Bodycam
by Reissad Studio · 7 Jun, 2024
1,149 downloads
About the Game
Bodycam is the first ultra-realistic multiplayer FPS that was designed to push the limits of photorealism, delivering a true body-camera view that immerses players in the intensity of authentic combat.
See combat through the lens. You step in with a body-camera view. Close-quarters firefights hit raw and loud. Every angle you hold, every callout you make, every bullet you send matters. Miss a check and you feel it.
Bodycam pushes you to slow down, think through your tactic, and commit. Always stay alert, your reflexes count. You read space, time your move, and clear the threat.
Modes in Early Access
Deathmatch
Gun Game
Team Deathmatch
Body Bomb
Hardpoint
Zombies
The multiplayer modes focus on close-up battles, clear positions, and simple team coordination. Make a plan, keep your noise down, and hit the first clean shot.
Key Features
True body-camera perspective that changes how you read corners and move under pressure
Photoreal UE5 visuals with advanced lighting, materials, and effects that heighten awareness and consequence
Lethal, grounded gunplay where recoil, timing, and discipline decide outcomes
Immersive audio with realistic reverb and occlusion rewarding players who listen
Tactics first, clutch possible win rounds with coordination, or swing them with sharp reflexes
Tight, layered environments that punish sloppy movement and reward precision
Early Access Roadmap
We’re building forward with the community. Planned improvements include performance, online stability, and balance. Upcoming additions will feature new modes, more maps, and a deeper realistic experience. Follow the news to learn more throughout the Early Access.
Early Access Note
Bodycam is under active development. What you play today is a strong foundation that will keep evolving. Your feedback helps us set priorities and refine the feel of the game. Tell us what works, what needs improvement, and what you’d love to see next.
Bodycam was originally created by two French game enthusiasts who were only 17 and 20 when the project began. Today, it has grown into an independent studio that has become much bigger, and we’re proud to be supported by a community that believes in the game and in the entrepreneurial adventure behind it.
Screenshots
14 images
Version Information
Steam Patch Notes
Official update history
Greetings, Operators,
TIme for another patchnotes, based on your feedback. Keep them going, let us know if it has helped as well, if you were encountering these issues.
Village
Global optimization
Lighting optimization
Mines: performance optimization
Fixed multiple invisible walls & collisions
Modified some zombies spawners
Nanite & Raytracing improvements
Missing snow fixed on several spots
Global
Disabled a "VHS" UI effect that was causing the game's color to be very flashy while opening the tab
First boot resolution issues fixed
Cheers!
Kane, out.
Greetings, Operators,
We’re happy and excited to bring you the Patch Notes #2 for the Major Update! We’re aware that there is still more improvements to bring to Village, and the team is working hard on it.
With further ado, let’s deep dive on what these fixes are bringing to Bodycam.
Kane, out.
HOTFIX
ZOMBIE
ASYLUM MAP: Random Shotgun spawning client-side only: you should now be able to pick up the weapon properly.
Zombies should now properly display their wounds
VILLAGE MAP: if your host is more than 200 meters away, you will be able to be killed by zombies
Zombies Skins should by displayed properly
VILLAGE MAP: the sky is now working properly
AUDIO
Zombies footsteps should be properly spatialized
Duboc House door sound has been fixed
UI/UX
Addition of a “Leave Lobby” button to the “Map Vote” screen
Private lobby should now remain closed to random players
GAME MODE
Rank points should be gained properly after a game
Bodybomb mode should be available in CQB Powergun
MATERIALS (ASSETS)
Operators skins should display with proper materials now
GAME EXPERIENCE
Ultrawide players should now be able to enjoy the game with no more visual disturbances
Proximity Chat should now work properly
Greetings, Operators.
First, we wanted to thank you for taking the time to play our latest Major Update. And even more to take the time to report bugs and issues, it really helped the dev team. To our new soldiers: welcome. To our veterans: thank you for your patience.
We’re introducing today our first patch notes for this update. The major issues have been addressed and we’re focused on fixing the remaining ones. In the meantime, please keep reporting issues or confirm that the patch has been helpful for you.
