526.8/day in the week to Jul 16 → 100.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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
Hours played at review time, across 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
im glad the ai spotting through walls wasnt fixed or the massive number of other bugs but 1.0 ready for sure
AI will rush you down with a full auto starting before they even see you while their friend echolocates your exact postion and hurls nades at you over walls, through windows, around corners
Expectations were not high, redownloaded after years of no content. Two barebones operations with AI slop voices, no friendly AI. Armor is in but I couldn't even tell the difference. This is 1.0 in name only. After waiting patiently for 6+ years I think I'm just done with this game.
500 hours later... I can't recommend the 1.0 release. I have nearly 500 hours in Ground Branch, and I don't regret supporting the project during Early Access. However, I feel it's important to explain *why* I spent so much time with the game. The majority of those hours were made enjoyable by the incredible modding community—not by the base game itself. Community-made weapons, equipment, maps, and other content kept the game fresh long after the official content had run dry. For years, I accepted the slow development because I believed the full release would finally deliver a complete tactical shooter. I expected meaningful improvements to AI, mission variety, content, and overall polish. I kept supporting the game because I trusted that 1.0 would justify the long wait. Unfortunately, it didn't. After playing the official 1.0 release, I honestly feel like the game is still closer to a technical demo than a finished product. The gunplay and weapon customization remain excellent, but those systems alone cannot carry the entire experience. The AI is still disappointing, official content is extremely limited, and there simply isn't enough depth or replayability to justify calling this a fully released game. The core mechanics are solid, but the gameplay built around them still feels unfinished. Ground Branch has always had enormous potential, and that's exactly why this is so frustrating. I wanted this game to succeed. I defended its slow development for years because I believed the final product would be worth the wait. I also believe the modding community deserves a huge amount of credit. Without their work, I doubt I would have reached anywhere near 500 hours. Much of the game's longevity has come from passionate community creators rather than official updates. I don't hate Ground Branch. In fact, my disappointment comes from how much I wanted it to become the tactical shooter it promised to be. As an Early Access title, I could recommend it based on its potential. As a game now marketed as a full 1.0 release, I can't honestly recommend it in its current state. I sincerely hope future updates prove this review wrong.
I've owned the game for over 11 years and only have 11.6 hours of playtime. That should tell you how bad this game is.
Mil-sims are awesome cause they impose anti-fun mechanics for realism (which I understand), yet the AI in these games never abide by the rules bestowed upon the player. Mainly the aim sway... I sure do love having my optic sway like a tree in a hurricane after having my gun raised for 3 seconds. "Ok, well I'll keep my gun down until I make contact". Except now enemies hold corners with their guns raised and shoot within 0.3 seconds of detection. I sure am glad they don't have arm sway from holding their guns up indefinitely. What am I supposed to do? Take pot shots from cover and take arm breaks every 5 seconds? Oh I guess it's my fault for trying out the armor that makes you heavier. The armor that doesn't seem to do much of anything by the way. Also night ops still suck ass. When I first played this game years ago, going in at the darkest time possible felt like clubbing seals. You were practically invisible. Then after v1034 or whatever, you'd shoot someone in the dark and have every AI open fire on you. And there's still a "bug" or something present that I haven't seen anyone bring up. For whatever reason if you gain height on a map in any way, the AI's detection range increases dramatically. This is most noticeable when playing at night. Go on compound and run around at the start, you can see the AI are unaware. Run upstairs in any of the buildings and try to peek over the edge. I dare you. Game looks like ♥♥♥♥ too lol. I feel like I'm punished for increasing my FOV to a whopping 110 and now I have to use binoculars if I want to see anything that isn't moving. Joke of a 1.0. The bipod still says (not functional) btw :)
I thought this game was fun and full of potential years ago. Nowadays, with the release of "1.0" I think I'm better off sticking to Operator and Ready or Not.
Who would have thought this would be another problematic release in the world of Mil-Sim? Actually, who's idea was to call this a 1.0 version without adding AI Companions? Game only has one "Operations" Mission available at launch (the single-player mode). Absolutely no support for AI Team-Mates too! This is very, very far from a finished product. The narrative so far is really funny, bad acting on the CIA handlers briefing, laughable mission prep. A lone operator doing a "Clean House" Call of Duty ripoff AND ONLY THAT for a campaign "teaser" leaves such a bad taste in the mouth. If you guys want to add narratives to this game, then please stick with something that doesn't sound this silly. Devs got a good game on their hands but they are too busy making it about customizing your tacticool character while they glaze over all the morality behind any type of conflict. It is truly baffling to see a game in the year of our Lord 2026 to depict enemies as just cardboard cutouts of "mid eastern terrorists". If they are going to keep this path then it'll be a game for the same niche public he already was, dudes on teamspeak who don't have time for Arma and somehow are still hooked on the post 9/11 power fantasy shooter games.
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