GROUND BRANCH
by BlackFoot Studios · 14 Aug, 2018
228 downloads
About the Game


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.
▶ TRUE FIRST PERSON
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.
▶ UNPRECEDENTED CUSTOMIZATION

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.
▶ OPERATE, COOPERATE
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 are fully planned.
▶ BE IN FULL CONTROL
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.
▶ ADDITIONAL FEATURES
☑️ = FULLY or PARTIALLY IMPLEMENTED
⏳ = PLANNED/UPCOMING
Missions
⏳ 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.
Multiplayer
☑️ 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.
Miscellaneous
⏳ 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.
☑️ Appropriate and realistic playable female characters.
☑️ Partial controller support (configurable).
Screenshots
12 imagesVersion Information
Steam Patch Notes
Official update history
- Reverted change to VOIP settings causing audio to cut out.
- Fixed IR lasers and illuminators being turned off for clients on listen servers (Host Game) when the host toggles NVG off.
- Fixed selector/magazine audio muting after looking at watch.
- Changed blend times between Check Watch and Fire Mode (fire selector switch) animations.
💡 This patch does not include the tweaks to AI behaviors and settings mentioned in Hotfix 2 just yet.
✅ Some players have reported improved performance (particularly with PiP scopes) by verifying their game files. If you're unsure how to do that, follow these instructions.
Patch notes
- Hooked up new volume control setting (Settings › Audio) — the Dialogue slider allows controlling the volume for radio calls from NPCs such as Hawk and Forge.
- Increased size of target zone for door handle breaching (more generous area for shooting it out).
- Updated soft armor (Body Armor and combos) to allow penetration by rifle rounds on first strike.
- Following our temporary workaround last patch, light and laser attachments now remain ON when you swap to another item in your inventory. They can still be turned off afterwards.
- Fixed reticle on the Docter II red dot sight sitting too high in the glass (just about touching the top of the enclosure).
- AI can now hear each other's gunfire. AI will alert when other AI open fire now and they can be notified of the player's presence via proximity to each other.
- Fixed Turn Rate for AI being overridden at the behavior tree level, preventing the settings per difficulty from being used.
- Updated navmesh on Arena map stairs to help with AI getting stuck.
- Cleaned up navmesh near the cave and streams on Creek.
- Hospital rooms that were not playing the correct tails for gunshots have been updated.
- Removed bomb from Rig (Defuse mode) that could not be reached for defusal.
- Fixed Team Elimination counting teamkills towards overall score.
- Updated how the server web banner renders the banner image.
- First pass on the VOIP crash when using in-game voice in online matches.
- Fixed numerous Kythera AI-related crashes in this build.
💡 We're already working on a new hotfix that will include tweaks to AI behaviors and settings to offer a more rounded experience for our 4 main difficulties.
Patch notes
General
- We've severely reduced the game's installed disk size from nearly 100 GB to 39.4 GB. Packaging settings were changed and some texture work was done to trim it down.
- Temporarily removed the launch prompt where DX12 could be selected.*️⃣ This was done because DX12 mode was causing the game to crash.
- Implemented new controller (gamepad) configuration.
- Fixed crash related to Kythera AI plugin.
💡 The texture work may improve performance on some systems.
*️⃣ DX12 can still be used by right-clicking GROUND BRANCH > Properties… and adding the argument below to the text input box under "Launch Options":Please use DX12 at your own discretion as it can cause the game to crash.-dx12
Gameplay
- Reduced maximum weapon sway by around 30%.
- Fixed issue where lights and lasers could not be turned off if left on before switching items. (Lights and lasers will be turned off automatically during item switching.)
- Tweaked damage values for all body parts to generally make shots to non-vital body parts and extremities less lethal (closer to extremity = less damage).
- Fixed being unable to turn/look right when prone and unarmed.
- Fixed buttons to adjust target distance in shooting ranges (The Farm and Ready Room) staying active if the player holds the button and backs away.
AI
- Various adjustments to AI accuracy and reaction times.
- Tweaked aiming bone for AI to more reliably hit the torso area, making body armor more likely to be effective.
