BODYCAM 2026 ROADMAP PART 1
Greetings, Operators,You’ve been waiting for more details about the 2026 roadmap, let’s start with the part 1 : The Spring Major Update. This update is a huge milestone for Bodycam and marks the beginning of a new era. A lot, if not everything, has changed and has been reworked, from A to Z.Packed with game-changing features, it builds the core systems that will define Bodycam moving forward. We reshaped, improved, and changed entire systems, from sound design to gameplay, animations, gadgets, UI, UX.It’s much more than adding new content to the game. It’s shaping the future.The goal remains the same: realism and immersion, never seen and never felt that way.Here is what this roadmap milestone focuses on.ANIMATIONS - More unique. More human.A huge vector of realism is the movement and animations. A lot of parameters will have an impact on how your Operator will behave, such as stress. This is why we remade and improved every animations, so that reloading will not feel as a perfect drill: it will feel organic.Contextual & Procedural AnimationsEach reload has been animated many times. Per stance, per weapon, per stress state, per type of ammo, with different hands alignment, per failure or success… For each category, it’s around 4-5 different animations - and we’re just talking about the weapons and not the ragdolls or other movements. It can take up to 2 weeks of work. Per animation.The animations will be procedural but also based on how stressed your Operator are. Your hands will never be positioned in the same way twice in a row.And for some guns, like the shotgun or bolt-action rifles, the situation can shift really quickly from a calm to a stress state, leading to mistakes.Or even failure.And that what makes it so realistic.Making it more human, more immersiveSome new additions will reinforce this feeling, in addition to the reloads: move too fast and the Operator will adjust the bodycam. It exists in the space of the game, besides being the Operator point of view. Leave the game, they will turn it off, and turn it on when you’re back. Use the voicechat and see your Operator raise their hand to activate the radio. Fire too many shots and your Operator will have to re-adjust their grip. Even your fingers will never be at the same place twice in a row, just like in real life. If a grenade explodes too close from you, the Operator will cover their eyes and protect themselves, because you must feel the explosion. Their hands shake naturally. These details make the game even more immersive, more human. It also applies to the bodycam itself: we worked hard to find the right spot in terms of realistic shaking, so the entire system has been reworked to match our standards. We are continuously improving the animations so that you can feel the game: more recoil, more weight to the weapons, inspection, ammo check, even throwing melee weapons. It will not stop at this update.LOADOUT - More options to dominate the gameIt’s time. One of the most anticipated features. The Loadout system introduces structured weapon customization to Bodycam. Play your way, configure it carefully to match your gameplay and skills set, or specific game modes or maps. Custom your Operator, Primary, Secondary, Melee weapons, Explosive and Gadget.Attachments will have an impact in-game, on the recoil, sound, ammunition capacity, or even functionality. You can unlock them through Reissad Points and progression.Drones and RC-Cars can be unlocked through progression and are impactful tactical tools. Get OMFOR out if they are camping with a drone or a RC-Car carrying an explosive. Knowledge is a tactical weapon in Bodycam. Speaking of the drones, they’ve been upgraded with a brand-new realistic handling, based on real physical properties, like a real simulation, with the FPV Accro Modes. So if you’re an experienced drone-pilot, it’s your time to shine. Don’t worry if you’re not, the casual mode is still available.Loadouts can also be adjusted during a match through the tablet, allowing tactical adaptation.A NOTE ON THE GADGETSRC-Cars and drones will naturally bring new gameplay possibilities to Bodycam.They were designed carefully to fit the game without breaking its balance.Their presence is intentionally limited. The goal is to keep them rare and meaningful, not something players will encounter constantly.As always, we will keep monitoring how they play out in real matches and adjust if needed based on community feedback.TABLET & UI - A unique player experienceIt’s time to wave goodbye to all menus. Now, instead of hitting ESC, you will directly access them through an in-game tablet. No more pause. No more breaks in the middle of the game. Menus, settings, loadouts, gadgets, career, shops, every aspect of the game except for notifications will be centralized in the tablet. You will be also able to use your gadgets and change your loadouts directly from the tablet.No pause also means that you will have to be careful while using it. Because you
Greetings, Operators,
You’ve been waiting for more details about the 2026 roadmap, let’s start with the part 1 : The Spring Major Update. This update is a huge milestone for Bodycam and marks the beginning of a new era. A lot, if not everything, has changed and has been reworked, from A to Z.
Packed with game-changing features, it builds the core systems that will define Bodycam moving forward. We reshaped, improved, and changed entire systems, from sound design to gameplay, animations, gadgets, UI, UX.
It’s much more than adding new content to the game. It’s shaping the future.
The goal remains the same: realism and immersion, never seen and never felt that way.
Here is what this roadmap milestone focuses on.
A huge vector of realism is the movement and animations. A lot of parameters will have an impact on how your Operator will behave, such as stress. This is why we remade and improved every animations, so that reloading will not feel as a perfect drill: it will feel organic.

