Black One Blood Brothers on Steam - User reviews, Price & Information

Quick menu

Black One Blood Brothers is a tactical military shooter game where strategy and coordination are key. Command a squad of top operators, with unique skills, through high-risk missions around the globe. Customize your crew, plan your missions, and adjust on the fly for a vast replayability.

Black One Blood Brothers is a simulation, military and action game developed and published by Helios Studio.
Released on January 11th 2022 is available only on Windows in 3 languages: English, French and German.

It has received 1,141 reviews of which 914 were positive and 227 were negative resulting in a rating of 7.7 out of 10. 😊

The game is currently priced at 14.99€ on Steam.


The Steam community has classified Black One Blood Brothers into these genres:

Media & Screenshots

Get an in-depth look at Black One Blood Brothers through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: 64-bit Windows 10, 64-bit Windows 11
  • Processor: Intel Core i5-4430 / AMD FX-6300
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 960 2GB / AMD Radeon R7 370 2GB
  • DirectX: Version 11
  • Storage: 45 GB available space
  • Additional Notes: SSD Hard Disk recommended

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Sept. 2025
Before saying anything, I want to express that I find this game’s development trajectory to be highly uncertain. It’s a one-man dev team with an AI-generated studio logo, and although it may seem like this is their debut title, it’s actually the third game they’ve released; their other titles include a zombie survival game named Heavenworld, which uses marketplace assets and has mixed reviews, and another game named Black Day, which seems to be an early build of this exact game and has since been delisted from the Steam store, meaning that this game has actually been in development for almost eight years overall. On top of that, this game also happens to use marketplace assets (E.g. the Residential House and Arial Offshore Drilling maps, both of which I recognise from Bodycam) making me question how much work has actually gone into it compared to just how much money has been thrown at it. Many downgrades have already been made since the project started, and many features have been cut since release (I’ll expand upon on this later). To new buyers, go in with an err of caution knowing that development may one day take a turn for the worst. With that out of the way, the game’s pretty good. Buggy, but good. It plays a lot like Ghost Recon: Breakpoint, or at least what I remember of Breakpoint from my four hours of playtime, and it does seem like it’s come a long way since the initial release, but as I wasn’t around to play it myself, I can’t say that with 100% certainty. I’m not gonna go through all of the bugs I experienced in my hundred and thirty odd hour playthrough, but I do wanna cover some of the more important issues which had an impact on my gameplay experience throughout. If you wanna read the full bug report, it can be found on page nine of the pinned discussions thread. - AI operators can’t go through windows, struggle with fire escapes, and in my later runs while I was cleaning up the more grindy achievements, would often do things like break down doors without being ordered to do so just because it was the most direct route to my pointman. Similarly, hostages will always try to get to the back of the group by any means necessary, which sometimes means running through a room full of enemies instead of following you through a window. - As soon as a single unsuppressed shot is fired, every enemy on the map knows exactly where you are for the rest of the mission. I’d understand if they stayed alert for the duration of the mission without knowing your operatives location, but being able to pinpoint where they are at all times seems a bit harsh and unrealistic. - Environment hitboxes are imperfect, often leading to stealth being broken and rendering the UAV completely useless on maps with a lot of trees. - The PoW gamemode is quite fun and provides justification for the otherwise underutilised inventory system, but personally, I don’t think it should be included as an option during Covert Strike, or at least not on the harder difficulties. I also wanna talk a little about the achievements. First of all, the achievements for different Covert Operations lengths should stack like the achievements for the Serpent’s Whisper campaign. As much as I like this game, twenty randomly-generated missions on extreme difficulty is enough to last a lifetime; fifty-four is overkill, and if you ever get Talmio, you’re better off just restarting the campaign (Even after the rework). There was a period in time where I even considered cheating in the achievements for the “Average” and “Long” lengths just so I wouldn’t end up having to play them. All of the grindy achievement numbers also need to be halved, that way the player can get most of them naturally throughout the course of the campaigns. At the moment, you can finish every campaign on the highest difficulty setting and still have to grind for another thirty hours to get the rest of the achievements, and I feel like that’s only the case ’cause the dev wanted the game to have exactly two-hundred of them. Even after finishing every other achievement, I still had to grind for another seven hours to finish off the thousand missions achievement, and that’s after optimising each mission to be a minute long, including menu navigation and loading screens. As one of the few players who has actually completed every achievement this game has to offer, the following are numbers I think would be reasonable; five-hundred tasks, two-hundred hostages, one-hundred captures, two-hundred missions, and five-thousand kills. Updates are small and infrequent, often feeling like two steps forward, one step back; for example, the latest major update (As of writing this) fixes the issue of operators sometimes ignoring orders by making them teleport through/into various objects when they get too far away from the player. Furthermore, the dev has a habit of expanding upon or reworking fully functional features, such as squad customisation and UI, instead of prioritising some of the more barebones design elements. In