Thank you!
[img src="{STEAM_CLAN_IMAGE}/44020457/2df3aa4ebb3955a882e6de34f9b9545f7ce0aecd.png"]
HOTFIX
GRAPHICS
The grain effect now turns off properly
Shadows are now displayed properly, player will be prompted to deactivate DX11 if they’re using it
Flashlight brightness has been fixed
The menu time & brightness cycle (main menu switching from night to day and lighting fading to dark) is now working properly
RUSSIAN BUILDING: cubemap in the bathroom next to starwell is gone
WORNHOUSE - the wooden fence should have the appropriate effect now when shot
Weapons LOD has been fixed
GAMEPLAY
Sprinting should now behave properly
Fixed Reissad #0 / 0 Rpoints bug that could appear when launching the game
Last kill of round should be counted properly
Voice chat is now re-enabled
When unequipping a skin, the proper weapon model should be displayed in menu and in game NOTE: you should requip/unequip your skins to fix it
[img src="{STEAM_CLAN_IMAGE}/44020457/b8e49bbc53f646b1237320dcd3677761ab833ded.png"]
UI
Auto lean should be enabled properly in menus now
Right click rebind should work now
Joining a private lobby in quickplay shouldn’t happen anymore
Mouse sensitivity should register now
Back key should behave properly when doing a new keymapping
AUDIO
Audio cues should now respect volume settings
Sound issues in asylum should be fixed
Own footsteps should be properly spatialized
Own footsteps should be at the proper volume
BACKROOMS: footsteps sound should be fixed
Footsteps sound should now be aligned with the movement direction
[img src="{STEAM_CLAN_IMAGE}/44020457/7650a49710c2defc9fdb99dc4d23933d3875be09.png"]
VILLAGE MAP
Falling in the Church shouldn’t kill you anymore
Text on generators should be gone
At the Church gate, players shouldn’t be able to climb behind the bench and generator, fall and get stuck, and zombies shouldn’t spawn there anymore
WHAT’S NEXT
For what’s next, we’ll keep releasing hotfixes to address issues we’ve already identified. A batch of skin texture fixes (wrong colors or low-quality textures) is almost ready, but it needs a bit more time and will come in the next hotfix.
We’re also investigating a bug that prevents players from ranking up in Main Game. This will be one of our priorities for the next hotfix, which should arrive next week.
We also still have optimization work planned for Village, especially around the village center and the windmill. We know what needs to be done, and we’ll continue pushing patches in the coming weeks to improve stability and performance for this map.
And of course, feel free to report any additional issues. We’ll keep fixing as we go, while part of the team moves back to the content for the next Major Update.
The Major Update & Zombies
Hey everyone,
We’re really happy to be back with this new update. Thanks again for your patience, we know it took some time, but we wanted to push as much as possible to deliver something truly solid and meaningful for the game.
Quick Recap on the Update!
For those who may not have followed all our recent communications: since the launch, the team has grown a lot and we’re now over 100 passionate people working on Bodycam!
We recently released a devlog showing a lot of upcoming features. Some of them are included in this update, others aren’t here yet, and that’s completely normal. We’re now working on several updates in parallel, so some features will arrive in the next major update.
If you want to get a preview of what’s coming, you can rewatch the devlog, especially Part 2:
🔗
[dynamiclink href="https://www.youtube.com/watch?v=ZaowUvvJ-As"]We’ll also release a new devlog soon focused entirely on the next major update.
Thanks again for all the support.
This update is the first big milestone of this new development rhythm, and it comes with three major pillars:
1. Performance, Stability & Your Feedback
We gathered all your feedback from the past months and focused on the most important points first.
This includes a massive amount of bug fixes, performance improvements, stability work (including VRAM), and key polish items reported by players and testers.
Some heavier topics like servers, anti-cheat, and the full UI rework are still in progress in parallel. While they require more time, they remain very high priorities for us.
This update is also a big internal milestone for us: we upgraded the entire project to Unreal Engine 5.5, cleaned and improved core systems, optimized all major maps, and reworked large parts of the technical pipeline.
