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Download Battle Ground



People love free steam games, no doubt. But what many people hate is downloading so many parts and trying to install them on their own. This is why we are the only site that pre-installs every game for you. We have many categories like shooters, action, racing, simulators and even VR games! We strive to satisfy our users and ask for nothing in return. We revolutionized the downloading scene and will continue being your #1 site for free games.


Enjoy up to 6vs6 online team battles with players from all over the world! In addition to the ground battle that was so popular in the previous game, you can also enjoy the new space battle stage in this game!




download Battle Ground



Mobile Suits aren't the only heroes on the battlefield! Pilots can place bombs in enemy bases or request support fire to contribute to the cause! Sometimes, infantry fights can even decide the outcome of the battle!


Interact with players from around the world in this online lobby! Become a pilot and make battle preparations such as upgrading your MS in the neutral base camp! In addition, you can interact freely with an assortment of battle comrades that cross your path.


PUBG: Battlegrounds (previously known as PlayerUnknown's Battlegrounds) is a battle royale game developed by PUBG Studios and published by Krafton. The game, which was inspired by the Japanese film Battle Royale (2000), is based on previous mods created by Brendan "PlayerUnknown" Greene for other games, and expanded into a standalone game under Greene's creative direction. It is the first game in the PUBG Universe series.


The game received positive reviews from critics, who found that while the game had some technical flaws, it presented new types of gameplay that could be easily approached by players of any skill level and was highly replayable. The game was attributed to popularizing the battle royale genre, with a number of unofficial Chinese clones also being produced following its success. The game received several Game of the Year nominations and having set seven Guinness World Records, among many other accolades. PUBG Corporation has run several small tournaments and introduced in-game tools to help with broadcasting the game to spectators, as they wish for it to become a popular esport. As it having sold over 75 million copies on personal computers and game consoles, is the best-selling video game on PC and Xbox One, and the fifth best-selling video game of all time. Currently, the game has accumulated $13 billion in worldwide revenue, including revenues of even more successful mobile version of the game and considered as one of the highest-grossing video games of all time.


PUBG is a player versus player shooter game in which up to one hundred players fight in a battle royale, a type of large-scale last man standing deathmatch where players fight to remain the last alive. Players can choose to enter the match solo, duo, or with a small team of up to four people. The last person or team alive wins the match.[1]


Each match starts with players parachuting from a plane onto one of the eight maps which have different sizes and terrain.[2] The plane's flight path across the map varies with each round, requiring players to quickly determine the best time to eject and parachute to the ground.[1] Players start with no gear beyond customized clothing selections which do not affect gameplay. Once they land, players can search buildings, ghost towns and other sites to find weapons, vehicles, armor, and other equipment. These items are procedurally distributed throughout the map at the start of a match, with certain high-risk zones typically having better equipment.[1] Killed players can be looted to acquire their gear as well.[1] Players can opt to play either from the first-person or third-person perspective, each having their own advantages and disadvantages in combat and situational awareness; though server-specific settings can be used to force all players into one perspective to eliminate some advantages.[3]


The game's concept and design was led by Brendan Greene, better known by his online handle PlayerUnknown, who had previously created the ARMA 2 mod DayZ: Battle Royale, an offshoot of popular mod DayZ, and inspired by the 2000 Japanese film Battle Royale.[10][11] At the time he created DayZ: Battle Royale, around 2013, Irish-born Greene had been living in Brazil for a few years as a photographer, graphic designer, and web designer, and played video games such as Delta Force: Black Hawk Down and America's Army.[12][13] The DayZ mod caught his interest, both as a realistic military simulation and its open-ended gameplay, and started playing around with a custom server, learning programming as he went along.[12] Greene found most multiplayer first-person shooters too repetitive, considering maps small and easy to memorize. He wanted to create something with more random aspects so that players would not know what to expect, creating a high degree of replayability; this was done by creating vastly larger maps that could not be easily memorized, and using random item placement across it.[14] Greene was also inspired by an online competition for DayZ called Survivor GameZ, which featured a number of Twitch and YouTube streamers fighting until only a few were left; as he was not a streamer himself, Greene wanted to create a similar game mode that anyone could play.[14] His initial efforts on this mod were more inspired by The Hunger Games novels, where players would try to vie for stockpiles of weapons at a central location, but moved away from this partially to give players a better chance at survival by spreading weapons around, and also to avoid copyright issues with the novels.[11] In taking inspiration from the Battle Royale film, Greene had wanted to use square safe areas, but his inexperience in coding led him to use circular safe areas instead, which persisted to Battlegrounds.[11]