an attempt to optimise performance and installation size, they will often sacrifice visual fidelity (Doing things like lowering texture resolutions, cutting frames from animations, disabling the animations of distant enemies, adding transparency dithering to every surface, etc.) and sometimes even cut features (E.g. vehicles and swimming, both of which were featured in Black Day, or K9 units and female operators, which originally existed and have since been removed from BOBB). Not only does this severely reduce the level of clarity and realism that the game strives to achieve, but it also just generally makes everything look like shit, and it doesn’t even help with load times due to a bug which forces the shaders to recompile every time you launch the game. Even before these downgrades were made, the game already looked blurry due to forced resolution scaling, and although AMD Fidelity somewhat fixed it, the game lagged a ton on the larger maps as a result, especially during missions with a high enemy count. To make matters worse, the current roadmap doesn’t really cover anything I would hope to see in future updates, including the re-implementation of these cut features or any sort of multiplayer, which I know will be a dealbreaker for many potential buyers. All that aside, there’s only one thing which genuinely makes this game almost unplayable for me; in my hundred and thirty odd hours of playtime, I’ve seen countless enemies spawn, despawn, then respawn elsewhere before my very eyes. Doesn’t matter if they’re across the map or if I’m actively shooting at them, the chance for them to suddenly disappear is always there. I couldn’t tell you how many times I’d clear an area, then scan it with the UAV and see no enemies left only to turn the corner and get shot in the face by a guy who spawned literally right in front of me. Sometimes they even shoot at you before their models load in, which accounts for many of my otherwise inexplicable deaths. For a genre that lives and dies on realism, this seems like an extremely poor decision, and unfortunately, I’m fairly confident that it’s exactly that; an intentional design choice made as an attempt to improve performance rather than some nasty bug to be patched out in the future. The addition of these extra enemies has a negative impact on performance, as previously mentioned, and it also just ruins the game. Sure, it makes sense for some mission types like Siege and War, but in every other instance, it’s just stupid seeing three guys run out of a one-room building that you’ve previously cleared. Although I have yet to play Ground Branch, my impression is that this is just a budget alternative. As long as it stays cheaper than Ground Branch or miraculously overtakes it in terms of quality, it will most likely retain its place as the strongest competitor on the market. P.S. Dev, if you're reading this, please give me a key for Black Day 😊
Expand the review
May 2025
Great experience, it is like older style Tom Clancy games. Map Editor is cool to use. Fairly simple. Gameplay is decent for the state of the game, and squad control works well for the most part. This is early release, so understand it for that and appreciate what this game could become. Feels like GR Wildlands meets Rainbow Six Vegas. https://steamcommunity.com/sharedfiles/filedetails/?id=3483534180 https://steamcommunity.com/sharedfiles/filedetails/?id=3483535103
Expand the review
Feb. 2025
I think the best way to describe this is by comparing it to something like Ground Branch. Indie tactical shooters like Ground Branch, Direct Action, etc. use what I call a "bottom-up" approach - focus on amazing gunplay, animations, very detailed first-person experience, some unique mission-to mission features (missile strikes in Direct Action, for example) while paying little attention to the overall scope and replayability early on, hoping to add more features at some point in the future. Devs are often unclear as to what those features would be. Case in point - Ground Branch's LOOOONG-awaited squad commands. This forces these games to rely on dwindling online communities for any kind of meaningful experience. BLOBB (yes, that's what we're all calling it now), on the other hand, uses a top-down approach - the first-person experience leaves a few things to be desired currently, as do the graphics, equipment, etc., but the overall scope and feature set, though many of those were rough and unrefined earlier on (much improved now), has been there from the get-go, making it clear what this game aims to achieve and providing a satisfying gameplay loop from the earliest iterations. The good: Flexibility - do you want a Ghost Recon Wildlands-style 3rd-person tactical game with HUD elements up the a**, dumb enemies, and controlling only a 4-man squad with only quick commands? You got it! You want an OG Ghost Recon experience with no revives, no hud, suppressors only on pistols, aware and accurate enemies, requiring coordinated planning on the tactical map, and making full use of the ability to control any soldier in your squad? You can do that too. As well as anything in between. You can even go solo, if that's your thing, though I wouldn't recommend it. Customization - tons of options for your squad's outfits, weapons, patches (you can also make your own). Though sorely lacking more camo patterns and older equipment, such as 90s/early 2000s gear, H&K weapons, civilian attire, etc., but that's my personal preference. Replayability - you can try different combinations of weapons, gear, difficulty settings, etc. in the 20-mission official campaign, or generate whatever custom missions you wand on a wide selection of terrains. You can even generate a whole dynamic campaign! Plenty of different objective types (capture an enemy, rescue hostages, destroy weapons caches, demolition, reconnaissance, defuse a bomb, etc. etc.). Mission specifics, such as hostage/enemy/objective placement is randomised every time, by the way, making every replay unique. Tight squad control - you can switch control to any soldier in your squad, or give them individual commands, rules of engagements, movement speed, stance, etc. The tactical map gives you similar flexibility to a fucking turn-based tactical game! Competent squad - many modern """tactical""" games, such