Each reload has been animated many times. Per stance, per weapon, per stress state, per type of ammo, with different hands alignment, per failure or success… For each category, it’s around 4-5 different animations - and we’re just talking about the weapons and not the ragdolls or other movements. It can take up to 2 weeks of work. Per animation.
The animations will be procedural but also based on how stressed your Operator are. Your hands will never be positioned in the same way twice in a row.
And for some guns, like the shotgun or bolt-action rifles, the situation can shift really quickly from a calm to a stress state, leading to mistakes.
Or even failure.
And that what makes it so realistic.

Some new additions will reinforce this feeling, in addition to the reloads: move too fast and the Operator will adjust the bodycam. It exists in the space of the game, besides being the Operator point of view. Leave the game, they will turn it off, and turn it on when you’re back. Use the voicechat and see your Operator raise their hand to activate the radio. Fire too many shots and your Operator will have to re-adjust their grip. Even your fingers will never be at the same place twice in a row, just like in real life. If a grenade explodes too close from you, the Operator will cover their eyes and protect themselves, because you must feel the explosion. Their hands shake naturally. These details make the game even more immersive, more human.
It also applies to the bodycam itself: we worked hard to find the right spot in terms of realistic shaking, so the entire system has been reworked to match our standards.
We are continuously improving the animations so that you can feel the game: more recoil, more weight to the weapons, inspection, ammo check, even throwing melee weapons. It will not stop at this update.
It’s time. One of the most anticipated features. The Loadout system introduces structured weapon customization to Bodycam. Play your way, configure it carefully to match your gameplay and skills set, or specific game modes or maps. Custom your Operator, Primary, Secondary, Melee weapons, Explosive and Gadget.