- Reworked how Hostage AI view dead bodies to reduce the chances of them getting stuck when navigating.
Maps and game modes
- Fixed missing floor collision on Outpost.
- Added missing breaching sockets to doors on Outpost.
- Added generator (and hooked up lights and screens on the map to it) on Outpost.
- Fixed breaker switch for the 747 aircraft on Airbase to also turn off the fuselage lights.
- Removed faulty Defuse (Plane Only) game mode from Airbase.
- Added missing blocking volumes on Hospital.
- Added new breaker switch for lights on Hospital.
- Fixed out-of-bounds insertion point on City (Defuse game mode).
- Rotated bomb that could not be defused on City (Defuse).
- Fixed missing collision and adjusted door meshlinks for navigation on Border.
- Fixed issue with rounds not being properly recorded in PvE quick missions.
Visuals
- Replaced texture for hanging US flag in Ready Room / The Farm's HQ with an accurate version.
- First pass on cutscene clean up for Outpost: should now clear up bodies remaining on helipad and appropriately hide the Armor UI if enabled.
- Fixed skin weighting issues for the captain and other civilian clothing to reduce character clipping.
- Fixed arm clipping in Combat Shirt (males).
- Fixed handle rotating into the light boxes of Border.
- Fixed VFX trash particles blowing up on Border and Airbase.
- Improved draw distance for decals.
- Fixed Docter II red dot sight being offset and appearing to float above accessory rails.
- Fixed wrong ammo mesh in Wz.88 assault rifle magazine.
- F88A2 assault rifle now uses the correct reload animations.
Audio
- Fixed sounds passing through walls on Hospital and Border.
This is a small patch to address various issues introduced in V1035.
Fixed T-posing after picking up a shotgun shell from the ground
Fixes for AI hearing, smoke, and flee logic
Their hearing has been restored, which fixes an issue with them not reacting to gunshots in some scenarios
AI will no longer freeze on the smoke logic tree which can cause an issue where they get stuck with a grenade out
Their morale meter has been tweaked to properly flee again when the morale is depleted
Updated navmesh for Creek and Tanker maps
Updated AI grenade cooldown period to be longer between grenades
Updated AI grenade logic to improve visibility trace prior to throw
Added DedicatedServer.bat back in, so new dedicated server installs should work
Skylight override has had a first pass to help restore the darkness underground in Storage Facility (further revisions will take place in the next major update)
Updated interaction radius of dropped firearms
Dropped sidearms (pistols) are no longer extremely difficult to pick up
Also fixes the extremely generous pick-up prompts for most primary weapons
Fixed issue with replication of doors on The Farm's shoothouse (online)
Fixed logic with Vote Kick command failing
Updated UI color widgets for teams to be more readable
Last week's patch V1035.2 released with more than a few issues, so we're addressing as many as possible in this hotfix.
UI/UX
Restored accessibility settings for Color Blindness Mode and Replace Key Reds With (Settings › Video › Advanced › Accessibility).
Fixed front-left rails on the M110K1's handguard having their slots flipped, causing attachments to mount inwards.
Restored ability to edit callsign in Lone Wolf.
Removed logic for "Use Standard" callsign, which used Team Elements as reference — feature was rarely unused and used Lua logic, so we opted to scrap it (at least for now).
Hooked up the F8 key shortcut to the Admin Panel again.
Updated the logic for the Hide HUD function while spectating (H key) to take into account whether the player was alive or dead and avoid an issue where the H key fails to hide HUD due to being tied to hand signals.
Various small changes to UI text, formatting and styles in Admin Panel elements (particularly Kit Restrictions and dialogs) to improve consistency and usability.
Fixed missing tooltip to Game Stats button (top Esc menu).
Added mention and tooltip for Check Watch ability in keybinds list (Settings › Controls) next to Freelook.
Gameplay and controls
Fixed issue where the Steady Aim (ADS) ability was tied to Focus Zoom (ADS). Now you can use these abilities separately again.
Fixed invalid state when picking up a shotgun shell or round that was ejected intentionally during a reload.
