Bodycam Major Update OUT NOW! | Trench Warfare, Loadout System & Much More!
A Message from Luca, Léo & the Reissad TeamFirst of all, thank you.This update is very important to us. It marks the transition from a game we developed as two brothers in our bedroom, driven purely by passion and built through years of late nights, into something much bigger.When Bodycam launched in Early Access in 2024, you trusted us. You played the game, loved it, and asked us to take it to the next level. Our dream was always to build a real game studio around that ambition, and over the past year, that is exactly what we have done.We have surrounded ourselves with incredible people. At the heart of the studio is a young, creative, and ambitious team of passionate specialists. Many have not come from large studios or been shaped by the usual way the industry approaches game development. They bring fresh ideas, high standards, and the same passion that brought us here in the first place.At the same time, we have brought in experienced technical veterans from the industry, helping us build Bodycam on stronger foundations and avoid mistakes we could have made alone.It makes us a particular kind of studio: young, creative, ambitious, and willing to take creative risks, while being supported by people with the technical experience needed to turn those ambitions into reality.With this update, we are starting to build the Bodycam we dreamed of making when we launched into Early Access in 2024. We could not be prouder of what the team has accomplished, and none of it would have been possible without your patience, passion, and continued support.Thank you for believing in us and for being part of this journey.Watch the DevlogsDevlog #1: Animation & Loadouthttps://youtu.be/6YUWQXv0MTkDevlog #2: Sound Designhttps://www.youtube.com/watch?v=Oz66Ek1RYWU&t=190sDevlog #3: Trencheshttps://www.youtube.com/watch?v=hRDSX1RLtnw&t=88sDevlog #4: Player-Driven Improvements https://youtu.be/di0zfZlYv-E?si=n1AAveI4RkuHAHe5 Watch Players Playtest Compilationhttps://youtu.be/GaTzJzDq6GABelow is the complete written breakdown of the update.New Loadout & Weapon Customization SystemA new loadout and weapon customization system has been introduced, giving players more control over how they configure their weapons for better matching their playstyle. HighlightsAdded a new loadout system with a full weapon customization flow.Around 400 attachments available across all weapons and categories.Added attachment gameplay effects, affecting:ADS Speed: speed at which you aim down sightsSwitch Speed: speed at which you switch between weaponsReload Speed: speed at which you reloadHorizontal Recoil: horizontal recoilVertical Recoil: vertical recoilSpread: bullet spreadKick: visual weapon kickAmmo Capacity: number of rounds in the magazineAdded attachment categories and subcategories:BarrelsBarrelShort BarrelLong BarrelMuzzleSuppressor, with dedicated audio layers per weapon.Flash HiderCompensatorUpper BarrelSide RailOptic MountsOpticsIron SightsClose RangeMedium RangeLong RangeReticleCanted OpticMagazineTriggerGripsStocksStockLight StockHeavy StockAmmo TypesStickersCompatibility rules for each weapon attachment.Cosmetic labelling on attachments that carry no gameplay effect.Improved weapon and attachment icon presentation.Developer NoteThis system introduces thousands of possible combinations for each weapon, so we were not able to test every single one. Please report any compatibility or clipping issues you find. We will work quickly to fix them, and we cannot wait to see all the cursed creations you come up with.The Operator Skins for real-money purchases is disabled in this update. Every skin you have already purchased remains yours and will be restored when you first connect after the update.New Weapons & Weapon ReworksSeveral new weapons have been added to expand the arsenal and bring more variety to player loadouts. We've also reworked all the game's weapons and models to make them more realistic and allow for better customization of individual parts in the loadout.HighlightsAdded the BK-101 shotgun.Added the Rivington sniper rifle.Added the SG9-X machine pistol.Added the Veaper machine pistol.Reintroduced the SG5-X machine pistol.Added the CR-75 pistol.New Magnified Optics & Scope ReworkA new Picture-in-Picture magnified optics system has been added, bringing proper magnified scopes to the game for the first time.Optics have also been fully reworked to improve aiming clarity, reticle readability, scope rendering, optic glass, alignment, and compatibility across weapon setups. The goal is to make every sight feel clearer, more reliable, and more consistent in first person.HighlightsAdded Picture-in-Picture magnified optics.Added new magnified scope reticles.Added canted optics and their dedicated reticles.Added an optic switch action to toggle between the primary optic and the canted optic.New glass shader with self-shadowing, colour tinting, edge transmittance, dirt imperfections, and coated lens reflections.New reticle shader with edge
First of all, thank you.
