Scopey

Intel Update #010: First V1033 Previews + SALE! GB is 40% OFF

What’s up, everyone?

It’s been a hot minute since our last Intel Update, and although we have been patching V1032 for a while now, work on upcoming release V1033 has been ongoing for several months behind the curtains. Before we start teasing the goods, however, we need to talk about a couple things:

🔥 Summer Sale: GROUND BRANCH is 40% OFF until July 7th!

That’s right! GROUND BRANCH is currently a whole 40% OFF, which we think is a pretty dang good deal and our highest discount yet.

You can grab your discount copy directly on Steam, or you can…

❤️ CONSIDER BUYING DIRECTLY FROM OUR STORE

Buying the game from our Store ensures that we get the full cut of the purchase, as opposed to Valve taking 30%.

💰 Use code  GBSUMMER  at the checkout to apply the 40% discount.

Please note the GB Store has no regional pricing — it can only use the base USD price tag!

You have exactly 2 weeks (until July 7th) to think about it or get that one friend (you know the one) to pull the trigger on this fantastic opportunity. Let’s get the word out and make sure to welcome the new players in!

We’re hiring: VFX Artist wanted for particle effects

This one is for any industry pros that might be lurking: BlackFoot Studios is looking for a VFX Artist to create awesome, realistic particle effects in GROUND BRANCH. For more details, click here.

Also, the Senior Gameplay Engineer/Developer position is still open. So if you know any Unreal Engine & C++ wizards out there (or happen to be one yourself), get in touch! Full job details right here.

So how’s V1033 coming along?

That’s what most of you are here for, so let’s move on to those sneak peeks we promised. Here are some of the exciting things currently under development.

New sky and weather system

GROUND BRANCH V1033 is being setup with a new system that allows for dynamic sky and weather effects, which means clouds, the moon and stars will be making a return.

You like this sky? Kinda makes you feel like operating. I kinda feel like operating right now *tears away civilian clothes*

We’re still assessing performance, but if it proves to work well, we may soon also be able to choose not just the time of day, but also whether the sky is clear, cloudy or overcast; whether there’s a moon out at night or not; and even if it’s rainy or foggy. The whole system is also being rigged up to inform the player of lighting and visibility conditions, as well as to allow a specific mission date to be set in order to emulate the real-life weather conditions of a certain area (where the map is set) at a given time.

This early prototype for the more advanced settings should give you an idea of the depth of the new system:

Although we are not yet sure how many of these options will be available to players (at least initially) nor exactly how it will all be displayed, the back-end to support it is already in place. Just keep in mind that it’s early days, and if the plugin’s performance hit during regular gameplay is too big, then we might need to pull it until we can make it all play nice.

Updated night vision effects + incoming GPNVG-18

One of the most requested items in GROUND BRANCH history — the famous (and sometimes infamous, particularly if you ask a GB dev) GPNVG-18 “quad NODs” panoramic night vision goggles — is finally making its way into the game, along with a number of enhancements to the overall night vision and IR laser effects.

Among the improvements, you may notice how the goggles take up a larger portion of the screen. Instead of simply expanding the NVG overlay mask, which would grant players an unrealistically wide field of view, this was done by switching the FOV (that is, by “zooming in”) in order to make the realistic field of view display at a larger size. This effect will likely be made optional as it might disorient some players.

Have a quick demo video (remember it’s all WIP!) from Fatmarrow to see it in action:

As you may be able to spot in the video: the noise speckle effect has being reworked; mask movement and lens shading have been added to give the camera a more natural feel; and the goggles now appear to bounce when running/sprinting (this will definitely be tweaked/toned down). The goggles are also using a white phosphor overlay, which will be available on the dual-tube NVG too (as will green be available on the GPNVG-18), and the IR laser has also received an update.

What do you think of these updates so far? Let us know in the comments!

Patches, but not the kind we had a bunch of for V1032

We’re talking velcro patches that you can place on your character’s shoulders, headgear and (eventually) vests. Like so:

Full-color US flag patch on ball cap

Patches will be making a comeback from the pre-Early Access days, and they should not only make customization more fun and authentic, but also start making IFF a little easier.

