GROUND BRANCH pre-alpha is on Steam Early Access!

We’re thrilled to announce that GROUND BRANCH has finally arrived on Steam Early Access and is now available for everyone to play, get in on development, and help us make it the game we all want it to be.

So if you are among those who have not yet had a taste of GB, go ahead and grab it straight from Steam or—if you would also like to donate or buy multiple keys to gift friends—from our STORE, where you can purchase with PayPal via a secure SendOwl gateway.

We would like to say a huge thanks to all our existing community for all the support and feedback over the years, and to those who are about to join in: Welcome to GROUND BRANCH. We hope you enjoy your stay!

Build Update #064: V1.0 Now Available — Release Notes

Folks,

GROUND BRANCH V1.0 is here.

In addition to the campaign’s Prologue chapter — featuring 2 new Operations — this release includes a substantial enemy AI rework, the new armor system, a door overhaul, an updated map selection (2 brand-new maps, 2 ground-up remakes, a map overhaul and a few other map upgrades), the Extraction game mode, an update to character locomotion and other animations, a range of new weapons and gear, selectable moon phases, various upgrades to visuals and audio, a whole lot of bug and crash fixes, and more. All of which was built on a refactored foundation for increased stability and expandability.

💡 MAKE SURE TO CHECK OUT INTEL REPORT #032 IF YOU HAVEN'T ALREADY!
As detailed in our last dev blog, this is the beginning of the post-launch road. Each subsequent release on the roadmap will keep building on this foundation with new campaign missions, features, upgrades and fixes.
💡 In addition to the planned releases, hotfixes and smaller patches between major releases are also possible. Keep the feedback coming!

Launch Sale: GROUND BRANCH is 20% OFF!

As a little gift to celebrate V1.0, GROUND BRANCH will be 20% off for a week. Grab a key or two while it’s cheap!

🔥 If you're reading this that probably means you already own the game — time to make sure your non-GB-having friends hear about it so you have more people to team up with.

Without further ado, let’s move on to the release notes. There’s a lot of ground to cover.

V1.0 release notes

General

Some of the changes both big and small that you’re likely to spot within the first minutes of launching V1.0:

  • We’ve updated the main menu with a new cinematic to set the mood for the campaign.
  • Various bits of music have been added or updated, including the main menu tracks, stingers for screen transitions, and briefing music for the new Northwest Pakistan hotspot.
  • An entirely new Ready Room has been created — it is now part of The Farm (aka Camp Peary, aka the training map). This new HQ is where you will be launching quick missions, online matches and the Prologue operations from.
  • Other than making your operator look much cooler, the new character pose in the Customize Operator screen ensures your primary weapon is fully visible.
  • Loading screens now have background images and a few other minor visual changes.

Operations mode

The highlight of this release and the very beginning of our campaign, Operations is once again available:

  • Access it from the main menu to enter the Operations Menu, where you can browse available hotspots (CIA areas of interest) directly on the map or via the bottom-left list. Once a hotspot is hovered, a news feed will pop up in the top-right with recent events.
  • New hotspot: Northwest Pakistan (Kill or Capture). This hotspot is home to our campaign’s Prologue.
  • New operations: 01. Onyx Flame and 02. Gilded Arrow are playable in succession — complete the first to unlock the other in either offline (solo) or online (solo or online co-op) mode.
  • The briefings for both the hotspot and the individual missions are now fully voiced by characters John Hawk and team handler “Forge“. Use the playback controls at the top of the text box to play/pause/rewind the audio.
  • We don’t want to spoil too much, but a lot of care was put into certain special scripted events for the new operations. Be on the lookout!
Hotspot briefing menu: note the audio playback controls in the top-right of the text box for playing/pausing/restarting the voice-over.
💡 Friendly AI will be reintroduced in Chapter 1 (V1.1.0 release), along with a set of new operations.

Quick Missions and PvP

Lone Wolf and online games — whether co-op or PvP — have received some welcome upgrades for further immersion and replayability:

  • Several game modes have team handler “Forge” reaching out via comms during key events (e.g. to recap mission objectives at mission start).
  • The new Moon Phase mission parameter allows players to once again select their preferred level of darkness for night deployments, from a new moon all the way to a full moon. This can selected prior to launching the mission, or directly on the Ops Board right before deploying.
  • Moonlight now casts shadows, creating near-perfect concealment — just make sure enemy patrols can’t hear you moving around.

Enemy AI

The enemy AI has received substantial updates to iron out frequent issues and ensure more reliable behavior and responsiveness:

  • Targeting — Default aim point is now the pelvis. If only the head is visible, AI will now target it instead of losing the target. Higher-skilled AI default to chest or head shots.
  • Perception and reaction — Maximum view distance increased from 100 m to 200 m. Alertness buildup rate adjusted to prevent AI from staring at players without reacting.
  • Suppression and damage response — AI now react to being shot while unaware. Hits apply suppression and location data, triggering flee behavior even without line of sight to the attacker. This makes missed lethal shots more punishing, as wounded AI will seek cover before you can finish them.
  • Defender AI — Enemies in guard mode are now tethered to their assigned guard points. They cannot leave a set radius but will turn toward sounds, allowing them to hear approaching players. On maps like Hospital (formerly RunDown), this keeps enemies holding rooms rather than funneling into fatal choke points.
  • Guard point logic — AI now claim only one guard point at a time. Unclaimed points leave remaining AI idle. Guard points are released upon state changes.
  • Morale and death awareness — AI now suffer suppression and morale loss when witnessing ally deaths. Combat actions now have a tangible impact on enemy decision-making.
  • Retreat behavior — Retreat and flee duration now scale with skill level. Higher-skilled AI hold cover longer before breaking contact, making them feel more resilient overall.
  • Performance — Behavior tree nodes migrated from Blueprint to C++ for improved performance and reliability.

Armor system and hit reactions

New to V1.0 is the armor system. Helmets, plate carriers and bulletproof vests can now withstand various levels of damage by firearms, with some important caveats.