AI and enemies
Tweaked AI frag grenade ability: increased minimum throw range, which should reduce the frequency of grenades. (NOTE: A more complete solution is already in the works for V1036.)
Updated the smoke grenade ability to fix AI getting stuck due to an issue with the logic tree.
Updated the distance threshold for detection on bots to help with them running into players or not seeing them when they should.
Updated the US PMC voice lines to not use the radio filter.
Missions, game modes and multiplayer
Fixed issue where players would leave a match in progress on a server and it would fail to end the round if no one was playing it.
Updated all Intel Retrieval missions to ensure AI will not spawn near the player spawn points.
Updated Extraction Point to always show regardless of distance.
Updated the Ops Board (Ready Room) to allow players to click to spectate again.
Changes to Hostage Rescue requirements: now you only need 2 players on Red team and 1 player on Blue team to start the round. This should reduce the headache of starting a Hostage Rescue match if the teams suddenly change balance during a countdown or during the round start.
Removed bad spawns on City (Subway) and fixed issue with missing doors on that map.
Fixed issue where the voting timeout logic was being interpreted incorrectly, leading to timeouts upwards of an hour.
Just a quick update to fix up the in-game bug reporter and a handful of other minor issues.
Patch notes
Fixed in-game bug reporter (Report Bug screen) failing to submit
This was caused by a domain change in our bug tracker, which required the URL to be updated accordingly. Sorry, folks!
Added network logging to investigate potential server performance issues
Updated bomb location in northern container on Depot to be accessible in Defuse game mode
Fixed DLSS Super Resolution drop-down menu being duplicated when returning to the Settings menu
Updated UMP45's model and animation assets to fix iron sights
Have a great rest of the week!
Hey, everyone!
We have another V1035 hotfix for you, including fixes for City crashes and sound issues, Intel Retrieval bugs, and the "bum rush" feature (where the last remaining enemy AI rush the player in Terrorist Hunt) not working.
We have also added a new SVD variant, hooked up the AOR-2 pouches and more. Keep reading for the full scoop.
Patch notes
Gameplay
Put in a temporary workaround in Intel Retrieval to make laptops pick-upable without hacking (may have some alignment issues causing the laptop to appear in odd places near the expected placement, such as under a box instead of on it); other modes such as Uplink may still have issues (work in progress)
Improved equipment-switching logic relating to restoring the correct previously equipped left/right item when re-equipping (work in progress)
Fixed issues with Tablet raise ability sometimes not working
Improved controller-to-mouse input remapping for UI navigation
AI
Fixed up AI behavior for "bum rush" in Terrorist Hunt (TH) and "extraction mayhem" in Intel Retrieval (IR): after getting down to the last few terrorists in TH, and after taking the laptop in IR, all remaining enemy AI will once again swarm towards the players and/or extraction point (if applicable); the behavior remains a work in progress
Adjusted AI grenade usage: reduced frequency, increased verification distance, rebalanced smoke grenade usage, and added checks to avoid friendly fire
Tweaked AI logic to reduce passive behaviors and increase frontal engagement
Improved AI responsiveness and reduced hesitation when closing distance with enemies
Fixed AI sprinting sideways when engaging targets
Sound
Fixed crashing and other audio issues in City
Adjusted voice handling for AI room tones and Spatial Audio Volumes (SAVs)
Fixed HRTF channel configuration to restore expected audio playback
Improved volume behavior for grenade explosions
Fixed voice starvation and room tone playback inconsistencies
Inventory
Added SVD-90 sniper rifle: a variant of the classic SVD with black polymer furniture (the original SVD was renamed SVD-63)