Another cool feature of patches will be a tint selection: in addition to the full-color version of each patch, 3 types of subdued tints — tan, green and grayscale — will also be available for those who don’t want no flashy colors spoiling their drip. Or their camo, sure.

Patches may not be the only new stuff in this image; note the subdued (grayscale) US flag patch on the helmet and left shoulder

Weapons

You have probably already spotted the MK17 SCAR-H in one of the screenshots above, so that cat is out of the bag. Modeled by the talented Cody Cudmore (aka ParallaxGameStudios), the MK17 will initially come in two versions: “CQC” (with the shorter 13-inch barrel) and “DMR” (with the standard 16-inch barrel and Midwest Industries handguard rail extension).

Ground Branch - MK17 MOD0

Cody has modelled several extra parts, however, that will be available when the ability to swap stocks, handguards and barrels is implemented. You can see most of the parts (along with some beautiful renders of the new MK17) in his ArtStation page.

Other upcoming weapon updates

Several of Cody’s models are being continually upgraded, so expect remasters of various attachments (including the AN/PEQ-15 and optics like the PRO, RMR, AccuPower and more) to have made their way into the game by the time V1033 hits.

Another new asset you may have spotted earlier is the new M1911A1 by Bakr Asaad aka Raider3D:

This modernized M1911A1 features a Picatinny rail for lights and lasers and a threaded barrel for suppressors, as well as 8-round and 10-round magazines. Aesthetically, it combines elements of various iconic 1911-style pistols used by American SOF over the last couple decades, retaining much of its classic look.

The update will also include plenty of AK-74 and AK-105 platforms (both with and without Zenitco parts), new SVDs, a PMM pistol, the suppressor for the MK46 machine gun… But hang in there, we’ll be unveiling more of these in the future.

Characters

As those spoilery screenshots earlier showed, character assets will be getting some new additions as well. Namely, we’ll be adding a new character head, and beards will finally make their comeback. That’s not all, but since we’re not sure at this time just how much will make it to V1033, we kindly request that all readers exercise caution with their hype levels.

Let’s take a look:

Male 05 render, with and without beard
Hairstyles fit for each character, including headwear versions of the longer styles (to reduce clipping)

Hair color selection may not make it to V1033, but the assets have all been created to allow it once we get the functionality in.

Lastly for the character art department, another commonly requested item since V1032 has been tucked-in tops. Pau Peñalver is making the adjustments, and we’ll see how they end up in the game as far as selection goes.

Some shirts just look a little off when untucked, so we’re working on tucked-in versions

Audio and animations

Among other things that we’ll be discussing in a later update, Mikson and Mike have been busy getting the new weapons to sound and move nicely, respectively.

Mik has also been working on environment-specific “tails”, which refers to how the gunshot sounds reverberate differently depending on the type of environment. So in addition to sounding different depending on whether you’re outdoors, in a small room or a larger room, shots in V1033 will have distinctive tails for urban, marine and generic outdoors, with the possibility of a woodland-area tail in the future too. Here’s a little demo:

New unsuppressed gunshot SFX for the MPX, 5.45 mm AK platforms and other weapons will also be in the update.

Other developments

This is it for today’s Intel Update, but before we sign off: we are also working on AI features, modding, map updates, a new map and game modes for V1033 that we’ll be showcasing at a later date.

Thanks for reading, and stay tuned!

Build Update #039: V1032 Hotfix #3

Build ID: 8801352 (Client) / 8801378 (Dedicated Server)
Download size: 68 MB (Client) / 35 MB (Dedicated Server)

Another small patch for V1032 is out — and unless a game-breaking issue comes up, we’re officially moving on to work exclusively on future release V1033, which we hope to start showcasing soon!