This update is very important to us. It marks the transition from a game we developed as two brothers in our bedroom, driven purely by passion and built through years of late nights, into something much bigger.
When Bodycam launched in Early Access in 2024, you trusted us. You played the game, loved it, and asked us to take it to the next level. Our dream was always to build a real game studio around that ambition, and over the past year, that is exactly what we have done.
We have surrounded ourselves with incredible people. At the heart of the studio is a young, creative, and ambitious team of passionate specialists. Many have not come from large studios or been shaped by the usual way the industry approaches game development. They bring fresh ideas, high standards, and the same passion that brought us here in the first place.
At the same time, we have brought in experienced technical veterans from the industry, helping us build Bodycam on stronger foundations and avoid mistakes we could have made alone.
It makes us a particular kind of studio: young, creative, ambitious, and willing to take creative risks, while being supported by people with the technical experience needed to turn those ambitions into reality.
With this update, we are starting to build the Bodycam we dreamed of making when we launched into Early Access in 2024. We could not be prouder of what the team has accomplished, and none of it would have been possible without your patience, passion, and continued support.
Thank you for believing in us and for being part of this journey.
A new loadout and weapon customization system has been introduced, giving players more control over how they configure their weapons for better matching their playstyle.
Added a new loadout system with a full weapon customization flow.
Around 400 attachments available across all weapons and categories.
Added attachment gameplay effects, affecting:
ADS Speed: speed at which you aim down sights
Switch Speed: speed at which you switch between weapons
Reload Speed: speed at which you reload
Horizontal Recoil: horizontal recoil
Vertical Recoil: vertical recoil
Spread: bullet spread
Kick: visual weapon kick
Ammo Capacity: number of rounds in the magazine
Added attachment categories and subcategories:
Barrels
Barrel
Short Barrel
Long Barrel
Muzzle
Suppressor, with dedicated audio layers per weapon.
Flash Hider
Compensator
Upper Barrel
Side Rail
Optic Mounts
Optics
Iron Sights
Close Range
Medium Range
Long Range
Reticle
Canted Optic
Magazine
Trigger
Grips
Stocks
Stock
Light Stock
Heavy Stock
Ammo Types
Stickers
Compatibility rules for each weapon attachment.
Cosmetic labelling on attachments that carry no gameplay effect.
Improved weapon and attachment icon presentation.
This system introduces thousands of possible combinations for each weapon, so we were not able to test every single one. Please report any compatibility or clipping issues you find. We will work quickly to fix them, and we cannot wait to see all the cursed creations you come up with.
The Operator Skins for real-money purchases is disabled in this update. Every skin you have already purchased remains yours and will be restored when you first connect after the update.
Several new weapons have been added to expand the arsenal and bring more variety to player loadouts. We've also reworked all the game's weapons and models to make them more realistic and allow for better customization of individual parts in the loadout.
Added the BK-101 shotgun.
Added the Rivington sniper rifle.
Added the SG9-X machine pistol.
Added the Veaper machine pistol.
Reintroduced the SG5-X machine pistol.
Added the CR-75 pistol.
A new Picture-in-Picture magnified optics system has been added, bringing proper magnified scopes to the game for the first time.
Optics have also been fully reworked to improve aiming clarity, reticle readability, scope rendering, optic glass, alignment, and compatibility across weapon setups. The goal is to make every sight feel clearer, more reliable, and more consistent in first person.
Added Picture-in-Picture magnified optics.
Added new magnified scope reticles.
Added canted optics and their dedicated reticles.
Added an optic switch action to toggle between the primary optic and the canted optic.