Tweaked weight value for SVD-63 from 5.3 kg to 4.3 kg (the new SVD-90 variant is a little lighter: 4.0 kg)
Added AOR-2 skin to pouches
Radio pouch skins are now restricted to Black, Tan, Ranger Green and OCP to reflect real-life counterpart and highlight the pouch in most situations (this logic may be applied to other pouches in the future)
UI
Refined controller modifier tooltip messaging
Fixed interaction bugs relating to controller navigation and button modifier presentation
Extra validation added to Modding menus, and new prompts to suggest saving of server mod list if user navigates away
Updated SVD-63 icon with more consistent version created from more recent asset
Visuals
Improved support for matching pouches when changing platform skins
Updated Plate Carrier (MPC) skins:
All MOLLE sections now have the secondary skin color applied to them (where applicable, as some skins have camo applied to the MOLLE)
OCP now has the camo pattern also applied to MOLLE (instead of tan)
M81 now uses a more accurate color scheme, with olive drab as the secondary color (instead of tan) and camo no longer being applied to certain parts of the vest
MOLLE applied at an angle near armpit area now has the camo pattern follow that angle
Tweaked color of the stitching, bungee cord and snap fastener of some skins
Corrected visuals and collision on Box Truck asset
Eye material fix on dead SWAT characters
Modding
Fixed issue where listen server host (Host Game option) would not sync mods unless local mod list was enabled
Listen server hosts (Host Game) no longer send Inactive mods to clients, causing unnecessary mod subscriptions
Mutators menu now displays expected content on opening (rather than broken mutators)
Patch notes
General
- Fixed issue with player characters (and sometimes AI) not ragdolling properly after death, and instead freezing in place when killed
- Fixed destructing doors to only destroy attached actors that take damage or which are decal actors
- Rejigged internal stuff relating to Breaching Charge, M67 Frag, MK13 Flashbang, smoke grenades and the big bomb (Defuse game mode), so that the effects replicate properly to all clients on a server
- Fixed broken debug camera (Ctrl + Home)
- Fixed crash relating to audio occlusion
Gameplay
- Fixed Default Post-ADS Weapon Position setting (Settings › Gameplay › Combat) not applying correctly
- Campaign mission now tells you when AI teammates are killed
- Updated input action bindings for controller modifiers to set the consume input property to false (this allows the key bound to modifier to be bound to an action not bound to the player controller, while still being used as a modifier)
Inventory
- Fixed suppressor socket bug — all appropriate weapons should again be able to equip suppressors (sorry)
Audio
- Fixed Breaching Charge audio not playing (was only playing tail)
- Adjusted attenuations of multiple objects
- Switched spatialized sounds to audio objects to get better spatialization
- Removed superfluous random spatial sound from City audio
- Replaced spatial sound actor system with spatial audio volume tag system
- Fixed a few external volumes’ room tone not playing
UI
- Added proper icon for NVG Counterweight (formerly "Counterweight", which used the Headset icon)
- Updated GB skin for the T-Shirt: changed display name from "Ground Branch" to "GB Logo", and updated skin icon
- Reduced space between consecutive game messages (the ones that pop up centered at the lower half of the screen)
Visuals
- Server and client random animations synced properly
Modding
- Added GBBarrelComponent::SetVelocityModifier() to enable changing velocity modifier at runtime in barrel component blueprints; a value of 0.0 or less resets it
- Custom gameplay tags should now be packaged "in the clear" rather than in mod paks
Have a great rest of the week!
The changes hopefully speak for themselves below. Among a lot of other fixes and additions, we've managed to fix the AI freezing after being killed in the middle of a grenade throw.
We do have more fixes on the way, so consider this as another intermediate delivery for your appreciation while we wrap up the rest.