Here’s the list of fixes and changes:

  • Fixed a couple of potential crashes
  • Fixed untextured door debris (from grenades and breaching charges)
  • Fixed issues relating to item pick-ups between multiple clients
  • Fixed Rangefinder crash due to it getting into a weird back/forth infinite loop when aimed at characters
  • Several under-the-hood changes to better support the fixes above

Build Update #037: Another Hotfix

Build ID: 8704907 (Client) / 8704918 (Dedicated Server)
Download size: 57.3 MB (Client) / 28.3 MB (Dedicated Server)

Another week, another attempt at wrapping up V1032 for good. Here’s the change list:

  • Fixed several causes of crashes — sorry about those!
  • Fixed built-in iron sights on various weapons not working or otherwise not interfacing correctly with placed iron sights
  • Fixed M17 pistol missing rear sight texture
  • Fixed apparent shifting of the firearm when crouching/leaning
  • Fixed (hopefully) zeroing issues that resulted in weird offsets, stretched necks etc.
  • General update to sight line system
  • General fixes to inventory system
  • Updated item LOD handling, fixing issue with G33 Magnifier
  • Updated kit parsing logic to fix issues with Main Menu screen characters kits, AI bot kits and others
  • Updated MK46‘s OnEmptyShot event to call parent version of event — fixes the MK46 not using the gradual dry-fire animation
  • Corrected material index used for reticle in Micro T-1
  • Updated passthrough widget material to be less washed out (hopefully)
  • Updated GBGameState to allow for easily debugging MOTD in-editor via GB.DebugServerMOTD console variable
  • Added confirmation dialogue before displaying web-based server MOTD: now recommends only allowing images from trusted websites
  • Server Info whiteboard:
    • Updated display settings to auto-scale to fit
    • Updated size and placement to prevent white border
    • Updated blueprint to fall back to displaying servername and motd URL if a web-based MOTD was denied earlier and remembered
  • Made firing and pump animation two deliberate motions by adding slight delay before calling the pump animation
  • Updated Tablet item to better handle laptop interactions (putting Tablet away and switching back) in Intel Retrieval mode
  • Fixed bug in spawn-finding algorithm for Deathmatch (was using wrong TeamID, so not finding spawns as far as possible from other players)
  • Disabled debug strings related to trigger pull failing

Build Update #036: Patch V1032.2

Build ID: 8622958 (Client) / 8622968 MB (Dedicated Server)
Download size: 82 MB (Client) / 46 MB (Dedicated Server)
IMPORTANT: CLEAR YOUR OLD FILES

We generally recommend players to delete all contents in the following locations (copy-paste the path into your File Explorer address bar and hit Enter):

   1️⃣ %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor
   2️⃣ Documents\GroundBranch

⚠️ Not doing so may cause various asset and input issues in your game.

Patch V1032.2 is now available!

This is expected to be the last patch for V1032, after which — if nothing game-breaking comes up — we will be fully shifting to work on the V1033 release.

Here’s the full change list with all of the fixes and tweaks:

DevTest changes

If you have played the latest DevTest build (shared about a week ago with our Discord community), these changes will not be new for you:

  • Updated stride length calculation to fix “dip” when moving
  • Big restructuring of inventory item system (in particular replication) with the aim of fixing a wide range of online kit bugs
  • Lots of changes behind the scenes as a consequence of the above
  • Miscellaneous bug fixes identified during the course of the restructuring
  • Dragging-and-dropping attachments will now copy the skin for the attaching item from whatever you are dragging it onto, if possible
  • Updated inventory bar to equip a rifle on single press if hands are empty and there is a rifle on left/right shoulder, but not slung from chest
  • Updated platform system to make sure a single dump pouch is added to the players inventory (attaches to belt or platform, whichever is found first)
  • Made sure newly spawned mag/round for AI is added to their inventory
  • Fixed right elbow while sprinting with tablet/grenade
  • Fixed skin not being applied when selecting item without customizing it
  • Fixed magnifier having no sight picture when swapping from offset sight back to it
  • Fixed zoom in/out input staying active even when not looking down sightline with magnifier
  • Restructured night vision handling (local and spectator)
  • Tablet (map) now fills screen fully when equipped — the camera automatically adjusts and zooms in on it
  • Small update to ladder handling code so ladders should work a bit better
  • Server Browser now obscures passwords in the text input dialog
  • Fixed item not being brought up upon entering play unless it was already equipped in the Ready Room prior to leaving it
  • Tweaked position of display mag info notifier in mag check widget
  • Fixed iron sights validity check
  • Fixed issues related to the input sensitivity value not being set back to zero
  • Fixed cheap wooden doors on Compound having no collision

