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About GROUND BRANCH
Ground Branch puts you in the elite paramilitary arm of the CIA’s Special Activities Center, tasking you with deniable operations worldwide. The game stresses tactical realism and unforgiving decision‑making.
Built on Unreal Engine 4, it features a minimal HUD, realistic ballistics, extensive loadout customization, and both cooperative and competitive multiplayer modes for up to eight players. All tools are provided from the start, with no unlocks or microtransactions.
01 / THE GUIDE
True First‑Person System
The camera aligns with the character’s eyes, so what you see matches the avatar’s exact position in the world.
Bullets fire from the weapon’s muzzle, and even a foot sticking out of cover can be seen and shot if unobstructed.
- Check cover edges before peeking to avoid accidental exposure.
- Use optional HUD elements only when essential.
02 / THE GUIDE
Unprecedented Customization
Players can design gear, appearance, vest layout, and weapon attachments without preset kits, placing each pouch and optic where desired.
Loadout weight influences stamina; heavy equipment slows movement, and improper scope placement reduces sight picture, especially in close quarters.
- Balance weapon length with mission type to prevent collision.
- Place optics at a comfortable distance to keep a clear sight picture.

03 / THE GUIDE
Multiplayer Ready Room
The Ready Room acts as a physical lobby where teams review each other's loadouts, test weapons on a range, and plan insertion points.
Full dedicated server support lets any player host matches, and unit patches can be attached to sleeves and gear for visual identification.
- Use the range to verify that attachments function as expected before a match.
- Coordinate insertion points early to streamline the approach.
04 / THE GUIDE
Movement & Weapon Handling
Standing, crouching, and prone stances each have multiple movement speeds, allowing players to adjust pace for tactical positioning.
Additional postures include low‑ and high‑ready, leaning, free‑look, and customizable free‑aim dead zones with precise separate sensitivity sliders.
- Experiment with stance speed settings to find a balance between speed and stability.
- Adjust free‑aim dead zones to match personal comfort.
05 / THE GUIDE
Campaign & Mission Design
The campaign delivers smaller, localized mission sets around global hotspots, offering multiple entry points and open‑ended outcomes.
Enemies spawn at mission start with random quantities and locations; map details like doors may change between rounds.
- Observe initial enemy placement to plan early routes.
- Check door and window states each round for new tactical options.





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