Patch notes
General and gameplay
- Improved controller input logic:
- Fixed Ctrl, Alt and Cmd modifiers being swapped around
- Controller modifiers can be used without requiring native modifiers keys to be pressed; and non-gamepad actions bound to modifier keys are prevented from firing unintentionally
- Created AxisToActionKeysMap to associate axis keys with non-axis action keys (e.g. axis key Gamepad_RightX to non-axis keys, e.g. Gamepad_RightStick_Right & Gamepad_RightStick_Left)
- Created AxisHasActionKeyHandledByAction(): finds non-axis keys associated with supplied axis key; returns true if IsKeyHandledByAction() call with that non-axis key is true
- Fixed Ctrl, Alt and Cmd modifiers being swapped around
- Changed method of placing laser dot so as not to pass through inventory items (may have knock-on effect on Rangefinder and possibly other elements; this is a work in progress)
- Some general bug-fixes relating to characters dying
Maps
- City: patched some holes in the vault walls, and removed old UE4 default navmesh
- Compound: fixed a railing that could not be shot through
- Creek: blocked off edge of the map to stop players vaulting over the boundary
- Depot: increased draw distances of many large props, vehicles, rocks and containers
- Power Station: removed buildings from FX sublevel that shouldn't have been there; added distant fighting sounds and rocket impact sounds; removed debug command accidentally left bound to L key
- Small Town: Fixed nav mesh (was causing AI to fail); adjusted HLODs and increased draw distances
Inventory
- Fixed MK24 CAP pistol magazines having incorrect capacities: standard magazine now holds 8 rounds, and extended magazine now holds 10 rounds
- Added AOR-2 skin for Plate Carrier (JPC), Plate Carrier (MPC), Battle Belt and Gun Belt
- Updated OCP substitute/attachment skin priorities (tans first, greens later)
UI
- Updated mouse scroll behavior in Customize Operator menus to scroll one line per wheel increment
- Updated Server Browser list columns:
- Tweaked column widths to fit longer map/mission names
- Improved alignments and clipping behaviors to prevent text overflow issues
- Changed Server is empty. string to No players. to save space and prevent clipping
- Tweaked column widths to fit longer map/mission names
- Added filter to remove '.' from any build names and to convert backslashes into forward slashes (some short names had periods in them, which made for bad filenames)
- Added mod count / search result count to Server Browser details widget and in-game mod browser widget; if 50 search results are found, it displays a special text indicating that more may have been found (Steam returns pages of max 50 results by default)
- Build names should now correctly display the abbreviated names for belts
Audio
- Fixed LVAW missing mechanical audio layer
- Tweaked some voice lines
- Rockets in Power Station now use a new system for moving the apparent audio source with the moving object (rocket), taking into account realistic sound delays
- Fixed a bug in powered items (e.g. ceiling fans, arcade machines) where the associated sound didn’t play when it should
- Increased amount of virtual voicing at one time (that is, allowing more concurrent sounds)
- Conversion settings updated for further optimization and to convert some stereo sounds to mono
Modding
- Added support for mod specific gameplay tags from .ini files (Mod Kit build to follow)
- Updated MK23 test mod to use mod-specific gameplay tags
- Updated firearm customization screen to support numbered sockets for InvItem.Socket logic (will allow easier time adding attachment interfaces like M-LOK or KeyMod — work in progress, may not be working fully)
- Updated socket tag encode and decode logic (added support for multiple socket tags; added support for numbered tags)
- Updated stack check on rail attachment class to only block red dots and iron sights from attaching to a non-optic rail (will allow support for red dots with rails to allow lasers etc. to be attached)
- Updated sight components to add support for iron sight and front sight post to be on attachment together (allows for things like iron sights on top of older ACOG)
- Made Server Browser always force mod sync, even if all required mods are installed (previously this did not take into account that some mods may need mounting and unmounting)
AI
- Updated AI grenade actions; fixed AI freeze when killed during grenade throw bug
- Reduced chance of retreat with smoke grenade occuring
- Increased requirements for retreat to happen at all (increased minimum distance, and lowered morale threshold)
- Miscellaneous AI bug fixes
Visuals
- SUV and pickup truck: disabled affect translucent lighting on the spotlights
- Updated Field Jacket assets to improve rolled sleeve effect (faded camo)
- Updated Plate Carrier (MPC) assets to allow AOR-1 and AOR-2 skins to have camo pattern applied to MOLLE
- Color-corrected Battle Belt skins (AOR-1 and OCP) to darken excessively bright tan areas
- Hooked up missing muzzle effects for AS Val / VSS Vintorez family
Known issues (new to this release)
- Both the MK24 CAP and M1911A1 pistols are temporarily missing suppressor sockets
Enjoy the weekend, folks!
