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GROUND BRANCH

Free Download for PC · v1.1.0

GROUND BRANCH
Platform
PC
Release Date
File Size
41.01 GB
Views
4,829
Patch Notes
3
Comments
1
Languages
English
Added by
kienpropvt11 Newcomer

Play modes & compatibility

  • Single-player
  • Multiplayer
  • Co-op
Download Game v1.1.0

Version Status

Current Version
v1.1.0
Current Build
26622123
Latest Build
26622123
Last Steam Update

Screenshots

GROUND BRANCH — Screenshots 1
GROUND BRANCH — Screenshots 2
GROUND BRANCH — Screenshots 3
GROUND BRANCH — Screenshots 4
GROUND BRANCH — Screenshots 5
GROUND BRANCH — Screenshots 6
GROUND BRANCH — Screenshots 7
GROUND BRANCH — Screenshots 8

Description

GROUND BRANCH is a rather difficult and extremely dynamic game project presented to the world in the genre of a tactical shooter, where your strategic abilities will play a rather large role. You will take control and complete control of a combat detachment, which belongs to a special unit that performs the function of performing covert operations anywhere in the world. Quite cruel and complex gameplay will make your pastime as interesting as possible, so you can safely go on an incredible adventure and fight all the difficulties that will come across on your way. The game will give you the opportunity to diversify your leisure time by offering several variations.

Can go into a single battle with supporters of the underworld, have a great time with your friends playing in co-op up to ten people, or embark on a fierce battle in team mode, representing the five-on-five style. Can also note the customization of your main character, for which you can get any equipment, which will include clothes, armor, and gradually you will be able to open a legendary weapon with which you can skillfully deal with all opponents.

Key Features

  • 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 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.

System Requirements

Minimum

OS:
Windows 10 64-bit
Processor:
Intel Core i5-9400F / AMD Ryzen 5 2600
RAM:
16 GB RAM
Graphics:
NVIDIA GeForce GTX 1060 6GB / AMD Radeon RX 580 8GB
Storage:
40 GB available space
DirectX:
Version 11
Network:
Broadband Internet connection

Recommended

OS:
Windows 11 64-bit
Processor:
Intel Core i5-12600K / AMD Ryzen 5 5600X
RAM:
32 GB RAM
Graphics:
NVIDIA GeForce RTX 4070 / AMD Radeon RX 7800 XT
Storage:
40 GB available space
DirectX:
Version 11
Network:
Broadband Internet connection

Installation Guide

Step-by-step setup process for P2P

  1. The game is distributed already pre-installed — you will not find an installer here, and none is needed.

  2. Unpack the RAR/ZIP archive with WinRAR or 7-Zip, for example to C:\Games\GameName.

  3. Launch the game via Run Me!.bat or the main .exe inside the extracted folder.

Game Info

Developer
BlackFoot Studios
Platform
PC
Release Date
File Size
41.01 GB
Status
Pre-installed (Portable)

Download Game

Full game 6

v1.1.0 41.01 GB Updated 56 minutes ago

Pre-installed (Portable) P2P

Download GROUND.BRANCH.v1.1.0.Build.26622123.torrent

Torrent file ready

File checksums (MD5 / SHA-256)
MD5: 5719a899e9f6b25f7661f4c1db52efa4
SHA-256: f54e436b80eba49c5543e3245448561eb4cc8be464a8c8b9d26d9bd74ea09596

Checksums verify the integrity of this specific file. They are not an absolute malware guarantee — always scan downloaded files.

Cloud mirrors

Patch Notes

Official changelists for the builds of this game

1.1.0

Build Update #069: Version 1.1.0 Now Available

Current
We've just released GROUND BRANCH V1.1.0!

This update's main highlight is Chapter 1 of Operations mode, which brings you the new Persian Gulf hotspot with 3 new campaign missions playable in offline/solo mode and online co-op.

Version 1.1.0 also includes new gameplay abilities, animations, VFX, customization, inventory additions and more. Keep reading for the full scoop.

Save 20% on GROUND BRANCH until November 26! 2

  • To celebrate this release, we've set up a 20% discount on Steam. It will be live for 2 weeks (until November 26) so make sure you spread the word and don't miss out!
  • https://store.steampowered.com/app/16900/GROUND_BRANCH/

General 1

A 🏠 Ready Room button is now displayed in the top [Esc] menu during games — click it to abort the current engagement and return to the Ready Room. (You can still use [F4] as a shortcut!)