as the above-mentioned WIldlands make your squad cheat (by being completely invisible to enemies until you are detected) to reduce frustration from them accidentally doing something stupid, which makes them feel useless and takes you out of the experience. While BLOBB's squads still do some immersion-breaking things, like teleporting to your location if they are far away when you order them to follow you, overall, if you know how to use all the command tools at your disposal, they will behave competently. A camouflage system - a bit basic, depending on what items you wear, as opposed to how closely the camo matches the terrain. Currently, you can wear a white ghillie suit in a lush woodland, and an unalerted enemy won't see you at night if you crawl 2 feet in front of him. YOU HAVE A FUCKING PREDATOR DRONE! Though you usually need to take out enemy AA batteries first to use it. The game has a built-in level editor, campaign editor, and even a photo mode! The "needs improvement": Bugs - There are a few: friendlies being able to engage enemies through walls (though thankfully, not the other way around), and my personal favourite - incapacitated soldier dropping below the terrain, making it impossible to reach and revive them - this started happening constantly after the last update. The aforementioned squad teleporting - if it's a feature and not a bug, I would like to be able to turn it off. Some minor things, like building corners floating off the ground, soldiers constantly getting stuck in level geometry, forcing you to take control and manually get them out. Despite these, the way I play the game (closer to the original Ghost Recon), my experience has not been significantly affected by the bugs. Enemy AI - This has been getting better with every update, though their behaviour is still simple and predictable. I also wish suppressing fire would reduce their accuracy or force them to flee. Friendly AI - they sometimes shoot through objects/terrain. I would also appreciate the option of turning off suppression from friendlies. Graphics - certain aspects, such as world detail, are definitely dated by today's standards. First-person experience - though VERY feature-complete, with the ability to inspect the ammo in the magazine, inspect the weapon, look through different sights if you have a dual optic, etc, it still feels a bit clunky. There are also no PIP scopes, which are present in most modern tactical games. No co-op/multiplayer yet - this game is unique and special in terms of its single player, but I think there could be potential in co-op gameplay. The rest are more personal preferences: Enemy variety - I would LOVE to have enemy vehicles/helicopters to contend with as well! It would be cool if some of the advanced enemy factions had NVGs/thermals to make it harder to sneak up on, forcing you to turn off strobes and limit use of lasers, etc. Writing/world-building - the writing is... uhm... nothing to write home about. Basic, but overall gets the job done. It's clear that English is not the dev's first language, but that's not the main issue. I guess I was expecting more Tom Clancy and less Chuck Norris action flick from a game with this tactical realism. If I can reach the dev, I'd love to offer some tweaks. World assets - some of the levels are not very immersive and feel out of place, almost as if they were meant for a fantasy or an adventure game. There is one level with "Aztec ruins", which look more like medieval European ruins. Nothing outrageous though, just an uncanny feeling in the back of my head. No ballistics/bullet drop. No antimaterial capabilities in your .50 BMG sniper rifles. No AT/AA weapons. No air strikes (aside from the drone), no friendly artillery. Would be nice to use a SOFLAM or a radio to call in coordinates. No compass - I think this would help a lot with navigation. Conclusion: I have been following this project since it was announced, because I've always wanted a game similar to the original Ghost Recon. I was putting off trying it, seeing how clunky it seemed. I finally decided to give it a shot to see how far the development has come in the past few years, expecting to mess around for a couple of hours before I got bored and put it off until more updates come. 60 hours later, I can say that I am impressed what this developer (literally one dude, from what I've heard) was able to accomplish. Not only is it a faithful homage to the original Ghost Recon and Rainbow Six games, it also manages to improve on some of the most frustrating elements, such as having your entire squad wiped out because they failed to secure a corner, or the overall trial-and-error nature of those older games, proving that this game design is viable and enjoyable in the present day. Though I wish it did more, it would be much more expensive and difficult to produce. Even if the developer is not planning to address the elements on my little wishlist above, even in its current state, the positives FAR outweigh the negatives. Anyway, I'm gonna go put another dozen hours into this thing.
Expand the review
Dec. 2024
If you were a fan of the original Rainbow Six installments, this is an 11/10 game. It's a mix of SOCOM, Rainbow Six, Ghost Recon (the originals) and just the slightest dash of ArmA. The pathfinding is awful. The AI is garbage. The animations aren't the best. The UI can be a bit clunky. I expect all of these things at this phase of development, especially from a single dev operation. This is the core of a truly great tactical shooter that I haven't seen the likes of in a decade. This is really the spiritual successor to the Tom Clancy titles we knew and loved.
Expand the review
Oct. 2024
This game is eerily lifelike. I made a squad based on my unit from my first deployment in Iraq in 2004. We swept the entire map, no problem, completing all of the missions required (finding intelligence and destroying weapon caches). When we went to extract, I noticed someone was missing. My corpsman had fallen through the map and was plummeting to his death. Eventually, the game deleted him from existence and we were able to redeploy successfully. Game recognized that I had completed the mission without any deaths, despite my corpsman falling through the map to his death. Just like Iraq. 10/10
Expand the review