Post-DevTest changes

This is the list of changes made after DevTest was released, based on reports and feedback:

    • G33 Magnifier collision fixed to allow flipping up/down when in use or when not ADS
    • The magnifier is now also flipped up in the weapon customization screen to make it more intuitive to interface with other attachments
    • Updated weapon attachment placement to allow shape components to be used as well as static or skeletal meshes
    • Updated tan G33 to use the correct skin
    • Hopefully fixed issue with server details going out of scope
    • Fixed (new) issue with trigger not firing correctly and not being able to shoot when crouched
    • Updated platform to add/remove/reattach dump pouch as required
  • Changed iron sights handling to deactivate all front sight posts by default and do some general fixes
  • Corrected box collision used on some dropped mags
  • Fixed PIP scopes not having screen space ambient occlusion (SSAO) and screen space reflections (SSR)
  • Set all exterior lights in City to only be on at night (was causing slowdown at dawn/dusk due to to many lights being active)
  • Tweaked Tablet to not fully fill screen when zoomed, for a bit of peripheral vision
  • Fixed ammo check and fire selector HUD elements showing up for listen server host as well as client
📢 This has been BUILD UPDATE #036!
Thanks to all of the public DevTesters for helping us get this patch squared away!

Provided this patch holds up, development will soon fully shift to V1033, and we'll soon start gathering some very exciting previews to showcase. Stay tuned!

NOW HIRING: Senior Gameplay Engineer for GROUND BRANCH (UE4/UE5, C++)

WANTED: Senior Gameplay Engineer/Developer

CORE REQUIREMENTS
• UE4/UE5 Blueprint and C/C++ knowledge
• Great communication and teamwork
• Ability to work remotely (capable PC and internet connection)

PLUSES
+ Demonstrable (2+ years) experience in a shipped title or advanced mod
+ Experience/knowledge in AI development
+ A genuine interest in GROUND BRANCH or hardcore/old-school tactical shooters in general

THINK YOU'RE A GOOD MATCH?
Email us at jobs@blackfootstudios.com with your application and CV/portfolio!

BlackFoot Studios is seeking a Senior Gameplay Engineer to join our small, dedicated, remote team for the development of GROUND BRANCH, currently on Steam Early Access.

You will be working in areas like gameplay, AI and tools while supporting audio, animation, design and other areas as required. Core responsibilities also include engine technology and build systems.

The ideal candidate will possess good problem-solving skills, the ability to work well with others, and a passion for making unique, high-quality games.

Perks

  • Flexible hours: Availability and consistency matter, but getting things done is what’s most important to us.
  • Work from home: As a remote team from all over the globe, we all work from the comfort and safety of our homes.
  • Industry experience and visibility: The latest version of GROUND BRANCH has been singled out for acclaim in the tactical shooter world — help us make it even better.

Responsibilities

  • Create and implement new features within Unreal Engine 4/5
  • Create, iterate on, and debug gameplay systems
  • Ensure newly developed engine systems are maintained for code cleanliness, performance, and extensibility

Requirements

  • At least 2 years professional experience working on modern game engines
  • A strong passion for FPS (first-person shooter) game development
  • Proficiency in C/C++ and UE4/UE5 Blueprints
  • Good communication skills, both verbal and written
  • Ability to efficiently work remotely (capable PC and internet connection)
  • A willingness to work on a wide variety of systems and learn new things

Preferences/pluses

  • Unreal Engine 4/5 development experience
  • Worked on at least 1 shipped title
  • Previous work on multiplayer FPS games
  • Lua knowledge

Application

Please send your application to ✉️ jobs@blackfootstudios.com with your CV/portfolio and anything else we might want to know about you.