New glass shader with self-shadowing, colour tinting, edge transmittance, dirt imperfections, and coated lens reflections.
New reticle shader with edge distortion, ghost reticle effects, and circular blur.
Added a depth of field driver with autofocus and custom metering modes.
Reworked the optics system for improved visual consistency and aiming readability.
Weapon animations have been rebuilt and heavily reworked across the arsenal.
This update brings a major first person animation pass, with new and improved animations for weapon handling, reloads, inspections, magazine checks, recoil, grip poses, equipment usage, and transitions. The goal is to make every weapon feel more responsive, more consistent, and more polished in moment to moment gameplay.
Fully reworked first person weapon animations across all weapons.
Added inspect and magazine check animations across all weapons.
Refined handling, firing behavior, and hip fire feel across all weapons.
Added a stressed animation layer, so weapon handling reacts to combat intensity.
Added regrip animations.
Added cancel loop animations.
Refined weapon kick behavior to reduce camera clipping while firing.
Improved attachment socket and weapon pose consistency.
Added grip poses and hand placement across attachments.
Improved animation blending between weapon actions.
Improved animation behavior during VOIP and character interactions.
The first person arms have been rebuilt from scratch with a much higher level of detail.
New high-detail arm mesh, with full gloves, clothing, and collars.
Fully integrated into the animation system.
Drones and RC cars have been added as major new gameplay tools, expanding the tactical options available during a match.
Players can now use remote controlled equipment to scout, create pressure, gather information, and interact with the battlefield in new ways. These additions were also supported by improvements to camera transitions, audio feedback, controls, and overall handling.
Added Drones as a new gameplay feature.
Added RC Cars as a new gameplay feature.
Added dedicated drone and RC handling, camera support, and FPV presentation.
Added a team LED identification system to drones and RC.
Added a deployment cooldown system for both drones and RC cars, including an additional cooldown on loadout change to prevent abuse.
Added a cooldown indicator with an audio notification when the gadget becomes available again.
FPV drones cannot use dedicated radio controllers in this update. They can currently be controlled with standard Xbox and PlayStation controllers.
We have partnered with Tryp FPV, an ultra-realistic flight simulator, to help us implement dedicated radio controller support. This feature is already in development and will arrive in a future update.
Melee combat has been fully implemented.
Knives are now selectable from the loadout.
Added melee attack animations.
Added knife throwing, with dedicated animations.
Added knife sway and windup behavior.
Improved the quick attack behavior.
Grenades have also received a gameplay pass, with new grenade types and improved handling.
Added flash grenades.
Added sticky grenades.
Added impact grenades.
Improved grenade handling and first person animations.
Improved grenade offset, sway, and presentation.
Improved grenade throw consistency between host and client.
Improved flashbang feedback and player reaction behavior.
Rebalanced grenade damage and range.
Improved grenade-related audio and camera feedback.
Blood, hit feedback and impact feedback have received several passes to improve combat readability and visual impact.
Improved blood cloud visual effects.
Updated older blood effects.
Improved flesh impact feedback.
Improved metallic hit sparks.
Added stumbling logic to ragdoll reactions.
Fixed issues related to ragdoll and player reactions.
Stumbling is still an early system and will need further polish.
Audio has received a major overhaul across the entire game, with a new sound propagation system, improved spatial readability, new combat feedback, and a complete pass on weapons, movement, footsteps, equipment, VOIP, and environmental sound effects.
The goal of this overhaul is to make audio more useful, more immersive, and more reliable during gameplay. Players should now be able to better understand where sounds are coming from, whether an enemy is above or below them, when shots are passing nearby, and what actions are happening around them.
Added a new sound propagation system, with Organic Reverb analysing the surrounding environment in real time.
Added shockwave propagation, so pressure waves travel through corridors, stairwells, and openings.
Added distance and volume occlusion on gunshots and shockwaves.
Improved spatial audio readability.
Improved vertical audio perception between floors, making it easier to understand when an enemy is above or below you.
Improved footstep positioning, attenuation, and elevation handling.