Attachments will have an impact in-game, on the recoil, sound, ammunition capacity, or even functionality. You can unlock them through Reissad Points and progression.
Drones and RC-Cars can be unlocked through progression and are impactful tactical tools. Get OMFOR out if they are camping with a drone or a RC-Car carrying an explosive.
Knowledge is a tactical weapon in Bodycam.
Speaking of the drones, they’ve been upgraded with a brand-new realistic handling, based on real physical properties, like a real simulation, with the FPV Accro Modes. So if you’re an experienced drone-pilot, it’s your time to shine.
Don’t worry if you’re not, the casual mode is still available.
Loadouts can also be adjusted during a match through the tablet, allowing tactical adaptation.
RC-Cars and drones will naturally bring new gameplay possibilities to Bodycam.
They were designed carefully to fit the game without breaking its balance.
Their presence is intentionally limited. The goal is to keep them rare and meaningful, not something players will encounter constantly.
As always, we will keep monitoring how they play out in real matches and adjust if needed based on community feedback.
It’s time to wave goodbye to all menus. Now, instead of hitting ESC, you will directly access them through an in-game tablet. No more pause. No more breaks in the middle of the game. Menus, settings, loadouts, gadgets, career, shops, every aspect of the game except for notifications will be centralized in the tablet. You will be also able to use your gadgets and change your loadouts directly from the tablet.
No pause also means that you will have to be careful while using it. Because you are still vulnerable. There is no time for doom scrolling.
While you can choose between the in-game tablet or the traditional fullscreen menu, the tablet has been designed to create a unique experience, with no external disruption.
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In most video games, gunshots are designed to sound satisfying. Heavy bass. Big punch. Cinematic impact. Because real gunshots… often sound disappointing on recordings.
We want to make sounds so realistic, you will cover you ears when you’ll hear them first. Because firing a gun for the first time is often terrifying.
In Bodycam, we want you to really experience the heat of combat. It goes through the ultra-realism that we’re aiming to reach, as well as a unprecedented work made on sound design. Because no matter how many sounds we could remix, layer, there was something missing even though it sounded nice.
And then we figured it out.
It was the body. How much the sound impacts it.
When you first fire a gun, you feel it in your entire body. You feel the shock, the ground reacts, the smell, the almost deafening sound, you feel your body getting tense, the recoil in your muscles. It’s not pretty. It’s intense, visceral.
That’s what we want to achieve.
Feeling, more than hearing.
We want you to question what you know about sound in FPS.
So we made tons of research. We got our hands dirty, we hit the shooting range, we spent hours listening to real life sounds captured through bodycams. Because you’re hearing through the mic of your bodycam in the game. Not human ears. So that was another challenge: it sounds different.
With dozen of hours of research and development, we developed our own, unique technologies to make sure the sounds are as real as possible. The way they escape, the way they make their way out of a room, through windows, holes, doors, the way they behave in specific configurations, the way concrete will reverb sounds differently than a wooden floor, the way different materials sound under the boots of the Operators, the weight of your body on grass. The way a gunshot is heard in the open, through the air, or in a small, half-open room, where you specifically stand in a room. It changes everything.
Sounds in Bodycam are not hints. They are organic.
All of this has been mixed with many layers. Depending on where you are, where you shoot, the way you shoot, the sound will be different.
You have to learn to listen again. De-construct what you know about sounds. Understand all the informations they carry. And you will dominate the battlefield.

The Lobby has been entirely reviewed. It’s an entire level made to celebrate the community. Meet new friends or foes, train in the shooting range and learn how to master the drone and the RC-Cars. It’s a great way to warm-up before heading to the battlefield.
Now, Trenches is a brand-new map, in many extend. First, it’s entirely outdoor. Second, it offers a wide variety of tactical situations: close combat, fast-paced quick confrontations, or an open-wide field for you to conquer. You will many opportunities to seize, whether you’re a fast-paced, assault operator, or a tactical sniper: there will be trenches, there will be a burnt forest to navigate, hide, and control. Don’t forget to use your gadgets to force hidden operators to move. The threat will also come vertically: watch out for the drones and the experienced pilots.
One word to define Trenches?
Chaos.

Finally, it introduces another exciting feature.
Destructible trees! They can be destroyed with explosions, on the Trenches map.
That’s why these old bombshells come in handy…
This is changing everything, opening the door for more opportunities and tactical situations.
We’ve worked a lot on the atmosphere of this one and we can’t wait for you to try it.

We are still working on a lot of different things, including enhancing the multiplayer experience. This update is introducing a brand-new system, the “Host Migration”, to help you to keep consistency between games. If your host drops, you will be able to continue to play, instead of being sent back to the main menu. Many other features are coming. We’re working hard at bringing this feature with this update, or slightly after.
We are committed to continuously improve the multiplayer experience. Stay tuned for more details.
We plan to run some playtests before the Spring Major Update releases. Interested players will have the opportunity to join these playtests. We’ll share more details soon.
In the meantime, see what the whole confirmed roadmap below (CLICK TO SEE FULL VIEW!)
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Until next time!
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