Hard armor

Hard armor refers to armor inserts (made of ballistic ceramics and commonly referred to as plates) that can stop up to a few round of full-sized caliber rounds such as 7.62 NATO (fired by many of the battle and precision rifles in the game) before being depleted. How it works in GROUND BRANCH is fairly simple:

  • Armor inserts can now be carried in plate carrier-type Platforms such as the Plate Carrier (JPC) and Plate Carrier (MPC), which are now fitted with plates by default (note that if you have an old loadout for these items, it will not have plates).
  • If you wish to add or remove individual plates to/from a plate carrier, click the gear icon (⚙️) and check the left side of the screen for the Armor Inserts section.
  • Simply click the respective icon on the diagram to add or remove a specific plate.
Plate Carrier (MPC) equipped with front and back plates only (right and left side slots are empty).

Ballistic protection with hard armor is limited to the area equivalent to the plates only — all other areas on the upper body will remain fully vulnerable.

🛡️ The Plate Carrier (MPC) can carry 4 plates: one in the front, one in the back, and one on either side.
🛡️ The Plate Carrier (JPC) can carry 2 plates: one in the front, and one in the back.
⚖️ Each front/chest or back plate adds 2.85 kg to your loadout. Side plates add 1 kg each.
Soft armor

Soft armor refers to Kevlar-like materials, used in bulletproof vests and helmets. This type of armor is mostly effective only against pistol rounds (whether fired from a handgun or submachine gun), but unlike hard armor it offers protection on almost all of the item’s area.

  • All helmets now offer limited protection against pistol rounds. Protection is relative to the coverage of each helmet’s shell, meaning fuller helmets like the MICH offer a greater area of protection than high-cut helmets.
  • The Body Armor platform (formerly “Bulletproof Vest”) can also absorb a limited number of pistol round impacts in all of its area of coverage, which is most of the torso. The Body Armor can now also be worn under either chest carrier model (see the Inventory section for more details).
  • Once any of the items above is equipped, soft armor is automatically “active” — there’s no need to add or remove anything.
Armor HUD

The Armor HUD is shown next to the Stance Indicator (if enabled), which defaults to the bottom-right corner of the screen:

Hard armor shows status of individual plates; soft armor shows icon only (helmet and/or vest).
💡 You can hide the Armor HUD in SettingHUDCharacter StatusShow Armor.

Here’s what the armor status icons on the HUD mean:

  • White means the piece of armor is intact.
  • Yellow + crack means the armor is damaged, but still functional.
  • Red + diagonal line means the armor has been depleted.
  • For hard armor, each icon has a letter corresponding to a plate: F (front/chest), B (back), L (left side) and R (right side).
Hit reactions

A related feature introduced in V1.0 is hit reactions. Being shot will now cause your character to flinch, possibly throwing off your aim — an extra reason to make sure you see the enemy first.

Door mechanics

The following door system updates have been implemented for V1.0, focusing on responsiveness, realism, and new breach mechanics:

  • Added locked-door support with breach options: explosive charges or shooting the handle.
  • Set up improved simulated physics for doors, allowing them to react when pushed by characters.
  • Added reach-out animation when interacting with doors.
  • Improved online reliability (responsiveness and replication across clients).

Frag grenades

The M67 Frag grenade has had its damage zone adjusted:

  • Characters caught within a radius of 5 meters from the explosion (with no obstruction) will be instantly killed.
  • Beyond 5 meters, lethality drops progressively.
  • The maximum effective radius is 15 m.
💥 Related: the M84 Flashbang no longer affects players/characters through walls.

Player locomotion and other animations

This build introduces a full overhaul of player movement and weapon handling, as detailed below:

  • Completely overhauled player movement set using new motion capture data. Replaced all standing and crouched movement animations, including walking, jogging, sprinting, and strafing.
  • Running (default Shift) now features a more stable stride animation for improved room clearing feel and visual quality.
  • Retuned movement speeds across all stances.
  • Reworked weapon handling with more natural movement wobble and aiming sway patterns, replacing the stiffer system present in V1035.
  • Countless animations for player interactions, cutscenes and menus were created or updated.
Extraction (PvE)

Extraction is a new PvE hostage rescue-esque game mode now available for solo and co-op play. Here are the rules:

  • Players assume the role of a rescue team (or solo rescuer), with enemy AI holding a friendly hostage.
  • Hostage is guarded by 2 captor AI units whose sole purpose is to monitor the prisoner.
  • Captors become agitated when witnessing or hearing combat, causing their morale meter to deplete (does not refill). Full depletion triggers execution!
  • Hostage interaction is handled via the Command Menu (default K): free and lead with “Follow Me” prompt. The hostage will mirror player speed and stance while following.
  • “Move To” commands cause the hostage to run to the designated position; “Take Cover” sends them to the nearest viable cover to crouch and hold.
  • In co-op, the hostage responds to the last player who interacted with them, allowing for quick handoffs during contact.
  • Enemy count per map is set to a minimum of 10 and a maximum of 30 for balancing and to allow headroom for future civilian and hostage AI expansions.
  • Future expansion planned: maximum number of hostages per map will be increased.
💡 Extraction is currently playable on Airbase, Compound, Hospital, Small Town and Tanker.

Audio

Sound updates focus on foley, dialogue, and footstep volume increases, plus general bug fixes and a new finalized audio mix:

  • New Audio Mix setting: Headphones (calmer mix, optimized for headphone users). This replaces the “Experimental” setting. Change it in Settings › Audio.
  • Set footsteps and foley higher in the mix to address player feedback regarding difficulty hearing enemy movements. Also increased attenuation for these sounds.
  • Adjusted weapon and character foley based on character gear weight.
  • Added quick mission-specific dialogue from team handler “Forge” (e.g. mission-start dialogue when playing Intel Retrieval, Defuse etc.).
  • Various general bug fixes across audio systems (majority of remaining work outside mission-specific dialogue).

Character customization

New customization options for your character’s appearance are now available. Here are all the additions and changes:

New hairstyles (all female characters)
  • NEWCornrows Tight parallel braids along the scalp, tied up in a back bun.
New hairstyles (Male 01, 02, 04, 05 and 06)
  • NEWLong B A mid-length cut with wavy texture.
  • NEWSide Part A classic side-part cut with trim sides.
  • NEWSlick Back  Long hair slicked back at the top with skin-faded sides.
💡 Hairstyle "Long Cut" (Male 01, 02, 04, 05 and 06) was renamed to Long A.
💡 Hairstyle "Long Cut" (Male 03) was reassigned as Caesar Cut.
New facial hair
  • NEWCircle Beard A trimmed beard where the mustache connects with the chin hair.
  • NEWFull Beard A full, long beard the likes of which would make various fantasy characters jealous.
  • NEWGoatee Hair on the chin only.
  • NEWMustache Just a ‘stache. Is it classy? Is it creepy? Nobody knows.
💡 "Short Beard" was renamed to Stubble.