Improved multiplayer footstep focus zones and falloff behavior.
Improved consistency between player, ally, and enemy footstep behavior.
Added bullet whiz by and bullet crack audio feedback when shots pass close to the player.
Added clearer feedback when taking incoming fire.
Reworked weapon audio across the full roster, with a general mixing pass.
Added new weapon handling sounds and weapon foley on animations.
Added weapon swap audio based on equipped item type.
Improved audio impacts.
Improved equipment, throwable, drone and RC audio feedback.
Improved environmental audio on several maps.
Improved audio feedback during match flow, warmup, countdowns, and camera transitions.
VOIP has been rebuilt on EOS and received several improvements to make communication more reliable during matches.
Rebuilt VOIP through EOS integration.
Cleaned up older VOIP behavior.
Improved VOIP animation behavior.
VOIP uses your system’s default microphone. There is not yet an option to mute other players, but we plan to add this option in a future update to give players more control.
The main menu has been replaced by a persistent, explorable HUB.
Instead of navigating through flat menus, you now spend your time between matches inside a real place in the Bodycam world. Everything you need is there: your loadout, the play flow, your settings, all accessible from the tablet without ever leaving the environment.
Added the Lobby, a fully explorable HUB replacing the traditional main menu.
Added an interactive shooting range to test weapons and attachment setups before a match.
Players are invulnerable in the Lobby.
Added a social tab in the Lobby.
Explore the firing range, armory, attachment room, lounge, restrooms, podcast area, pool table, and screening rooms.
Some areas are currently closed for maintenance, including the obstacle course, shoot house, and drone and RC car rooms. These rooms will open soon, with additional areas planned for the future.
A brand new map, Trenches, has been added.
Built around a mix of intense close quarters fights inside the trench network and longer range engagements across the open areas surrounding it, Trenches introduces a larger battlefield with strong contrast between confined, chaotic combat and exposed long distance sightlines.
Flooded and dry trench networks.
Underground galleries and tunnel systems.
Forest environments, ruined compounds, observation posts, and a central church point of interest.
Multiple tactical routes across the battlefield.
The dynamic time of day system has been replaced by a new Lighting and Weather Scenario system, applied at match start and each round.
Random weather and lighting scenarios per level, with weighted probability and smooth transitions between weather types.
Significant performance gains from removing constant shadow recalculation due to the dynamic time of day.
Increased moonlight intensity during night matches.
Alongside the addition of Trenches, several existing maps and environments received lighting, weather, ambience, visibility, and presentation improvements.
Improved lighting, sky, cloud presentation, and translucency ordering across multiple maps.
Improved foliage detail and fixed foliage flickering across several environments.
Improved materials across multiple maps.
Improved set dressing across multiple maps.
Improved overall map presentation and visual consistency.
Oil Rig and Tumblewood are not part of this update. We have plans for both maps in the future.
Bodybomb has been retired and replaced by Wingman, which becomes the default competitive mode.
Wingman is designed around faster rounds, tighter encounters, and more focused teamplay. It brings a more compact competitive experience while keeping the tension and lethality that define Bodycam.
Added Wingman 2v2 as the new default competitive mode.
Removed Bodybomb.
Added Wingman support and bombsite setup to compatible maps.
Adjusted side switching and round flow rules.
Improved match flow support for smaller team formats.
Matches cannot be joined once they are in progress.
Reworked bomb handling.
Wingman is for now only available for solo queues, due to technical reasons, duo-queue will be enabled asap. Also, matchmaking is not skill-based yet, and rewards are currently fixed. In the future, we plan to base rewards on opponents' skill level, so defeating stronger players will be more rewarding.
Several modes received flow, stability, and usability improvements following the game mode code refactor.
Created new Gun Game weapon pools.
Improved Gun Game specific match flow.
Added Hardpoint support to Trenches and CQB.
Capture points have been rebalanced across all maps.
Improved capture feedback and sound replication for clients.
Highly anticipated, a new Host Migration system has been introduced for supported multiplayer modes.