It’s an on-going process and it’s a huge step that sets the foundation for the next phases of development.
2. The New Zombie Map
Today we’re releasing the biggest Zombie map to date.
It’s an extremely ambitious map and a true laboratory for us. It allowed the team to work on much larger environments, test new systems like the crossbow, handle more advanced AI, and experiment with new mechanics, all wrapped in a very intense, atmospheric, and horrific experience.
We think you’re going to love the vibe and everything we’ve packed into it.
If you want to know more about the long-term vision for Zombie Mode, we posted a full breakdown here:
🔗
[dynamiclink href="https://store.steampowered.com/news/app/2406770/view/607551006829446755"]
For us, Zombie Mode will always remain a secondary game mode, used as a playground to prototype ideas that can later improve the multiplayer experience, without ever slowing it down.
In the future, we’ll continue exploring Zombie Mode, but with a direction focused on ultra-realism rather than fantasy, the heart of the game being the multiplayer mode.
3. A New Multiplayer Map Based on a Real Location
This update also brings one of the largest multiplayer maps we’ve ever shipped.
It’s based on a real airsoft location in France, a place you can actually visit in real life.
CQB Powergun, Rue Robert Canivet, Cerny
Reproducing and adapting this environment for Bodycam was a massive effort, and we’re really proud to finally let you experience the first map of that kind in Bodycam. We can’t wait to hear what you think.
That’s the global overview of this Major Zombie & Polish Update.
Thanks again for your incredible support.
We hope you’ll really enjoy all the new content.
And now… here’s the full patch notes 👇❤️
5. Patch Notes (Summary)
PERFORMANCE & OPTIMIZATION
Migrated from Unreal Engine 5.2 → 5.5, fully adapted to Lumen and Virtual Shadow Maps (VSM).
Optimized GPU and CPU usage across all major maps.
Reduced draw calls, dynamic render targets and shadow complexity on multiple maps.
Cleaned redundant sublevels, merged meshes and lowered texture streaming overhead.
Improved shader complexity and light culling to reduce overdraw.
Reduced Slate tick in the Play Menu frontend from 4.3 ms → 0.66 ms.
Lowered Play Menu memory usage from 250 MB → 180 MB.
Optimized asynchronous texture loading and streaming for both UI and environments.
Part of our team is now dedicated to GPU optimization to ensure we improve the rendering pipeline.
Efficiently integrated Virtual Shadow Maps across all maps (CQB, Rome, Bomb House, Airsoft, etc.).
Switched around 90% of textures to Virtual Textures with proper LODs and compression settings.
Improved texture grouping, compression and global texture memory usage.
Re-baked lighting passes across all maps to align with VSM + Lumen.
Optimized post-process effects and volumetric fog for better visibility and depth.
Improved load times and streaming consistency overall.
Polished props, materials and set dressing for better visual cohesion.
Improved settings management and input responsiveness.
Continued cleanup of legacy systems and deprecated logic.
Achieved higher and more consistent frame rates on Paintball, Logistics, Hospital, CQB, Public Pool, Airsoft, Bomb House, Russian Building, Shooting Range, Rome.
Fixed FSR 3 so it now applies the correct screen percentage.
Enabled FSR Frame Generation when DLSS is active, without requiring FSR 3.
BUG FIXES & STABILITY
Fixed the lobby crash when hosting or loading a game after a friend invite (previously the most common crash).
Fixed Bodycam friends detection (green squares) not displaying correctly.
Fixed several cases of incorrect scores shown on the TAB scoreboard.
Removed duplicate players appearing in the friends list UI.
Fixed Steam invite issues preventing disconnected clients from rejoining sessions.
Resolved softlocks during map loading on certain maps (for example Paintball and Hospital).
Fixed a UI bug that could show "Defeat" after actually winning a match.
Restored missing sections in the server list and improved friend visibility in lobbies.
Fixed spawn bugs, stuck players and invalid collisions across multiple maps.
Fixed several map collision issues and player stuck spots.
Resolved a voice chat initialization crash.