Inventory

The inventory has been updated with plenty of new firearms, weapon attachments, gear and outfit items. Man, customizing feels good.

New weapons
Primary weapons

  • NEW ShotgunsM500M500 Tactical Two configurations of the classic M500 pump-action shotgun. The “factory” M500 holds 5+1 rounds. The Tactical variant holds 7+1 rounds and is fitted with a top accessory rail for mounting optics, combat sights, and tactical furniture.
  • NEW Assault RifleAK-74 Very similar to (and an earlier version of) the AK-74M already in the game, but with “plum” polymer furniture and other small design differences.

  • NEW Assault RiflesAKS-74AKS-74 (Poly) These AK-74 variants use a side-folding metal stock. The (Poly) variant is fitted with polymer furniture instead of wood.

  • NEW Machine GunsRPKRPK-74 These Soviet automatic rifles are essentially heavier, longer, and higher-capacity AK rifles chambered in 7.62×39 mm and 5.45×39 mm, respectively. They have slightly higher muzzle velocities than regular AK rifles. Magazine capacity is 40 (RPK) and 45 (RPK-74) rounds.
Secondary weapons

  • NEW PistolMK3 This integrally suppressed handgun fires .22 LR rounds from a 10-round magazine. Though underpowered, it is the quietest weapon in the arsenal and a very efficient weapon for taking out sentries in controlled situations.
New attachments
  • NEW Sight › ScopeAN/PVS-17C MNS A standalone night vision scope that offers 4.5X magnification and a red dot aim point for quick target acquisition. MNS stands for Miniature Night Sight.
  • NEW Magazine/PouchRPK 40rd [7.62×39MM] The default RPK magazine holds 40 rounds and is also compatible with all 7.62 mm AK variants.
  • NEW Magazine/PouchRPK-74 45rd [5.45×39MM] The default RPK-74 magazine holds 45 rounds and is also compatible with all 5.45 mm AK variants.
  • NEW Magazine/PouchAK-74 30rd [5.45×39MM] (Plum) Similar to the AK-74 30rd [5.45×39MM] (Poly) in shape and material, this one is painted in a plum color and equipped by default on the AK-74. It is available for all 5.45×39 mm weapons.
  • NEW Magazine/PouchMK3 10rd [.22 LR] The default magazine for the new MK3 pistol. Hold 10 rounds of .22 LR ammunition.
  • NEW Rails & MountsRail Panel B This panel comes in 3 sizes (Long/Medium/Short) and will cover accessory rails in a similar fashion as the old Rail Panel (now renamed “Rail Panel A”). Comes in Black and FDE skins.
  • NEW Grips & SupportVertical Grip A The most ubiquitous vertical foregrips in US service is finally in GB and available in Black, FDE, Olive Drab and Tan. Its place of honor under the Vertical Grip A tag means we had to rearrange the names of the other two Vertical Grip (now B and C) attachments.
Rail Panel B and Vertical Grip A on the HK416 CQB.
Gear
  • You can now equip the chest rigs with soft armor underneath. These combos go by Chest Rig (JAC/Armor) and Chest Rig (MCR/Armor).
  • NEW HolsterLeg Shroud A single-strap + shroud solution for your holster, this “drop-leg” setup allows the sidearm to be worn lower on the hip.
💡 Platform "Bulletproof Vest" was renamed to Body Armor.
💡 The old "Holster" item was renamed to Belt Mount.
New outfit items
  • NEW MaskNeck Gaiter This item covers the operator from the neck to the nose. It is available in the same skins as the one-hole balaclavas.
  • NEW GlovesFingerless Gloves Just some cool-looking military gloves that only go up to the first knuckle of each finger. Available in Black, Coyote Brown, Olive Drab and OCP skins.
  • NEW TopsRugby ShirtRugby Shirt (Tucked) These breathable shirts were inspired by sportwears and adapted for military use; these have velcro on the shoulders to equip Patches. Available in OCP as well as various solid color skins including Navy and Red for the PvP-oriented.
  • NEW FootwearRunning Shoes These civilian sneakers are available in Blue and Gray skins.
  • All pants models have received a variant with external kneepads — look for Jeans (Pads), Tactical Pants (Pads) etc.
Rugby Shirt (Tucked), Fingerless Gloves, Leg Shroud, Combat Pants (Pads) and Running Shoes all displayed.
💡 The mesh (model geometry) for the female Jeans has been updated with a better fit.

Maps and environmental art

Several maps have been added, remade from scratch, overhauled and otherwise updated for both visuals (art) and gameplay (level design).

  • NEWBorder Set at (and around) a bridge checkpoint on the US–Mexico border, Border is a pure urban hellscape filled with alleys, derelict homes and commerce, a dirty canal, a small junkyard, a partially demolished road bridge, a deactivated multi-story public telecom building — which now serves as an outpost for the cartel that controls the severely impoverished Mexican town — and a lot of abandoned vehicles. As you might expect, Border will share a future hotspot with Ranch.
    Includes playable sub-map variants Bridge, Checkpoint, Construction and Telecom.

  • NEWOutpost Set in the mountains of northwest Pakistan, Outpost is built around an old fort perched on a ridge right along the Afghan border. Inside the stone walls you’ll find interconnected buildings, plenty of vantage points and tight passageways. Outside them, rugged terrain and sparse shrubs are about all the cover you’ll get crossing a large, exposed perimeter. For now, Outpost is only playable in Operation Gilded Arrow (available in Operations mode after finishing Operation Onyx Flame).

  • NEW/REMAKEAirbase Set in Libya and sharing a future hotspot with Power Station, Airbase is a full remake of John’s classic 747 map. It still portrays a small airport in the desert, but has had its boundaries slightly expanded and a considerable amount of infrastructure added to fit with our campaign mission’s story. These include a control tower, hangars, hardened aircraft shelters (HAS) and several other points of interest.

  • NEW/REMAKEHospital A complete remake of Run Down, this update was all about improving the close-quarters battle experience while giving players a more organic and intuitive structure to fight through. Among many other changes, the exterior areas have been opened up a bit to create more space and angles from which players can approach the central building — which has itself been transformed from an abandoned school into a deactivated hospital.
    Includes playable sub-map variants Barracks, Clinic and Garage.