Patch notes
General bug fixes
- Fixed dedicated servers not advertising mod lists properly
- Possible fix for NVIDIA Ansel crash
- Stopped aborting the game when finding unknown gameplay tags and started logging them instead
- Adjustment to character movement action which may in some cases allow laptop interactions more easily (laptops that cannot be interacted with remains a work in progress)
Maps
- Power Station: Reset the north offset so that north in-game is aligned with north on the map
- Compound: Removed debug level accidentally included in-game; loading times should be significantly decreased
Inventory
- Fixed bug with "Apply to Attachments" checkbox (in the item customization screen), where enabling the box for a belt would also impact the headgear and platform, and so on
- Fixed risers and offset not allowing attachment of things that aren’t sights; you can once again mount lights and lasers on risers and offset rails, for instance
- Updated AOR-1, Flecktarn and Tan skins to add FDE as a possible substitute
- Fixed reticle brightness not working for the Kobra EKP-8 sights
- Updated rate of fire for AS Val family to 900 rounds/min, and for VSS Vintorez family to 800 rounds/min
Audio
- Fixed various enemy voice lines not being spatialized — they should no longer sound like they are right next to the player
Other
- Quick Create mod widget now adds build number tag to Workshop metadata (e.g. "V1035") and mod metadata for asset/modkit mods now includes a build number (set and saved during mod upload) — so, in the future, mods can be more easily filtered based on build number used to create the mod
- Added checkbox to in-game mod browser to view only current game version mods (e.g. V1035), and slightly changed mod search logic
- Fixed Target App screen being visible on top of smoke in various Training areas
Have a good week, everyone!
We got things sorted out now, and your GROUND BRANCH dedicated servers should reinstall and run as expected.
- If you had problems, a simple reinstall of the server should be enough, and no settings need to be changed.
- If you didn't have any problems, you don't need to do anything.
We apologize for the inconvenience and for your temporary loss of GROUND BRANCH.
Today we're releasing Patch V1034.6 with a few important fixes, and at the same time we're also officially releasing the long-anticipated GROUND BRANCH Mod Kit: a Software Development Kit (SDK) that allows modders to create a whole new world of mods using a specially extended version of the Unreal Engine 4 editor.
Read on for more information on the Mod Kit and modding in general, or click here to scroll directly to the patch notes.
(If some of the information in this post looks familiar, that is because it is partly drawn from our last Build Update. We felt that it would be useful to have it all in the same place now that the Mod Kit is out, so here it is again!)
Table of contents
[expand type=details expanded=false]
- GROUND BRANCH Mod Kit now available!
- GROUND BRANCH Modding Wiki
- GROUND BRANCH Steam Workshop
- GROUND BRANCH Modding Wiki
- Patch notes
- And that's a wrap on Build Update #053 and V1034!
GROUND BRANCH Mod Kit now available!
The GROUND BRANCH Mod Kit is finally released! We are very grateful to Epic for providing support to get the Mod Kit up and running on their Epic Games Launcher.
Ready to start modding GROUND BRANCH? First step is to fire up your Epic Games Launcher (https://store.epicgames.com/en-US/download) and search for GROUND BRANCH Mod Kit in the store. When you find something like this, add and install it:
{STEAM_CLAN_IMAGE}/4016748/dd437280762daab2503b45666613bb31781d17ac.png
This will take a bit of time to install, but the SDK is not as large as others that you may be familiar with, as we have created a super-lean installation containing only what you need to make your mods.
💡 In V1034.6, we are focusing on weapon mods only, including magazines and suppressors. These are the only types of mods you can make in the SDK — or at least the only types that we are officially supporting for now. This is because we want to make sure that we get everything right before expanding support to other mod types.
When you launch the Mod Kit, you will be presented by a default editor view much like this:
{STEAM_CLAN_IMAGE}/4016748/8498f362150e7d09b95bcfc9a2a5717b248f259c.png
This is where the magic happens, mainly via these four new buttons:
{STEAM_CLAN_IMAGE}/4016748/41a313785d13d04462e865048dcc38fd0a7dce63.png
Now, it should be said that the SDK is intended for experienced modders who are already familiar with the Unreal Engine 4 editor. There are a plethora of tutorials and courses available online and for free if you wish to get up to speed on Unreal Engine 4.