Operations — Chapter 1 4

  • A new hotspot is available in Operations mode: the Persian Gulf. It features 3 new missions set in maps Docks, Rig and Tanker.
  • 💡 The Persian Gulf hotspot becomes available upon completing Northwest Pakistan.
    🎦 You may need to watch out for security cameras in some of these new missions (more on those in the "Enemy AI" section).
  • Both the Prologue's Northwest Pakistan and the new Persian Gulf hotspots now have unique Ready Rooms. The former is a hideout in a local house, while the latter is set aboard an aircraft carrier.
  • Unavailable hotspots and missions are now displayed as "Classified" on the Operations Map and mission list respectively.

Intelligence Archive 2

  • A new menu is now available in Operations mode: the Intelligence Archive . To open it, simply click the INTELLIGENCE button in the bottom-right of the Operations Map.
  • As you complete missions, intel dossiers and images for factions, individuals and locations will be added to the archive.

Operations — new AI character archetypes 5

Two new AI character archetypes are present in the Persian Gulf missions:

Civilian — Civilians will wander the level until they notice a threat, at which point they attempt to trigger the nearest alarm panel and then run for cover.

💡 Alarm panels are a new actor that both AI and players can interact with. Raising the alarm fires a gameplay event, allowing missions and game modes to react to it.

HVT (High Value Target) — The HVT is a mission target who must be captured alive and extracted. They're guarded by their own security detail. While guarded, the HVT hides like a civilian when they spot a threat. Once every guard is neutralized, the HVT will surrender and kneel. Players can then walk up and take them into custody, at which point they join that player’s team and will take squad orders (default [K]) — much like a rescued hostage.

💡 Escorted characters — hostages and HVTs — now mirror the stance and gait of the player escorting them. This fixes them mirroring every player's stance and failing to close the gap to their escort.

Gameplay 5

Alertness levels, alarm panels and security cameras are now a thing in the campaign's Persian Gulf hotspot. This might be expanded to other game modes and campaign missions in the future.

Shoulder-tapping is now possible. To shoulder-tap a buddy, simply approach their back while you're standing up and press Interact (default [F]) when the prompt appears. The other player will be notified of the tap via UI.

Camera shake was added to enhance the feel of weapon recoil. The shake is caliber-specific.

Enemies no longer use grenades in Rig and Tanker. (This is part of a new internal system that allows per-map grenade settings; see "Enemy AI" section below.)

The chance of muzzle flash being produced by enemy weapons is now tied to AI difficulty level: Untrained has the most muzzle flash, while Veteran has the least. This follows the same logic as bullet traces in aiding players to identify the source of incoming fire.

Combat and aim 4

  • Fixed enemy AI shooting before they'd actually aimed (e.g. while turning). Every burst now waits until they're on target
  • Enemies now take their reaction time every time they reacquire you, not just on first contact.
  • How well AI lead moving targets now depends on difficulty level (it was previously perfect at every level).
  • Trained/Experienced/Veteran enemies now have a little aim spread (they previously had none).

Detection and night visibility 3

  • Reworked AI light levels, or how easily AI can spot you: ensured it respects time of day and moon phases, counts nearby lights by real brightness, and updates 10 times per second (was previously updated every 0.4–1.3 second).
  • AI investigating a noise will walk to a random spot near the source instead of the exact position.
  • Campaign missions can set their own AI hearing/sight levels (e.g. Tanker hearing = 0.7 due to noisy environment).

Grenades 1

Added a system to allow AI grenades to be switched on/off per map, plus a map volume that can block the ability for AI to throw grenades. AI grenades are currently disabled for the entirety of Tanker and Rig.

Security (Chapter 1) 3

  • For now, these changes apply to the Persian Gulf hotspot mission(s):
  • A guard opening fire raises the security level to "Heightened".
  • A camera that spots you sends the nearest guard to check. Shot-out cameras get checked too.

Doors and movement 4

  • AI no longer stay stuck at doors (the door frees itself, and they give up after 30 seconds and find another way).
  • Fixed AI with a target waiting at a door forever.
  • Fixed AI walking through each other.
  • Fixed various navmesh issues on Tanker, Docks and Rig.

Miscellaneous 3

  • Added various other checks and restrictions to AI reactions to make combat feel more more realistic and fair.
  • Fixed an AI server crash and the stutter after killing an enemy.
  • One broken AI loadout no longer stops the rest from spawning.

Character animation and rigging 6

  • The character rig was updated with more bones, and various animations were cleaned up to reduce "snapping" and overall jankiness. This is an ongoing effort.
  • We've cleaned up instances where your point of aim (or the camera, more broadly) would "snap" to a different height when starting to move. Such transitions between stationary and moving animations are now smoothly interpolated.
  • Your weapon will no longer bounce right into the center of your view when walking while leaning.
  • Characters have received dedicated animations (and audio) for strafing left/right, with different animations for walking vs. running. This replaces the old logic that essentially rotated the lower body and played the same animations as forwards/backwards.
  • Guards and patrolling AI will now idle in place with various animations in between patrol routes.
  • 💡 Vaulting and mantling animations had to be rolled back at the last moment due to technical issues. Those will be patched in as soon as possible.

