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A 2.5D pixel art tactical RPG that traces back to Shining Force rather than Fire Emblem. Fifteen recruits, bonds that unlock joint attacks.

A Rainbow Six veteran spent eight years resurrecting the slow, merciless tactical shooter we thought was dead. Ground Branch 1.0 is rough, demanding, and exactly what we hoped for.
Alexandrosse
InsertCoins.press Score
7/10
Verdict
Recommended
You have to remember what Rainbow Six was before it became a hero shooter of operators and cosmetics. A game where you planned an assault on a map, where a single bullet killed, where you advanced heart pounding down a corridor praying not to miss the first shot. That Rainbow Six, the one from Rogue Spear, has been gone for twenty years. Ground Branch is the dogged attempt, led by one of its creators, to bring it back from the dead. And after eight years of early access, this 1.0 version proves the bet was worth it.

Ground Branch is a tactical realism FPS developed by BlackFoot Studios and published by MicroProse, leaving early access for a full 1.0 version this 16 July 2026 on PC, after eight years spent refining itself. Its selling point is a pedigree: the studio is led by one of the original developers of the first Rainbow Six and Ghost Recon games, the ones who defined the tactical genre before it drifted toward mainstream action. Ground Branch presents itself plainly as a shooter for the brain rather than the reflexes, summed up by its motto: take your time, think ahead, get the job done.
Everything in Ground Branch is designed to slow you down, and that's a compliment. Here, you don't sprint into a room, you clear it as a team, angle by angle, communicating. A single bullet can drop you, the enemy shoots as fast and as accurately as you, and the slightest recklessness is paid for with dry death, no respawn, no second chance in the round. That lethality changes absolutely everything: it turns every move into a decision, every corner into a threat, every second into tension. You progress with a tense finger, ears straining, and the satisfaction of an objective met without a loss is incomparable.
The game pushes that demand into its customization too, of rare depth. You configure your character and above all your weaponry in the smallest detail, each accessory, each optic, each loadout weighing in the field. This isn't cosmetic customization, it's tactical preparation: you build the tool suited to the mission you're about to run. That freedom, coupled with an AI that forgives nothing, places Ground Branch in a category almost no one occupies anymore, that of the pure, hard military infiltration simulator, with no concession to modern comfort.
This 1.0 version isn't just a stamp laid on eight years of development, it brings structuring content. The big addition is the return of Operations, the game's campaign framework, accompanied by a brand-new Prologue set in the mountains of northwest Pakistan. It's a direct answer to the main criticism leveled at the game for years: its lack of structured solo content and direction. At last, Ground Branch offers something other than a string of skirmishes, a narrative and progressive skeleton that gives a purpose to all that tactical mastery.
The rest of the update polishes what needed it: AI, environments, animations, inventory and interaction systems, everything that contributes to immersion has been reworked. The studio is clear on one point: this 1.0 isn't a finish line but the start of a new phase, with substantial updates planned into 2027. So you're holding a solid base, the best the game has ever had, with the credible promise it will keep growing. For a project that took eight years to mature, it's a reassuring launch.

You should still be warned: Ground Branch remains a niche game, rough, and sometimes dated in its execution. Eight years of early access haven't smoothed away all the rough edges of an ambitious independent production. The AI, though improved, keeps erratic behaviors, some animations betray the limited budget, and the whole thing lacks the polish of a big production. Anyone coming for the spectacular staging of a Call of Duty or the comfort of a modern Rainbow Six will be thrown by this functional austerity that favors simulation over spectacle.
The other barrier is the demand itself. Ground Branch makes no effort to seduce the hurried or casual player. Its learning curve is steep, its lethality can be discouraging, and it's savored above all in a coordinated team, which supposes finding partners up to the task. It's a game you have to earn and that owns not being for everyone. But it's precisely that intransigence that makes its value, and that the genre so badly missed.

So, did the Rainbow Six veterans manage to rekindle our hope? The answer is yes, frankly. Ground Branch is living proof that the slow, lethal, cerebral tactical shooter isn't dead, that it was just waiting for someone stubborn enough to resurrect it. Its merciless lethality, its insanely deep customization and the return of Operations make it the worthy heir of the Rogue Spears and original Ghost Recons, the ones the industry abandoned to chase the mainstream. For the pure-tactics lover, it's a small resurrection.
You just have to accept it with its flaws: it's a niche game, rough, demanding, that will never have the polish of the mastodons. But that's precisely what we asked of it. Where Ubisoft turned its license into an operator circus, a small studio led by a company alumnus spent eight years staying faithful to a vision. Ground Branch isn't perfect, but it rekindles a flame we thought extinguished, and for that alone, it deserves a bow.
The hardcore tactical shooter we no longer hoped for, doggedly resurrected by a Rainbow Six veteran: rough and demanding, but faithful to a vision the industry had betrayed.
Strengths:
Weaknesses:
Tested on PC.
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