  • OVERHAULCreek Set in the American south, Creek is a fortified militia camp rebuilt for both PvP and quick PvE missions only. The rework raises the mine entrance to a level plateau, rearranges buildings for clearer footprints, improves pathways for navigation, and replaces the large ruins with European-style structures that better fit the abandoned-settlement aesthetic. Now located west of a road with patrol cars blocking the north and south ends, players will be free to come up with their own lore.
  • LEVEL DESIGNTanker A helipad is now located in the middle of the compressors area (popularly known as the “valley”).
  • LEVEL DESIGNSmall Town Added cover on approach routes from spawn points and reworked some of the buildings’ structures (particularly rooftops and canopies).
  • LEVEL DESIGNRig Reworked the ballast interiors and added signage of various types to aid navigation.
  • LEVEL DESIGNThe Farm Now home to the new Ready Room and a living quarters area above it. These are located inside the large hangar east of the Shoothouse hangar. Exteriors have also been expanded slightly.
General environment art updates (visuals)

  • ARTCompound Improved lighting and vista visuals.
  • ARTStorage Facility Added foliage improvements, plus lighting and atmospherics updates.
  • ARTDepot Added foliage improvements, plus lighting and atmospherics updates.
  • ARTTanker Exterior received a lighting pass.
  • ARTSmall Town Updated lighting and atmospherics.
  • ARTDocks Enhanced lighting, atmospherics, and vista visuals; improved ocean rendering and particle effects.

Character art

  • The MENA and Western PMC enemy factions have received entirely new art assets to better match the visual quality of rest of the game, as well as to tie the factions together with the storylines.
💡 The names, motives and goals of each faction will be fully revealed in the campaign over the next few releases!
  • All playable characters have received tweaks to their gaze (to tone down the wide-eyed effect) and an upgrade to the rendering of skin and hair, with unique hair colors being attributed to each operator.
  • Player gear and outfit assets have all had their brightness levels adjusted (generally towards darker) to better match the environment and other assets. (Various weapons and attachments have received a similar treatment.)

General fixes

The following general bug fixes and stability improvements have been implemented:

  • We’ve updated the character collision capsule to prevent the camera from clipping into things.
  • Fixed flying ragdoll behavior when characters are killed. We do realize the John Woo enthusiasts among the community might consider this a downgrade.
  • Corrected replication scaling for VFX (gun smoke, spent casings) in PiP scopes, also resolving oversized 2D textures appearing in the sky.
  • Resolved VOIP crash that previously caused complete audio loss for players.
  • Cleaned up all invalid spawns — for both players and enemy units — across all missions following the migration to C++.
  • Fixed issues with rounds not successfully starting in online sessions.
  • Flashbangs no longer blind or deafen through walls.
  • The infamous weapon shake that would sometimes kick off after sprinting or crouching for extended periods has been addressed.

Credits

  • We’ve updated the game’s credits to account for all current and past collaborators and their contributions to GROUND BRANCH. Thank you all!

Known bugs & issues

These are some issues that weren’t identified in time for a fix. We’ll be addressing them ASAP.

  • Players may hear the wrong voice line play for success/defeat per team.
  • The hostage on Extraction may have difficulty traveling in a few places on Tanker. We’re working to address these nav path issues, but for now, if they ever get stuck you can re-route to a new pathway.
  • The hostage on Extraction may slow down when following the player. This is most prevalent when multiple players have interacted with the hostage. We’re working on splitting out their behavior logic to account for every interaction.
  • There are some animation issues we’re working on with the player weapon handling and locomotion.
  • We’re working on fixing issues with the head collision capsule to prevent players from still being able to see through walls in some edge-case scenarios.
  • We are aware of an extremely rare bug where a player joins an Operation that is in progress through a friend’s Steam list and it can cause an invalid player count status during the death sequence.

This has been Build Update #064!

… And that’s a wrap on today’s release notes!

Don’t forget to check out Intel Report #032 (our most recent dev blog from a couple weeks ago) if you missed it or need a refresh — it details our currently planned releases and their tentative release date ranges, which are summarized here:

Dates are tentative, but we’re on it.
We hope you enjoy V1.0 and are as excited about GROUND BRANCH’s future as we are!

As always, we’d like to thank everyone in the GB community for their support and encouragement over the years  — we wouldn’t have made it this far without you.

Alright, we’re off to play a little GROUND BRANCH now. See you in there!

Intel Report #032: Road to V1.0

Hey everyone,

Welcome back to another Intel Report. We know it’s been a minute, but the silence has been the sound of heads-down work. And this time we’re not just pulling back the curtain on a few previews. We’ve got a lot to discuss about the future of GROUND BRANCH.

After years of development, and a whole lot of invaluable feedback from you, we’re proud to announce that GROUND BRANCH V1.0 launches on July 16, 2026.

Yes, you read that right. We have a date.

This is the most significant milestone in the game’s history. V1.0 officially replaces the “V1036” label and brings improvements across AI, environments, visuals, animations, inventory, player interaction and overall immersion on the strongest foundation GROUND BRANCH has ever stood on.

So before we get into the roadmap and what comes next, let’s go over what you’ll actually be deploying with on day one.

What’s in V1.0

V1.0 is the culmination of everything we’ve been teasing across our Intel Reports, brought together into one release and polished for both solo and co-op play. Here’s the rundown on the latest developments since Intel Report #031, plus some important highlights.

The campaign returns: Operations and the Prologue

Many of you will remember Operations, the campaign structure we first demoed back in V1034. It was pulled temporarily for some much-needed retooling, and it’s making its return for V1.0. This isn’t a simple re-release of the “Silent Reach” demo, however. We’re introducing the Prologue, set in the new Northwest Pakistan hotspot, where you’ll play two new missions set two years before the main events of the campaign — a gentle on-ramp into the Operations gameplay loop.

The bigger shift: the story is now a central focus. Where the original vision had standalone hotspots with little connective tissue, we’ve put serious time into building a real narrative — a proper storyline with grounded characters and situations. We brought writer Scott Hamm aboard to set the stage and key characters, while our own Travis Rose continues to unfold the plot and develop the factions and operations.

💡  The Prologue also introduces a character who'll play a role in events further down the campaign.
💡  Expect the return of full briefings — this time with voice-overs — plus persistent progression.

