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Steam News · Aug 25
Here’s another little hotfix to continue our pass on performance and general bug-fixing: Rebalanced AI difficulty settings (Untrained through Veteran) to offer a better experience.Adjusted sway, recovery, and exhaustion systems to work together. Players should see a noticeable improvement in weapon sway when not jumping or sprinting.Further optimizations for map Outpost.Set default value for PIP S...
Steam News · Jul 31
Just a small patch to address some more issues: 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 no...
Steam News · Jul 30
Hey, everyone. We got another hotfix for ya — keep the feedback and reports coming! ✅ 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 NPC...
Steam News · Jul 23
We just released a hotfix patch to address some of the more urgent issues in the launch build. 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 g...
Steam News · Jul 16
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 ...
Steam News · Jun 30
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 launc...
Steam News · Apr 16
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 con...
Steam News · Mar 18
This is a small patch to address various issues introduced in V1035. Fixed T-posing after picking up a shotgun shell from the groundFixes for AI hearing, smoke, and flee logicTheir hearing has been restored, which fixes an issue with them not reacting to gunshots in some scenariosAI will no longer freeze on the smoke logic tree which can cause an issue where they get stuck with a grenade outTheir ...
Steam News · Mar 12
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 Thou...
Steam News · Feb 19
Hello, everyone! We're back with our Intel Reports, this time as we make our way to GROUND BRANCH V1036. On the road to our next major release we'll be trying to do these dev blogs more often, as our schedules permit. We don't want to take too much time away from development, and these posts can be a lot of work. So, in order for them to happen more frequently, we'll have to keep them a little sho...