Similar games

View all
Tom Clancy's Ghost Recon® Eastern Europe, 2008. War has broken out on the borders of Russia and the fate of the world hangs in the balance. That's when the call goes out for the Ghosts—an elite handful of specially trained Green Berets, armed with the latest technology and trained to use the deadliest weapons.

Similarity 90%
Price 9.99€
Rating 8.8
Release 15 Jul 2008
ARMA: Gold Edition ARMA: Gold is pack of ARMA: Armed Assault and an expansion pack ARMA: Queen's Gambit. ARMA is a first person tactical military shooter with large elements of realism and simulation. This game features a blend of large-scale military conflict spread over large areas alongside the more closed quarters battle.

Similarity 87%
Price -86% 1.18€
Rating 7.3
Release 13 Jul 2011
Arma 2: Operation Arrowhead Three years after the conflict in Chernarus, portrayed in the original Arma 2, a new flashpoint explodes in the Green Sea Region. Coalition forces led by the US Army are deployed to Takistan to quickly restore peace and prevent further civilian casualties.

Similarity 82%
Price -97% 0.56€
Rating 9.0
Release 29 Jun 2010
Arma 2 Building on 10 years of constant engine development, ARMA II boasts the most realistic combat environment in the world. It models real world ballistics & round deflection, materials penetration, features a realtime day/night cycle and dynamic wind, weather and environmental effects.