For now, Operations will be available in lone-wolf and co-op only, with a proper friendly-AI system planned for Chapter 1 (more on chapters soon). As we keep refining the core mechanics, we’ll circle back and bring these early missions up to their best.

Outpost joins the map selection

A brand-new environment is almost done, and it’s the setting for the second mission of our Prologue: Outpost.

Set in the mountains of northwest Pakistan, Outpost is built around an old fort perched on a ridge right along the Afghan border. Inside the stone walls you’ll find interconnected buildings, plenty of vantage points and tight passageways. Outside them, rugged terrain and sparse shrubs are about all the cover you’ll get crossing a large, exposed perimeter.

Outpost joins Airbase (747 remake), Hospital (Rundown remake), Border and Creek (overhaul) as the additions for V1.0’s map selection.

The mountain overlooks a town from an earlier mission — and you can spot recent events playing out in the distance.
💡  Expect high-wind audio ambience that can mask your footsteps — and very lethal, long sightlines if you get caught in the open.
💡  At launch, Outpost is tied to the second Prologue mission only. It won't be available in quick missions or other modes just yet, but broader access is of course planned for a post-launch update.

Smarter, deadlier enemy AI

Our enemies have had substantial work done to their logic, and we continue to work under the hood to improve their overall decision making in combat. We’ve got Chris and Zachary locked in a room with the behavior trees working on the following:

  • Aim point now depends on skill level and visibility: By default, AI aim for the pelvis bone. However, if the body is behind cover and only the head is visible, the AI will switch to targeting the head instead of losing the target entirely. Higher skilled AI will aim for the chest or head by default.
  • Perception range and reaction speed have been adjusted: Maximum view distance increased from 100 meters to 200 meters. The rate at which the AI’s alertness builds has also been tweaked so that AI will avoid the old scenario of staring at a player and not reacting.
  • Suppression and damage response: The AI now react to being shot in an unaware state. Being hit sets a suppression value and location, causing flee behavior to trigger even when the AI cannot see or hear the attacker. This means if you miss that lethal shot the chances of the AI running to cover before you can finish the job.
  • Defender AI behavior added: Enemies in guard mode are now “defenders” tethered to their assigned guard point. They cannot move outside a set radius but will turn toward sounds, allowing them to hear you approaching and respond rather than standing frozen with their back turned. On maps like Hospital, previously RunDown, this means enemies hold their rooms and avoid lining up like a train to their death.
  • Guard point logic improved: AI now claim only one guard point at a time. If all guard points in a group are taken, remaining AI idle gracefully. Guard points are released whenever the AI changes state.
  • Morale and death awareness systems added: When AI witness another enemy die, they experience suppression and a morale drop. This means your combat actions have more of an effect on the overall enemy’s decision trees.
  • Retreat and flee behavior now depends on skill level: Higher-skilled AI stay in cover longer before breaking away from contact. Overall, enemies feel more resilient.
  • Under the hood: Behavior tree nodes are being moved from Blueprint to C++ for better performance and reliability.

Take a look at this quick demo on the overhauled Creek against enemies on “Trained” difficulty (hit reactions and the armor system are also visible):

💡 As mentioned in previous reports, all our enemy factions will also feature entirely new models and textures, as well as native-language voice lines.

Extrapolating on Extraction

In our last blog, we introduced the new quick mission Extraction, our PvE counterpart to the Hostage Rescue multiplayer mode. This week we’d like to go into more detail on how this mode plays, how it will be worked on in the future, and the underlying changes to AI to make some features also apply to HVTs (high-value targets) in our campaign.

In Extraction, players take on the role of the rescue team while the enemy AI hold onto a friendly hostage. The hostage is guarded by 2 captors — enemy AI whose sole purpose is to keep tabs on the prisoner. As the captor witnesses and hears combat, they will become agitated, depleting their morale meter as they go on. This meter does not refill and, if fully depleted, will result in an execution. (A demo of this behavior was previewed in Intel Report #031.)

💡 The maximum number of hostages per map will be expanded in the future.

Interacting with the hostage is currently handled through our command wheel: to free and begin leading them, simply follow the interaction prompt. While being led with the “Follow Me” command, the hostage will mirror the player’s speed and stance. When ordered to “Move To” they will always run to the position, while ordering them to “Take Cover” will send them to the nearest viable cover to crouch and hold. In co-op scenarios, the hostage will respect the last player to interact with them, allowing players to quickly take control in a situation where you end up in contact with the enemy.

Extraction has some changes from our other quick missions that are important to note. For one, the amount of enemies on the map has to be a minimum of 10 and a maximum of 30. This is for balancing purposes and gives us headroom in the future for civilian and hostage AI expansions.

We hope you look forward to giving it a try and sharing your feedback come release!

A new door interaction system

CQB is the heart of GROUND BRANCH, and V1.0 brings a smoother, more responsive door system without giving up an ounce of the realism you expect.

As covered last report, doors are getting locked-door support and the ability to breach them open with explosive charges or shots to the handle. Since then we’ve worked out a better door handling animation and set up simulated physics with the doors which will react to being pushed by characters.

New player locomotion

Mike has been busy. We’re completely overhauling the player movement set with fresh motion capture. Standing and crouched movement — walking, jogging, sprinting, strafing — is all being replaced, and the difference in fluidity is night and day. Take a look at these previews:

💡 Running (default Shift) now uses a more stable stride animation, allowing for dynamic room clearing that looks and feels much better.

We’ve retuned the speeds across every stance and reworked weapon handling to use more natural movement wobble and aiming sway patterns in place of the stiffer movement currently in V1035.

Bark at the moon

Returning in v1.0 is the moon phase feature that used to be part of our Advanced Time Menu. We’ve made it easier than ever to understand and control this system.

In quick missions you can now choose the moon phase directly from the Mission Parameters menu, giving you granular control of how bright or dark you want your nights to be.

💡 The moon now appropriately casts a shadow. Hiding in the shadows cast by the moon further conceals your position, making you nearly invisible to the enemy.

With a full moon, most of the map is illuminated — you are more exposed to the enemy in this state:

With a waxing crescent (below) or darker moon phases, you will be more concealed to the enemy, but your NVG will require an IR illuminator (available on the AN/PEQ-15 or similar modded attachment) to help illuminate dark spaces.