Fixed replication errors when the host or client disconnects: clients now properly return to the lobby.
Fixed weapon switching and camera issues when cycling between weapons.
Resolved an infinite loading bug in the locker shop.
Fixed round win or loss desync in online matches.
Fixed multiple input rebinding issues introduced during the engine migration.
Fixed missing bomb sounds and invalid event triggers in multiplayer logic.
Fixed bots being immobile on certain maps (Airsoft, CQB, etc.).
Fixed bots that never reloaded their weapons.
Fixed multiple map vote issues: black screen, players kicked out, host stuck in freecam, etc.
Fixed freecam spawns on Rome in Team Deathmatch and Bodybomb.
Fixed unbalanced teams when hosting with friends in Teams mode.
Fixed all issues related to end of round and match screens:
"Victory" incorrectly displayed as Defeat for clients.
Score or result not appearing at the end of a round.
Wrong label "Round Lost" despite a victory.
"Round" displayed instead of "Match" on the end screen.
Fixed a ragdoll issue where some players stayed stuck in ragdoll and never switched to spectator.
Improved handling of two player games to avoid weird edge cases in team assignment.
GAMEPLAY & SYSTEMS
Added the Crossbow, first introduced in the new Zombie Village map.
Expanded Zombie spawn and behavior systems with improved wave pacing, loot areas and special enemy types.
Added a map voting system at the end of matches.
Updated Sprint to work as a toggle instead of requiring the key to be held.
Comprehensive fixes to the input binding system:
Keys already in use now properly display a warning message.
The "Reset inputs" and "Clear / Reset" buttons work as expected.
It is once again possible to bind the O key.
The Pause Menu now opens correctly with Escape in both packaged and standalone builds.
Fixed an issue where a night vision message could pop up when rebinding certain keys.
Improved zoom and camera navigation in several interfaces for smoother, more natural movement and focus.
Limited weird player rotations when turning the head too far to the sides or looking too high or too low while opening certain interfaces.
Posthumous grenade kills (kills after you die) now award the correct points.
Adjusted bomb timer to avoid rounds ending too quickly.
Bots now defuse the bomb correctly after the player dies.
Fixed and validated several achievements or trophies and their in-game tracking.
ZOMBIE MODE
Fixed zombie audio replication so clients hear the correct sounds in online sessions.
Fixed a severe FPS drop when zombie sprinters spawned.
Sprinters are now easier to identify by sound, with an increased audio range.
Added and tuned a specific audio cue for both sprinters and the scarecrow.
Reworked Mystery Box SFX for a more satisfying feel.
Fixed an issue where sprinters might fail to spawn correctly during the first wave.
Fixed multiple cases where zombies got stuck or despawned incorrectly on Village (windmill tower, doors, specific areas).
Fixed a crash related to explosions on the Village map.
Adjusted the zombie clothes system and several end of wave sounds (for example bells firing multiple times).
Fixed a bug where snow could appear incorrectly on players.
MAPS & ENVIRONMENT
Added the new Village (Zombie) map.
Added the new CQB Powergun multiplayer map.
Airsoft: a few fixes plus a new staircase to improve flow.
Multiplayer maps (CQB Powergun, Paintball, Public Pool, Rome, Russian Building, etc.)
CQB Powergun
Large optimization and polish pass (Tech Art, collisions, lighting).
Fixed bots getting stuck on CQB.
Fixed footstep sounds on metal surfaces such as stairs.
Paintball
Fixed a broken wall material.
Completed a full Tech Art validation and fix pass.
Public Pool
Fixed a Hardpoint that was inaccessible to players.
Completed a Tech Art validation and fix pass.
Corrected overly dark starting lighting.
Polished Hardpoint locations for a better gameplay flow.
Russian Building
Fixed walls and environment elements.
Fixed a sky that was too bright at night.
Corrected a Hardpoint that did not function correctly.
Fixed a starting state where the map could be too dark.
Restored the characteristic blur effect, now applied consistently across all maps for visual cohesion.
Fixed a spot where players could get stuck when reentering via a wooden plank.