Previously, if the host left a match, the entire lobby could be disconnected. This could be abused when a host left near the end of a match, preventing the match from properly finishing and denying players their results.
With Host Migration, when the host disconnects, another player becomes the new host, selected on ping. The game then attempts to restart the match from the latest known state, preserving key match information.
Added a new Host Migration system.
A new host is now selected when the original host disconnects.
Supported matches now continue instead of disconnecting the full lobby.
The match attempts to restart from the latest known game state, in a range of maximum 5 sec.
Player positions, magazine ammo, kills, deaths, and dropped weapons can be restored after host migration.
Game mode state can be restored after host migration.
Current round in Wingman is restart after host mirgration.
Spectator state can be preserved after host migration.
Bot state can be rebuilt after rehosting.
Weather state is preserved across host migration.
Session join flow has been updated to support host migration.
Infinite loading cases during session join have been addressed as part of the new system.
Host Migration is not available once a match has ended. If the host leaves at that point, all players will return to the Lobby.
Work has gone into making the match experience smoother, from lobby to warmup, match start, round transitions, and end of match behavior.
Added a Waiting for Players phase, with countdown audio feedback.
Added voice announcements during waiting phases.
Improved spawn sound timing.
Improved camera transitions during match flow, when connecting to and disconnecting from cameras, and before server travel.
The Party System will not be included in this update. It is already well advanced in development, but it is not stable enough to release while player connectivity continues to evolve. For now, Quick Play and the Server Browser can only be used solo. To play with friends, create a game together using the 'Custom' tab or join the same server separately. We know how important this is and will let you know as soon as the Party System is ready.
This update introduces the foundations of the new progression and economy systems.
Players now start with a base weapon and unlock additional weapons and attachments using Reissad Points.
Added pricing data across weapons and attachments.
Added item rarity support.
Ranks and ELO are now only gained by playing the competitive game mode Wingman 2v2.
Improved rank calculation reliability and performance.
Improved bundle and item presentation.
Added groundwork for inventory and Reissad Points presentation.
Integrated a dedicated solution for gathering analytics.
The shop for real-money purchases is disabled in this update and will return at a later stage. Every skin you have already purchased remains yours and will be restored when you first connect after the update.
We know many of you would like to support the project financially by purchasing skins, and we truly appreciate it. For now, the best way to support us is by gifting the game to your friends.
If you have feedback on progression speed or the economy, or find inconsistencies in how points are awarded, please let us know.
The entire user interface has been rebuilt from scratch.
This update introduces a new UI direction built around an in-game tablet, making menus and match information feel more grounded in the Bodycam universe. Instead of feeling like a separate overlay, more of the interface is now anchored directly inside the game world, helping preserve immersion while giving players clearer access to key information and options, while ensuring there is an option to have the UI in full screen for accessibility reasons.
Rebuilt the entire UI from scratch.
Added a new in-game tablet as a central UI element, with a dual mode for accessibility.
Moved more game information into the tablet interface to reinforce immersion.
Updated play flow screens in the lobby (game modes and maps selection).
Added a new loadout screen.
Added a new settings screen.
Added a social tab in the lobby.
Added a new server browser.
Added a new scoreboard presentation.
Improved the map voting UI and overall presentation.
Added loadout selection in match.
The new UI and tablet system are still a work in progress. This update introduces the new foundation, and we will continue improving usability, readability, navigation, and visual polish based on your feedback. You can switch the UI to full-screen mode in the settings at any time.
Languages support is disabled for now, but it will be added asap.
Settings and controls received a major overhaul, including keyboard and mouse, gamepad, audio, video, graphics, and key rebinding.
Reworked key rebinding support and improved the rebinding flow.
Reworked audio, video, and graphics settings.
Added aim sensitivity settings and improved sensitivity behavior.
Improved graphics preset and motion blur behavior.
Improved settings save and versioning behavior.
Added hold and toggle options on several actions.
Added a gamma calibration setting.
Gamepad support is playable but still rough around the edges, and you may encounter issues.
Graphics options and rendering behavior were improved across upscalers, Frame Generation, lighting, scope rendering, glass rendering, bodycam post-process, and visibility.