💡 We are currently experimenting with lowering the overall visibility of the enemy at night compared to previous versions. We hope this helps you feel like an extra spooky operator.
Gameplay, inventory, visuals and quality-of-life upgrades

As previewed in our recent reports, lots of other updates are taking place in most areas of the game. To recap and add a few points:

  • Several maps have had art updates to clean them up in preparation for release. One such map — Rig — has had some work done by Will. These include material and texture improvements, updates to the ballast tanks/leg interior, an optimization pass, adding railing covers, lighting and atmospherics, and adjusting the color palette to try and aid navigation.
  • The new armor system will give players enhanced survivability at the expense of stamina and a further challenge in multiplayer encounters, while hit reactions add another layer of immersion and complexity to combat by making it more difficult to return fire if targeted first.
  • In the locker room, players will have access to new gear (rugby shirts, fingerless gloves, rig/armor combos, kneepads, drop-leg holster…), weapons (RPK, M500, MK3…), attachments (new rail panels, grips) and new character appearance options (new hair and beard styles) to add even more operator and loadout variety.
  • A large number of textures and models have also been reworked for better visuals and lighting in our character and inventory assets.
  • We’ve raised the overall volume and increased the attenuation of footsteps and player foley. We’ve set them to be higher in the mix for now to address player feedback that they find it too hard to hear the enemy’s movements.
  • As amusing as the flying ragdolls were, they’ve sadly been fixed. It was fun while it lasted.
  • Replication of certain VFX like gun smoke and spent casings in PiP scopes will no longer render at a blown up scale on the maps. If you’ve ever seen a large 2D texture pop up in the sky and wondered “what was that?”… wonder no more!
  • The VOIP crash which used to cause player’s audio to complete disappear is resolved.
  • We have gone through all our missions and cleaned up invalid enemy spawns from the great migration to C++.
Some of the map art updates displayed on Rig

The new (or rather very old) AN/PVS-7 night vision system

What V1.0 actually means

Hitting V1.0 does not mean the end of development.

V1.0 is the milestone that says GROUND BRANCH has fulfilled its core promise — a fully functional, stable, content-rich tactical shooter with a campaign framework and mod support. Hitting that mark doesn’t close the book; it opens the next chapter. A great deal of what’s coming next is already mapped out — and that’s a roadmap of planned additions, not a list of things we’re scrambling to finish.

The road beyond V1.0

GROUND BRANCH V1.0 is the start of a process that runs all the way through the rest of 2026 and into 2027. Here’s where we’re headed.

💡 Though we're working extra hard to meet this schedule, please note that these dates are tentative.
July 2026: V1.0.0

Launch. Everything above, plus the base for multiplayer.

Summer 2026Winter 2026/2027: the campaign chapters

Following launch, we’ll roll out three new campaign chapters across updates V1.1.0, V1.1.1 and V1.1.2. Each chapter adds a new hotspot with 3–4 new missions, and every release keeps bringing new features, improvements and fixes alongside the story content.

💡 Every new hotspot also gets its own dedicated Ready Room, themed after the area.
V1.2.0: the Multiplayer Update

After Chapter 3 lands with V1.1.2, we’re planning a dedicated Multiplayer Update (V1.2.0) with a set of improvements, shipping alongside the new Mod Kit (SDK) updates for maps and missions.

💡 The Mod Kit will not be receiving updates until then.

That’s the shape of it: continued, planned expansion  of our gameplay, campaign chapters, the multiplayer update and Mod Kit, ongoing AI work, more maps, weapons and gear, and steady quality-of-life passes. We’ll have more detail to share on each of these in the months ahead.

Thank you

GROUND BRANCH wouldn’t be where it is without the dedication, feedback and support of this community. Every report, every discussion, every suggestion, every play session has helped shape the game into what it’s about to become.

On behalf of the entire team — thank you for being on this journey with us.

We look forward to deploying with you on July 16. See you on the ground.

This has been Intel Report #032!

As always, thanks for keeping up with GROUND BRANCH. Stay safe, and have a great rest of your week!

Intel Update #031: Road to V1036 (Pt. 3)

Hey there!

As the release draws nearer, we’re bringing you our final Intel Report for V1036. Historically, we’ve always released one build version at a time with a public test prior to pushing it to the main branch. However, this time we’d like to do things a bit differently: first off, we are internally past the V1036 build, completing our roadmap back in the beginning of this month. While we continue to polish the build internally, we began work on V1037 on the road to GROUND BRANCH V1.0.

Today we’ll be taking a closer look at more recent developments on the door lock and armor systems, the new Extraction mode, a couple of environmental overhauls, and miscellaneous visual upgrades for our characters. We’ll also be checking out the new MK3 pistol — a specialized handgun for stealth operations.

It’s been longer than usual since our last post, so we’ve made sure this one was a little meatier. Let’s get to it, shall we?

Armor system now functional

We gave you a quick peek at the early days of development for the armor system in Intel Report #029, explaining how we’re planning on having both “soft armor” (used in helmets and conventional body armor like our Bulletproof Vest) and “hard armor” (ballistic plates that go inside plate carriers such as the JPC or MPC) represented in the game.

We’ve also explained how armor will be able to take a certain amount of damage — depending on caliber, angle, location and number of shots etc. — before it is rendered useless.

With all of that in mind, we had to put it all together as a functional system in-game, and also come up with some type of user interface (UI) to display this information to players. Though the UI for displaying and adding armor in the customization screen is still being worked on, the in-game HUD is already in and working, as is the armor functionality itself for the most part.

The armor HUD is located right next to the Stance Indicator, in the bottom-right corner of the screen, and is comprised of a helmet icon (if a helmet is equipped), a body armor icon (if a bulletproof vest is equipped), and a group of plate icons (if a plate carrier with armor inserts is equipped):

Some plate carriers — such as the JPC — can only carry front and back plates, in which case the ‘L’ and ‘R’ side plate icons are hidden from the HUD.
💡 Minimal HUD enthusiasts will be able to hide the armor HUD in Settings › HUD › Show Armor.