Audio 6

  • Added audio portals to breakable windows in all mission maps. This ensures sound will travel through them once destroyed as if they were open.
  • The varying music tracks' volumes were adjusted to a more uniform level in the mix: Ready Room music is timid and quiet, while main menu music stays louder than the rest.
  • Complete reconstruction of the soundscapes, as well as spatial volumes (for better diffraction and optimization), for maps Rig and Tanker.
  • Reduced the volume of first-person player movement SFX (i.e. players should hear their own movement a little quieter).
  • Under the hood: created dynamic music system for missions, Ready Rooms and cutscenes.
  • Fixed Galil rifles using incorrect reload audio.

VFX 3

  • Blood pools will now form underneath dead characters.
  • Prolonged fire will now create a lingering vapor/heat effect that emerges from the weapon's barrel.
  • Created new water splash VFX (currently used in Persian Gulf hotspot).

Gamepad support 3

Gamepad support is now a lot more robust — it includes acceleration (response curve) settings for movement and aiming, axis-specific (X and Y) aim sensitivity, and other gamepad-specific settings that are now independent from their keyboard and mouse counterparts. You can find these in Settings › Controls › Input Options (under the GAMEPAD section).

Running no longer requires a separate controller button — when pushing the left analog stick beyond a certain threshold, your character will transition from walking to running. (Sprinting is still a separate button.)

You should now be able to fully browse the UI menus with just your gamepad. Use the ☰ button to pause/unpause the game (or open the [Esc] menu during online play), the left analog stick to control the cursor, the right analog stick to scroll boxes, the bottom face button (🅐/⮾/etc. depending on your gamepad) to confirm selections, and so on.

New character customization 1

[Appearance] Face Paint — You can now apply various styles of face paint camouflage to your character. To select a face paint, click the new skin selection triangle in the right-hand corner of the Appearance menu (where you select your character's head).

New weapons 4

  • [Precision Rifle] SV-98 — The SV-98 is a Russian bolt-action, magazine-fed sniper rifle chambered in 7.62×54 mm. It is fitted with a top accessory rail for optics, plus a rail on the right side of the forearm for lasers and lights. The SV-98 has an optional suppressor and is fitted with the 1P69 3–10x scope (more on it below) by default.
  • [Machine Gun] U100 MK3 — The U100 MK3 is a Singapore-made automatic rifle chambered in 5.56 NATO and firing in full-auto only. It uses a 100-round drum magazine, making it suitable for the squad automatic weapon (SAW) role. The U100 MK3 features a long top rail that can fit optics and LAMs, plus a bottom rail for grips and other attachments. Though it has built-in iron sights, they are nearly entirely obstructed by the top rail modification, so optics are strongly recommended.
  • SV-98 sniper rifle, seen here with 1P69 3–10x scope and suppressor.
  • U100 MK3 equipped with G33 Magnifier, HWS 551, AN/PEQ-15 and Bipod Grip.

New attachments 8

AN/PVS-14 — The PVS-14 is a simple night vision tube meant to be mounted at the rear of non-magnified optics such as red dot and holo sights, in the same fashion as the G33 Magnifier — except it makes your sight picture night vision-capable instead of zoomed in.

The AN/PVS-14 works very well in tandem with the HWS 551, but it won't align perfectly with all sights and might completely obscure the reticle of a few.

💡 Unlike the AN/PVS-17C MNS night vision scope, the AN/PVS-14 does not feature an aiming point/reticle, and thus is not recommended as a standalone sight. Be sure to always mount it at the rear of a red dot-style sight and check the alignment before deploying!

Perst-3 — This Russian LAM (Laser Aiming Module) emits a green visible laser instead of red, but is otherwise functionally identical to the AN/PEQ-15 with an infrared laser and illuminator (both visible only through NVG).

1P69 3–10x — The 1P69 is one of the standard-issue optics for the SV-98 rifle (which has it equipped by default). This scope has progressive magnification (from 3x to 10x) and an illuminated reticle that shows which magnification step you're currently in. Armorers have not yet figured out what all the different markings represent.