When DayZ became its own standalone title, interest in his ARMA 2 version of the Battle Royale mod trailed off, and Greene transitioned development of the mod to ARMA 3.[12] Sony Online Entertainment (now the Daybreak Game Company) had become interested in Greene's work, and brought him on as a consultant to develop on H1Z1, licensing the battle royale idea from him.[12] In February 2016, Sony Online split H1Z1 into two separate games, the survival mode H1Z1: Just Survive, and the battle royale-like H1Z1: King of the Kill, around the same time that Greene's consultation period was over.[15]


Separately, the Seoul-based studio Ginno Games, led by Chang-han Kim and who developed massively multiplayer online games (MMOs) for personal computers, was acquired and renamed Bluehole Ginno Games by Bluehole in January 2015, a major South Korean publisher of MMOs and mobile games.[16][17] Kim recognized that producing a successful game in South Korea generally meant it would be published globally, and wanted to use his team to create a successful title for personal computers that followed the same model as other mobile games published by Bluehole. He had already been excited about making a type of battle royale game after he had played DayZ, in part that the format had not caught on in Korea. He also wanted to make this through an early access model and have a very limited development schedule to get the game out as quickly as possible, while treating the product as a "games as a service" model to be able to support it for many years.[16] In researching what had been done, he came across Greene's mods and reached out to him.[16] In July 2017, Bluehole partnered with social media platform Facebook to provide exclusive streaming content to Facebook's gaming channels, as part of their push to provide more gaming content for its users.[18]


Around the same time that Greene left Sony Online, Kim contacted and offered him the opportunity to work on a new battle royale concept. Within a week, Greene flew out to Bluehole's headquarters in Korea to discuss the options, and a few weeks later, became the creative director of Bluehole. He moved to South Korea to oversee development.[14] According to Greene, this was the first time a Korean game studio had brought aboard a foreigner for a creative director role, and while a risk, he says that his relationship with Bluehole's management is strong, allowing Greene's team to work autonomously with minimal oversight.[6] The game's main musical theme was composed by Tom Salta, who was personally selected by Greene as he and the team were looking for an "orchestral electronic hybrid theme" that would give players a "huge build-up", keeping them "resolutely determined" until a match starts.[19]


In March 2019, Greene announced that he was stepping down as the game's lead designer, but would still serve as a creative consultant. Tae-seok Jang, the game's art director, would replace him, with Green relocating to PUBG's studio in Amsterdam, PUBG Special Projects.[27] Greene stated that he believed the main PUBG team was at a place to continue developing the game in the direction he had set to keep the game unique among the other battle royale games it had launched, and he wanted to try something not tied to battle royale but still multiplayer-based. The move also put him closer to his family in Ireland.[28]


PUBG represents the standalone version of what Greene believes is the "final version" of the battle royale concept, incorporating the elements he had designed in previous iterations.[6][32] Faster development was possible with the game engine Unreal Engine 4, compared with ARMA and H1Z1, which were built with proprietary game engines. Greene acknowledged that implementing the size of the maps in PUBG has been one of the challenges with working with Unreal, which was not designed with such maps in mind.[6][12] The game was designed as a mix between the realistic simulation of ARMA 3 and the arcade-like action focus and player accessibility of H1Z1.[5] To prevent in-game cheating, the game uses BattlEye anti-cheating software, which had permanently banned over 13 million players by October 2018.[33][34] BattlEye indicated that 99% of all cheating software for the game was developed in China.[35] 2ff7e9595c


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