Each icon has 3 possible statuses: intact (white), damaged (yellow and cracked), and broken (red and slashed across). Here they are in action:

Example #1: The player is being shot in the helmet with a pistol at close range. (In most cases, helmets can only stop a few pistol rounds at most.) Notice how the HUD icon for the helmet turns red and is slashed out — meaning it is now no longer effective and any new shots will pass through.
Example #2: The player is shot in the torso with a rifle while wearing a plate carrier. The front plate (represented by the plate icon with a ‘F’ on it) first becomes damaged (with the icon turning yellow and cracked) and is eventually broken (red/slashed out icon) by subsequent pistol shots. The next shot then hits the player, going through the torso and hitting the back plate (B).

And that’s what we have for you so far on the armor system! We hope to get the customization interface and other details rounded out in the upcoming weeks.

Also operational: door lock system

New to our upcoming release is the door lock system.

In our last post we told you about how regular doors will be breachable by destroying the door handle, while reinforced doors will require a breaching charge of some kind.

The logic for randomizing locked doors was done, but the door interactions were still in development. In this little demo below, we’re showcasing the actual interactions — shooting out the handle of a regular door vs. planting a breaching charge on a reinforced door — including the first version of the door interaction animation (currently using a generic “pick-up” animation), and even a sneak peek of the new locomotion and sway:

It’s a work in progress and we’re still figuring some things out but it’s all coming together, folks.

Extraction mode: creating AI captor and hostage logic

A new game mode coming to our next version, Extraction is what we’re dubbing the PvE version of Hostage Rescue.

Developing this mode has been a challenge due to the fact that an AI-controlled hostage requires a considerate amount of new logic and content to be created, from the hostage himself to the AI captor behavior. Chris has been tasked with these systems, with Mike providing new animations for the scenario.

Here’s one example of the current version in action:

So what is going on here? A hidden threat level for the captors raises in a similar way to alertness/detection: making noise, showing oneself and killing enemies in sight of the captors will increase the threat level.

As you probably guessed, once the threat level reaches the maximum threshold, captors will attempt to execute the hostage. Currently, there’s a 1-second grace period. Here’s how it goes down if you’re not fast enough:

Once freed, hostages can be controlled in the same fashion as the friendly AI in V1034, following orders such as “Fall In”, “Move To”, “Hold” and so on.

💡 The work done for Extraction amounts to more than just a standalone game mode — it will also be used for any campaign missions featuring hostages or prisoners that players can rescue or take into custody.

A peek into the new Ready Room

As part of a broader upgrade to training map The Farm, we have remade the Ready Room from the ground up. This facelift is part of our attempt to bring the overall visual identity and quality together.

The Ready Room is now cannonically located inside one of Camp Peary’s warehouses, and though the general layout remains similar, pretty much everything is brand-new. Here are the locker areas for the new Blue and Red sides:

💡 We wanted to make sure the new Blue and Red rooms feel unique and make it easier for players to tell which room they are in, hence the different styles.

Shooting ranges have now been set up with proper firing lanes, which also allow players to change the target’s distance:

The room flow has also been simplified to allow players to quickly see both room entrances from the spawn — we don’t wanna spoil that bit just yet, however.

Here’s a bonus shot of the Ops Room on Blue side:

Creek overhaul

As mentioned previously, wilderness map Creek has undergone a small overhaul.

In addition to generally polishing the map’s visuals (terrain, textures, assets etc.), Will established several goals for the rework: (1) raise the mine entrance area to a more level plateau in order to create a more defined area, (2) re-arrange buildings and landmark structures in a more inviting way while also better outlining their footprint, (3) make pathways a bit more obvious to improve navigation, and (4) replace the large ruins with European architecture with a more fitting structure, as well as making the surrounding area feel more like an abandoned settlement.

The map remains a fortified militia camp — just with nicer visuals and a more cohesive theme throughout.

💡 Set somewhere in the American south, Creek was originally devised as a PvP map by John but was later also set up for quick missions (PvE).

Now set west of a road with patrol cars blocking the north and south ends, players will be free to come up with their own lore for this map.

💡 Creek will not be part of the campaign, hence the less significant rework.

We hope you’ll enjoy this overhaul as much as we are!

MK3 integrally suppressed pistol

One interesting new piece of equipment coming to V1037 is the MK3 — an integrally suppressed pistol.

Chambered in .22 LR, the MK3 is considerably underpowered compared to 9 mm or .45 handguns. And with its single-file magazine, the capacity isn’t great either: only 10+1 rounds. So what’s the point of this gun? Well, its integrated suppressor is built to fire those underpowered rounds extremely quietly, making it an excellent tool for taking out sentries and doing other clandestine stuff without alerting every enemy in the area.

Pretty cool, huh?

💡 With its top-mounted rail, the MK3 is also one of the few pistols in the game that can attach a red dot sight. Neat!

Character visual upgrades and more

As part of a general cleanup of various materials for V1036, Will has taken a little time to enable and tweak subsurface scattering for our characters’ skins, as well as adding specular highlights to the eyeballs. Take a look at these comparisons:

He has also dialed in other values to make skin less reflective overall, while vastly improving how hair (and facial hair) is rendered:

Notice how the facial hair actually reflects the light now, appearing to have color and depth:

Another small tweak — this one courtesy of Pau — involved giving the player characters a slightly more determined/focused eye expression, toning down the wide-eyed effect. Some characters required a more noticeable adjustment than others, as this GIF shows:

Pau has also set new hair colors for each specific character, giving them some more personality and variety. Take a look at the new shades — and peep some of the new styles while you’re at it:

This has been Intel Report #031!

As always, thank you for keeping up with GROUND BRANCH’s development! We hope the scale of news and previews in this one makes up for the longer wait time.

See you on the next one!

Build Update #063: New V1035.2 Hotfix

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 hearingsmoke, 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

Intel Report #030: Road to V1036 (Pt. 2)

Hello!

We’re back with another Intel Report filled with dev news and sneak peeks for our upcoming release GROUND BRANCH V1036.

Today we’ll go over some details on new game systems and mechanics — including AI — as well as another map reveal, some brand-new character art for a new enemy faction, and finally some more player customization options. Let’s get to it.

Upcoming systems and mechanics

Though we aren’t able to do a proper visual showcase of these updates just yet, we thought it would be nice to take the time to talk about some of the changes and additions currently being worked on by our programmers for game systems and mechanics.

Here are some recent developments on the coding front:

AI

In V1036, we’ll be bringing significant improvements to enemy AI beyond new art assets.