Removed a leftover "trailer bot" that spawned by mistake on the map.
Warehouse
The map is no longer locked in debug mode without bots and is playable again.
Worn House, Hospital, Asylum, Bomb House, Shooting Range, The Backrooms
Full Tech Art passes (collisions, materials, lighting, readability).
Added or fixed missing Hardpoint locations on several maps.
Airsoft
Fixed bots that were immobile on the map.
Completed Tech Art validation plus a post process polish.
General
Fixed several stuck spots for players across different maps.
Improved Village and background areas with more foliage and visual detail.
UI / UX
Integrated full aspect ratio scaling and partial controller support for all menus.
Optimized Play Menu performance using asynchronous texture streaming.
Added new Play Card visuals and data assets for map and mode selection.
Implemented a functional Pause Menu with proper layering and back navigation.
Redesigned the input rebinding interface for Unreal 5.5's Enhanced Input System.
Optimized font scaling and unified global UI visuals for consistency.
Fixed scoreboard, map voting and match end displays so they are consistent and reliable.
Fixed scaling issues on non standard resolutions and aspect ratios.
Fixed a bug where the rank UI appeared blurry due to the blur effect.
Fixed player nameplates not correctly following players.
Improved global visibility by fixing eye adaptation issues that could break player visibility.
Fixed the Bodycam detection icon (green square) so it displays correctly again.
Improved the overall behavior of the Escape key, menus and global navigation (map list, back button, etc.).
Long player names (for example from Steam) no longer break UI layouts.
The Score Tab now shows clearer information about the match state (time left, win conditions, etc.).
Fixed the Back button that could break navigation and clear the map list.
In the shop, when scrolling, the first item of the newly visible area is now automatically selected for smoother navigation.
When editing a class, the camera no longer zooms out to the full weapon and instead stays focused on the edited element.
Additional eye adaptation fixes were made to further improve visibility.
AUDIO & VFX
Integrated new footstep, impact and melee sound effects.
Removed looping bird and ambient noise clutter on several maps.
Balanced the global audio mix and adjusted sound occlusion, especially on Village.
Added end of wave audio cues and new voice lines for zombie spawns.
Fixed greybox VFX that appeared after the Unreal 5.5 migration.
Updated Niagara particles for blood, muzzle flashes, debris and impacts.
Reworked blood decals and improved their reflections in the lighting.
Enhanced post process visual feedback such as motion blur, depth of field and chromatic aberration.
Added the Main Zombie Theme.
Rebalanced:
Global reverb and environmental ambience to make maps feel more coherent.
Footsteps and surface variations.
Bullet impacts, fly by and ricochet audio to boost immersion.
Improved environmental ambience and audio on Village.
Adjusted wind sounds while turning and restored several blood related particles to get a feel closer to the previous versions.
Fixed audio parameters that were not applied correctly on some sounds.
NETWORKING & MULTIPLAYER
Improved the host to client disconnection flow: clients now consistently return safely to the lobby.
Fixed incorrect game mode transitions in some cases.
Enhanced replication performance and reduced lag spikes during player updates.
Improved lobby and matchmaking flow with better state synchronization.
Optimized server travel and reduced session recreation times.
Fixed disconnected clients that could not join a new host.
Fixed duplicate entries for a single player in the lobby.
Fixed an issue where map voting could kick players and put the host into freecam.
Fixed a bug where joining or rejoining a lobby could cause an infinite loading loop.
Fixed several issues with player names displayed in the TAB score and end screens.
Completed VOIP QA checks to stabilize and validate voice chat behavior.
Fixed nameplates replication so they track players correctly for all clients.
Adjusted edge cases where two player matches could behave strangely with team assignment.
The Major Update & Zombies
Hey everyone,
We’re really happy to be back with this new update. Thanks again for your patience, we know it took some time, but we wanted to push as much as possible to deliver something truly solid and meaningful for the game.
Quick Recap on the Update!
For those who may not have followed all our recent communications: since the launch, the team has grown a lot and we’re now over 100 passionate people working on Bodycam!
We recently released a devlog showing a lot of upcoming features. