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GROUND BRANCH similar games & best alternatives

GROUND BRANCH

PC (Microsoft Windows) • 2018

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Quick resume

From one of the developers behind the original Rainbow Six® and Ghost Recon® games, comes a thinking-man's first-person shooter featuring in-depth character and weapon customization. Take your time. Think ahead. Get the job done.

Global score

89/100

Genres

Action, Indie, Simulator, Early Access, Shooter, Tactical

Similar games

    Pros

    • Realistic tactical gameplay
    • Extensive weapon and gear customization
    • Strong cooperative multiplayer
    • Active developer support and updates
    • Immersive sound design

    Cons

    • Limited content and maps
    • Small player base
    • Ai behavior still needs improvement
    • Slow development pace
    • Some community toxicity reported

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have control over weapon upgrades, inventory management, and tactical combat decisions, allowing personal freedom in play style."

      Capsule for Resident Evil 4 (2005) Resident Evil 4 (2005)

      "Players have extensive freedom to customize weapons, gear, and playstyle with no progression locks, enabling personal control over actions and decisions."

    • Competence

      Game with the same Competence vibe

      4

      "The game demands skillful aiming, tactical movement, and situational awareness with a steep learning curve and high difficulty."

      Capsule for Bodycam Bodycam

      "The game demands skillful tactical movement, aiming, and coordination; mistakes are punished quickly, requiring effective play and learning."

    • Competition

      Game with the same Competition vibe

      2

      "Includes PvP modes and leaderboards, but main gameplay is largely cooperative or solo without heavy competitive pressure."

      Capsule for Dying Light Dying Light

      "Includes PvP modes and leaderboards, but many players focus on cooperative or solo tactical play rather than intense competition."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players report long playtimes, habitual engagement, and ongoing updates encouraging continued play."

      Capsule for SpellForce 3 Versus Edition SpellForce 3 Versus Edition

      "Many players report long playtimes and habitual engagement, with ongoing updates and community events encouraging continued play."

    • Cooperation

      Game with the same Cooperation vibe

      5

      "Strong emphasis on cooperative multiplayer with teamwork and strategic coordination among players."

      Capsule for Gloomhaven Gloomhaven

      "Strong emphasis on teamwork, communication, and coordinated tactics; multiplayer and co-op modes highlight cooperative play."

    • Creativity

      Game with the same Creativity vibe

      5

      "Extensive customization of characters, weapons, fighting styles, and accessories allows creative expression."

      Capsule for Way of the Samurai 4 Way of the Samurai 4

      "Highly detailed customization of weapons, gear, and operator loadouts allows creative expression and personal adaptation."

    • Domination

      Game with the same Domination vibe

      -3

      "Community values teamwork and mutual respect; some reports of toxic behavior but overall balanced interactions."

      Capsule for Arma 3 Arma 3

      "Community values teamwork and mutual respect; toxic behavior is reported but not dominant; shared decision-making is common."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as an immersive tactical experience and stress relief, escaping real life through intense gameplay."

      Capsule for Fast and Low Fast and Low

      "Players use the game as a realistic tactical simulation to immerse and escape from casual or arcade shooters, providing stress relief."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and passion for tactical realism rather than obligation or pressure."

      Capsule for Ready or Not Ready or Not

      "Players engage voluntarily out of personal interest and passion for tactical realism, not out of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Players experiment with different classes, weapons, gadgets, and strategies; game encourages trying new tactics and loadouts."

      Capsule for THE FINALS THE FINALS

      "Players experiment with weapon attachments, loadouts, and tactics; the game encourages trying new configurations and strategies."

    • Exploration

      Game with the same Exploration vibe

      2

      "Multiple maps and environments offer some exploration, though maps are relatively small and can become familiar quickly."

      Capsule for Feed and Grow: Fish Feed and Grow: Fish

      "Maps have some variability and randomization, but mostly known environments; exploration is present but not a core focus."

    • Expression

      Game with the same Expression vibe

      4

      "Robust character customization and modding enable personal expression through soldier appearance and gear."

      Capsule for XCOM® 2 XCOM® 2

      "Customization of character appearance and gear supports self-expression within realistic military aesthetics."

    • Fantasy

      Game with the same Fantasy vibe

      -4

      "The game emphasizes realistic tactical scenarios and authentic military operations rather than imaginative or fictional fantasy."

      Capsule for Tom Clancy's Rainbow Six® 3 Gold Tom Clancy's Rainbow Six® 3 Gold

      "The game emphasizes realistic modern military scenarios, weapon handling, and tactical engagements without fantasy elements."

    • Fellowship

      Game with the same Fellowship vibe

      4

      "Community interaction and group identity are important; players enjoy socializing and playing with friends."

      Capsule for Dungeon Defenders II Dungeon Defenders II

      "Players often form communities and teams, with social interaction and shared identity important in multiplayer."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop tactical skills, weapon knowledge, and game mastery through learning and progression."

      Capsule for Incursion Red River Incursion Red River

      "Players develop tactical skills, weapon mastery, and teamwork over time; learning is encouraged though no formal progression."

    • Health

      Game with the same Health vibe

      -4

      "Primarily a sedentary gaming experience with no physical activity or health-related mechanics."

      Capsule for Charlie Murder Charlie Murder

      "Primarily a sedentary gaming experience with no physical activity or health-related mechanics."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and tactical decision-making; not designed for passive or background play."

      Capsule for Dustwind Dustwind

      "Requires focused attention and tactical engagement; not designed for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      2

      "Social interactions occur mainly in cooperative team settings; some emotional connection through shared experiences."

      Capsule for Alien Swarm: Reactive Drop Alien Swarm: Reactive Drop

      "Social interactions occur mainly in team contexts; some friendly communication but limited close emotional connections."

    • Leadership

      Game with the same Leadership vibe

      3

      "Some players take leadership roles in coordinating team strategies and guiding teammates."

      Capsule for Perfect Heist 2 Perfect Heist 2

      "Team coordination and leadership roles are important for success; players often guide group tactics and decisions."

    • Progression

      Game with the same Progression vibe

      -4

      "No leveling, unlocks, or item progression; all classes and weapons available from start."

      Capsule for Pirates Vikings & Knights II Pirates Vikings & Knights II

      "No unlocks or grinding; all weapons and gear are available from the start, maintaining a static resource state."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "The game balances challenge and flow; some players find it relaxing while others find it tense and demanding."

      Capsule for Orcs Must Die! Deathtrap Orcs Must Die! Deathtrap

      "The game balances tension and flow; it is tense and challenging but also described as oddly relaxing and satisfying."

    • Sensation

      Game with the same Sensation vibe

      3

      "Gunplay and sound design provide satisfying sensory feedback; visuals are adequate but not high-end; gameplay is engaging."

      Capsule for Hellbreach: Vegas Hellbreach: Vegas

      "Sound design and gunplay provide satisfying sensory feedback; graphics are decent but not the main sensory focus."

    • Status

      Game with the same Status vibe

      -3

      "Recognition is mostly within niche communities; the game lacks broad social status or popularity mechanisms."

      Capsule for Making History: The Great War Making History: The Great War

      "Recognition is mostly within niche communities; the game lacks broad social status or popularity mechanisms."

    • Story

      Game with the same Story vibe

      -4

      "No narrative or story mode; gameplay is context-free and focused on battles."

      Capsule for Stickman Trenches Stickman Trenches

      "No narrative or story mode; gameplay is context-free tactical engagements without overarching plots."

    • Strategy

      Game with the same Strategy vibe

      5

      "Heavy emphasis on tactical planning, communication, and problem solving in combat."

      Capsule for Six Days in Fallujah Six Days in Fallujah

      "Strong emphasis on planning, tactical movement, communication, and problem solving in combat scenarios."

    • Thrill

      Game with the same Thrill vibe

      3

      "Gameplay includes suspenseful stealth and combat moments, providing excitement and tension relief."

      Capsule for 近畿霊務局 - Kinki Spiritual Affairs Bureau 近畿霊務局 - Kinki Spiritual Affairs Bureau

      "Gameplay involves suspense and tension from realistic combat and stealth, providing thrilling moments."

    • Value

      Game with the same Value vibe

      3

      "Players feel the game offers good value for price given its depth and ongoing development."

      Capsule for Tank Squad Tank Squad

      "Players perceive good value for price given the depth, realism, and ongoing development despite limited content."

    • Violence

      Game with the same Violence vibe

      4

      "Combat and shooting are central, with emphasis on defeating enemies and tactical gunplay."

      Capsule for Tom Clancy’s The Division® 2 Tom Clancy’s The Division® 2

      "Combat and lethal engagements are central; kills are quick and realistic, emphasizing violent tactical action."

    • Survival

      Game with the same Survival vibe

      4

      "Players must avoid failure and death through careful resource and tactical management in high-risk environments."

      Capsule for Alpha Response Alpha Response

      "Players must avoid death and failure through careful tactics and resource management; high-risk gameplay."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Competition, Fellowship, Domination, Status. It leans lower than usual among comparable games on Progression, Fantasy, Status.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026