💡 New dev team member Zachary Ledbetter is working on our enemy AI while Chris pivots over to focus on the friendly AI and Extraction (aka PvE Hostage Rescue — more on that soon!).
Grenades

In addition to AI grenade usage being reined in — no more spam, with better judgment on when and where to throw — enemies will also have a dedicated “flee” state when overwhelmed or suppressed, taking cover intelligently both indoors and outdoors. Smoke grenades are being more fluidly integrated into AI behavior, ensuring they’re thrown as enemies move into cover rather than awkwardly interrupting fleeing or other actions.

Awareness

The enemy AI is also being programmed to more contextually and accurately react to player presence, refraining from all rushing to the source of shots and instead holding position more often. This will allow their hearing detection range to be increased considerably, mitigating the now-common situation where enemies remain oblivious to firefights that are happening at pistol-shooting ranges.

Enemies will also react to being shot by suppressed weapons when far enough away for the shot itself to not be heard. Even if they don’t hear the shot, they will still run to cover and begin their cautious-and-alert logic trees, further improving our stealth gameplay to be more rewarding and less fish-in-the-barrel hunting.

A cartel member on upcoming map Border — new faction assets to be revealed in the future!
Coordination

Coordination between bots is also being improved in a few ways.

Dead bodies will no longer be repeatedly searched when discovered — once a fallen AI’s body is inspected, it is marked as “discovered” to all enemies. No more conga lines of first responders.

New to V1036 AI is also the ability to detect when lights have been disabled or shot out. An AI patrol will come out to inspect the breaker and turn it back on. If it’s been shot out, the patrol will alert and notify their allies as well.

Hit reactions

We’ll also be introducing hit reactions, i.e. flinching animations for when characters are shot but not killed — during which most actions (such as returning fire) will be interrupted.

In this first implementation, hit reactions will be 4-directional for upper body hits, with an additional animation for lower body hits. They will also be contextual, not necessarily happening with every shot, and depending on ballistics aspects such as caliber (larger rounds will be more likely to generate hit reactions than smaller ones).

Door locks and types

The long-awaited door lock system is finally making an appearance in our next release. How they work is simple: when a player goes to interact with the door, they will be given feedback if the door is locked. Regular doors will be breachable by destroying the door handle, while reinforced doors will require a larger breaching charge.

A key consideration in the design of our locked doors was to avoid players getting completely stuck on a map. Even if a player runs out of breaching tools, they can still shoot at the handle of regular doors with a regular firearm to break through, and buildings with reinforced doors will always allow at least one unlocked door to enter/exit from if no breaching charges or other explosives are available.

Our door system will allow mission designers to either set locked doors manually, or use a system to randomly lock a specified number of doors. Here’s a quick visualization in which the system is being told to lock 5 doors of a total of 10:

💡 We will continue to test and prototype the door system with our AI and tester feedback to the find the optimal amount of doors locked for our missions.

Remaking Rundown

Those of you following GROUND BRANCH for a while know that we’ve been overhauling John’s original maps over the years to update visuals, improve or expand layouts, and thematically integrate them with the campaign stories that are being worked on behind the scenes.

In our last Intel Report we showcased Airbase, a full remake of the 747 map, now set in Libya. This week we’re revealing Hospital, a complete rework of CQB favorite Rundown that is being helmed by level artist Elliot.

📋 A derelict Soviet-era hospital just over the Russian border now serves as a command center for PMCs.

The design philosophy behind the Rundown update was all about improving the close-quarters battle experience, while giving players a more organic and intuitive structure to fight through. To achieve that, we’ve opened up the exterior a bit to create more space and angles from which players can approach the central building — which has itself been transformed from an abandoned school into a deactivated hospital.

The first step in that transformation was moving away from the overused asset pack that so many games rely on for Soviet-style structures, so we built our own from the ground up. The surroundings now better reflect the campaign’s location and tie into the story far more cohesively than before.

The basement has been expanded into a fully fleshed-out play space, complete with multiple entry and exit points. Up top, the roof has been reworked into a viable defensive position, giving teams a solid foothold to hold and fight from. To help players keep their bearings, each floor now features a consistent wall paint scheme that makes it easier to tell what level you’re on. Elliot also introduced a clear visual distinction between the front and back of the building, making callouts and communication much more effective.

We’ve also given the garage some love — it now includes a playable second and third level, complete with windows that offer firing angles to defend the structure or provide overwatch for teammates pushing toward the hospital.

💡 Creek is also receiving an overhaul that we'll showcase in a future Intel Report (there's a small sneak peek further below!).

New enemy character assets

Another set of character assets that Pau has been working on more recently is a Western PMC faction, which will be known in the story as Citadel Research Group.

📋 Citadel Research Group is a risk management company that specializes in maritime security in and around the Arabian Sea and Persian Gulf. We will learn more about them in Operations mode.

As explained in Intel Report #029, Pau has been creating character assets for the enemy mobs over the last year (see the full post here for more details and previews). Much like the MENA faction from our last report, these assets can be mixed-and-matched to create more variety.

For these assets, we have also created a number of accessories that can be used to add visual interest to loadouts, like the carabiner, radio PTT and knife seen above.

💡 One idea we have for the future (post-V1036) is allowing players to add these types of small accessories as cosmetics to customize their platforms (helmets and vests).

Since a handful of these assets are unspecific (as in unmarked with the “Citadel” logo), they are also being used to compose a more generic militia faction that will be replacing the old “Riot” assets in non-campaign maps like City, Creek and Small Town. Here’s an example on the overhauled Creek map:

More customization

Though our next release is far from focused on cosmetics, character customization is always welcome in GROUND BRANCH and V1036 will be sure to deliver quite a few new items to the menu, ranging from character appearance to outfit variants.

Without getting into specifics too much (we like to keep a healthy level of suspense), we’ll be adding new hair and facial hair styles, kneepad variants for most pants, a new shirt type, a drop-leg holster, running shoes, fingerless gloves, and the neck gaiter, among other things. These conceptual shots by Rangda showcase some of the new cosmetics (and a few additions that aren’t purely cosmetic) in a sensual — but still classy — fashion:

💡 GROUND BRANCH V1036 will feature more than enough new weapons and attachments to keep the armory interesting as well. Stay tuned!

This has been Intel Report #030!

As always, thanks for making it to the end of the post and keeping up with GROUND BRANCH. We hope you enjoyed this dev blog, and we’ll have another one for you soon enough.

We’ll go back to getting this thing done now. Until next time!