Similarity 81%
Price -80% 1.99€
Rating 8.0
Release -
Arma Reforger Engage in massive combined arms battles, create and curate combat missions in real time, and shape your experience with endless community mods. Deploy into the Cold War and experience the most authentic and immersive military sandbox ever created.

Similarity 80%
Price -41% 23.64€
Rating 7.5
Release 16 Nov 2023
Operation Flashpoint: Dragon Rising Operation Flashpoint: Dragon Rising is a game about a fictitious conflict on one of the Sakhalin islands.

Similarity 80%
Price 16.15€
Rating 6.7
Release 06 Oct 2009
ARMA: Cold War Assault Bohemia Interactive's debut game published by Codemasters as Operation Flashpoint in 2001, became genre-defining combat military simulation and the No. 1 bestselling PC game around the world and has won many international awards, including “Game of The Year” and “Best Action Game”. Over 2 million copies have been sold since its release.

Similarity 79%
Price -80% 0.99€
Rating 7.8
Release 08 Aug 2011
GROUND BRANCH 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.

Similarity 78%
Price 24.99€
Rating 8.7
Release 14 Aug 2018
Tom Clancy's Rainbow Six® 3 Gold Raven Shield:Command an elite multinational squad of special operatives against hidden terrorist forces. In Tom Clancy's Rainbow Six 3: Raven Shield, the third installment to the wildly popular Rainbow Six series, Team Rainbow faces the hidden global forces of a new and secretive foe.

Similarity 78%
Price 4.99€
Rating 8.7
Release 25 Sep 2008
Operation: Harsh Doorstop Operation: Harsh Doorstop is the ultimate, free to play, tactical shooter sandbox. Play singleplayer, multiplayer, or co-op modes and explore thousands of community-created maps, weapons, and vehicles via the Steam Workshop. Created by ex-developers of Squad, Red Orchestra, and Insurgency.

Similarity 72%
Price Free to play
Rating 7.6
Release 15 Feb 2023
Arma 3 Experience true combat gameplay in a massive military sandbox. Deploying a wide variety of single- and multiplayer content, over 20 vehicles and 40 weapons, and limitless opportunities for content creation, this is the PC’s premier military game. Authentic, diverse, open - Arma 3 sends you to war.

Similarity 71%
Price -77% 6.52€
Rating 9.0
Release 12 Sep 2013
Breach & Clear Breach & Clear brings deep tactical strategy simulation to PC, Mac and Linux! Build your Special Operations team, plan and execute advanced missions, and own every angle.Choose your real-world squad -- US Army Rangers, Germany's KSK, Canada’s JTF2, UK SAS, and more -- and take on a variety of foes with different skill-sets and...

Similarity 69%
Price -92% 0.84€
Rating 7.9
Release 21 Mar 2014

Frequently Asked Questions

Black One Blood Brothers is currently priced at 14.99€ on Steam.

Black One Blood Brothers is currently not on sale. You can purchase it for 14.99€ on Steam.

Black One Blood Brothers received 914 positive votes out of a total of 1,141 achieving a rating of 7.65.
😊

Black One Blood Brothers was developed and published by Helios Studio.

Black One Blood Brothers is playable and fully supported on Windows.

Black One Blood Brothers is not playable on MacOS.

Black One Blood Brothers is not playable on Linux.

Black One Blood Brothers is a single-player game.

Black One Blood Brothers does not currently offer any DLC.

Black One Blood Brothers is fully integrated with Steam Workshop. Visit Steam Workshop.

Black One Blood Brothers does not support Steam Remote Play.

Black One Blood Brothers is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Black One Blood Brothers.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 25 October 2025 14:23
SteamSpy data 21 October 2025 11:26
Steam price 31 October 2025 20:32
Steam reviews 29 October 2025 12:00

If you'd like to dive deeper into the details about Black One Blood Brothers, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Black One Blood Brothers
  • SteamCharts - Analysis of Black One Blood Brothers concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Black One Blood Brothers compatibility
Black One Blood Brothers PEGI 18
Rating
7.7
914
227
Game modes
Features
Online players
2
Developer
Helios Studio
Publisher
Helios Studio
Release 11 Jan 2022
Platforms