Added support for the latest DLSS 4.5, FSR 4, and XeSS 3 upscaling technologies.
Added support for the latest DLSS and FSR frame generation technologies.
Improved upscaler auto exposure behavior to reduce sharpening artifacts.
Improved graphics presets and resolution scale handling.
Improved optic shaders and optic glass rendering.
Improved transparency and depth of field behavior on glass objects.
Improved bodycam border scaling across aspect ratios and bodycam post-process handling.
Bodycam's multiplayer runs peer to peer, which means the quality of your match depends directly on the connection between players.
Improved handling of connection interruptions and closures.
Optimized network calls across several systems to reduce bandwidth usage.
Started removing hard references across the project for better network reliability.
Rebuilt VOIP through EOS integration.
Beyond the features listed above, a large part of this update went into rebuilding the foundations of the game. None of this work shows up in a screenshot, but it is what makes everything else possible, and what will let us move faster from here.
Restructured the codebase around a strict layered architecture.
Migrated critical multiplayer mechanics from legacy Blueprints to C++ using the Unreal Engine Gameplay Ability System.
Refactored the game mode logic across Deathmatch, Team Deathmatch, Versus, Gun Game, and Zombie.
Standardized weapon and attachment stats through Gameplay Effects and data tables.
Lowered CPU cost by moving heavy gameplay logic out of Blueprints and into C++.
Enforced strict server side authority on critical validations (health, damage, inventory).
Integrated a dedicated crash reporter to catch logs from all crashes and ensure they can be properly fixed.
Fixed several crash risks and improved runtime reliability.
Improved build reliability and reduced overall project size.
Zombie mode is disable for this update, and we plan to reintroduce it for Halloween, potentially with new content.
We made this decision so we can take the time to fix and improve key parts of the mode. This update is already extremely large on the multiplayer side, and we want to reintegrate Zombies into the new systems properly rather than rush it. We know this will disappoint a lot of you, and we are truly and sincerely sorry. But we believe this is the best move for the game mode to come back stronger, rather than trying to keep it running constantly without any real, noticeable improvements.
You loved the music so much that we decided to make another album.
The Lobby now features a brand-new soundtrack for the Locked & Loaded update.
These tracks were selected to give the HUB its own energy and atmosphere while you customize your loadout, test weapons, or wait for your next match.
Slowboy, Bebi, Braveboy - Outta Time
TWISTED, kellapsage, glossier - faketrust
nuphory, llwll, AlienBlaze - STORMSEEKER
NECROLX, YOUK3IV, ATRXX - CODE RED - VIP
Bad Computer - scared
THIRST - FADING
Lister - CAME2DANCE
dashie, ISXRO - nevoa
9T4 - geisha - slowed
YKSIN - ECLIPSE - SLOWED
vinter - only you
NØCTRIS - anaesthesia
9T4 - onlyone - slowed
Trxpical - Montagem Explosão - Slowed
OTVphonk, ZERTAL - pulsebreaker - slowed
V1AL - TRIADTEKK - Super Slowed
ZERTAL - electrified - slowed
VUKEINE - SKORN - Ultra Slowed
ZXKAI, MC TALIBÃ - MONTAGEM BRAVO - Slowed
Slowboy, Dabow, Lenny - Destruction
Listen to the official Bodycam playlist here:
Thank you to every artist supporting Bodycam.
Music provided by Aurorian Records
This update is a major step toward Bodycam 1.0. It improves the game across multiple layers: combat feel, weapon customization, match flow, audio readability, map presentation, UI, controls, graphics options, and stability.
The main focus has been to make the game feel more consistent, more readable, and more reliable while preparing the foundation for larger systems and future content.
We are now using Feature Upvote for reporting bugs and sharing feedback, replacing Discord for these purposes.
You can submit, upvote, or downvote bug reports and suggestions. This helps us identify the community’s most important issues and feedback, while allowing the team to share whether an item is being investigated, planned, or already in progress.
See you on the battlefield, and thank you for everything!
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