1P87 — A Russian red dot sight with a similar form factor as the HWS holo sights, the 1P87 has a small reticle with an approximate -:- shape, calibrated for 7.62×39 mm weapons with a 16" barrel (e.g. AKM or AK-103 Alpha). When used with such rifles, the top dot in the reticle is zeroed for 100 meters, and should be fairly accurate at smaller distances as well; the bottom dot will be accurate for targets around 300 meters.

1P87 red dot sight and Perst-3 LAM mounted on the AK-103 Alpha.

💡 If you're using the 1P87 with different weapons, the top dot on the reticle should still be fairly accurate up to 100 meters for most rifle calibers, but you will have to figure out your own holdovers for 300 meters.

1PN93-2 4x and 1PN93-2 4x (Rail) — The 1PN93-2 is a night vision scope with 4x magnification. It comes in 2 versions: one for side-mounting on AK platforms, and one for accessory rails. The reticle is calibrated for 5.45×39 mm (used in most AKs in the armory) and is a bit of an oddball: the top chevron (˄) is zeroed at 400 meters, which you'll be hard-pressed to find useful in most engagements. The next 3 chevrons from top to bottom are for 600, 800 and 1,000 meters, which are even less useful. Luckily, the reticle on these specimens appears to have been updated with a dot zeroed at 100 meters, which we think you'll be using in the vast majority of scenarios.

💡 The vertical strokes (stadia) are intended to help estimate the range of targets. The height of each stroke should match a 1.5 meter-tall object (meant to represent the average height of a running man) at 400, 600, 800 and 1,000 meters — respectively, from left to right, or from right to left. We're not sure about the very short stadia.

This has been Build Update #069! 2

  • Thank you for keeping up with GROUND BRANCH! As usual, we'll be on stand-by to start putting together a hotfix patch if enough issues have slipped past testing.
  • We hope you enjoy this update. Have a great weekend, everyone!

Source: Steam announcement SteamDB

1.1.0

Build Update #069: Version 1.1.0 Now Available

Build 26622123

Changes 4

  • BlackFoot Studios выпустила обновление с первой главой для тактического шутера Ground Branch. Оно демонстрирует миссии в Персидском заливе, новые цели, расширенный арсенал и возможности настройки бойцов.
  • Глава добавляет задания в новом регионе, где игрокам предстоит планировать операции, продумывать действия и выполнять поставленные цели.
  • Авторы также расширили выбор оружия и персонализацию персонажей — ключевые элементы шутера, созданного разработчиком оригинальных Rainbow Six и Ghost Recon.
  • Обновление уже доступно в Steam.

Source: Steam announcement SteamDB

V1.1.0

Intel Report #034: V1.1.0 & Chapter 1 Release Date

Hey, folks!

As you're aware, we're deep into developing V1.1.0, so this is just a quick report to fill you in on a couple of things. Firstly:

Version 1.1.0 (including Chapter 1) releases November 12 3

  • That's two weeks from today!
  • We're all working hard to wrap up the new V1.1.0 update nicely, but the bulk is in there: a new Operations hotspot (Persian Gulf) with 3 new missions, our first campaign-specific Ready Rooms, several updates for the AI (including idle animations, hostage and HVT behaviors etc.), shoulder-tapping, miscellaneous animation improvements, audio tweaks, new weapons and attachments, face paint and more.
    🔗 See Intel Report #033 for details and previews if you haven't already.
    So there you have it — November 12 is when you'll be getting your hands on all of that.
  • Now, for possibly even bigger news…

GROUND BRANCH is making the move to UE5 3

That's right: GROUND BRANCH is finally being migrated to Unreal Engine 5.8 , the latest version of Epic's UE5.

💡 GROUND BRANCH in UE5 is a near-future endeavor. Version 1.1.0 will still be released in UE4 on November 12.
UE4 has been visually showing its age for a while, and plugins have been dropping support for it. Newer versions are UE5-only, and UE5 natively supports many of the features we've been using plugins for — in some cases, we've even been backporting them to UE4. With all of that in mind, we decided it was time to finally make the jump. In addition to allowing us to work a little more efficiently, it should make the game more future-proof and do the art team's work a little more justice.

We’ll get into more details in the future. For now, rest assured that we have a dedicated team working in parallel on the migration process, which does not conflict with our regular development in UE4.27.

Anyway, here are a few teasers for how things are shaping up inside UE5. Most of these previews are fairly low-resolution and low-FPS, but they should give you an idea of the upgrade in lighting and atmosphere, as well as the prospect of weather effects:

⚠️ Larger previews on our website! 1

Steam limits file sizes to 5 MB, so we've had to downsize the animated previews quite a bit. See today's dev blog on our homepage if you wanna check out the larger versions.


And that's all we have time for today! We'll see you on November 12.

Source: Steam announcement SteamDB

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