👾 A good place to get help while modding is our Discord — more specifically, the #gb-modding channel.
Your fellow modders may also be able to assist you, but please bear in mind that we are not able to provide official support for general use of the Unreal Engine editor — though we will do our best to help people grapple with interfacing with specific GROUND BRANCH systems.
To this end, we have now provided…
The GROUND BRANCH Modding Wiki
Either click the Open Wiki button in the Mod Kit, or navigate to https://wiki.groundbranch.com/en/modding to view the GROUND BRANCH Modding Wiki. Here we have attempted to document the information that you will need on the GROUND BRANCH side to be able to create your new weapon mods. (However, as noted above, a working knowledge of the Unreal Engine 4 and editor is an essential prerequisite to using the Mod Kit.)
{STEAM_CLAN_IMAGE}/4016748/44d1f5456c1d6c2189d65158bc0394e1fea05a95.png
You will see that the Quick Create system, available since V1034.4, is documented in detail here.
The GROUND BRANCH Lua Library reference has now moved to the Wiki, at https://wiki.groundbranch.com/en/modding/lua-api. This is now the definitive version, and has already been updated for GROUND BRANCH V1034.5.
The GROUND BRANCH Mission Editor guide has also moved to the Wiki, at https://wiki.groundbranch.com/en/modding/mission-editor. Again, this is now the definitive version.
Stay tuned in future GROUND BRANCH updates for an expansion of the modding system to encompass all kinds of mods eventually, via the Mod Kit and Quick Create system.
💘 We are extremely grateful to Bob/AT for his help in setting up and maintaining the Wiki (and thanks also to Callum for doing a lot of the setup).
The GROUND BRANCH Steam Workshop
Our Steam Workshop opened up a couple updates ago, mostly for new Quick Create patch mods, but have also included weapon mods since V1034.5, when some lingering issues with respect to modded game modes, missions, localization and AI loadouts were also ironed out.
We are very grateful to YourComrade, ModernLancer, mr munkee and others for their help kicking the tires on the new Mod Kit stuff while making some kickass new custom weapons in the process. We hope you enjoy trying out their creations as much as we have.
🔧 Get moddin'
If you’d like to jump into the brave new world of modded weapons, here is a selection of some of the great mods that our test crew have come up with while helping us test the Mod Kit:
If you search for mods in the workshop using the Weapon tag, you will now find these and many more (including hopefully many more still to come). Have fun, y’all.
We are also very grateful to Bob/AT and tjl9987612 for their help with the game mode and mission side of things. Many modding bugs have been squished thanks to them.
Patch notes
And now for details of the V1034.6 patch, which fixes a few lingering issues:
- We have a fix for mods not syncing properly when joining a listen server (the Host Game option). If accepting a game invite from outside GROUND BRANCH, you should now get the normal Mod Sync window before proceeding to join the game. If anything goes wrong and you are stuck in limbo, try accepting another invite or else press Esc to return to the main menu. Do let us know if you continue to experience difficulty with joining hosted games.
- Updated NVIDIA DLSS plugin to version 3.7. This new version should reduce ghosting artifacts when using DLSS (Settings › Video › NVIDIA® DLSS Super Resolution) and possibly fix crashes in older GPUs.
- Fixed pistol holster not automatically being re-equipped when a pistol is equipped in the Customize Operator screen. This issue prevented pistols from being holstered.
- As mentioned, the official GROUND BRANCH Mod Kit is now available via Epic Games Launcher with appropriate integrations into the game.
And that's a wrap on Build Update #053 and V1034!
Barring any big issues, we do not expect to release any further updates for GROUND BRANCH V1034. Turning to the next big update, V1035, we will continue our series of Intel Reports to keep you up to date on progress, and at some point (hopefully not too far into the future) the Community Test branch will open back up, with the main V1035 release in due course.
As always, thank you for your continued support and feedback. Enjoy modding and stay frosty!
Current Release
Build 24356047
Uploaded Jul 28, 2026
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System Requirements
How to Install
GroundBranch.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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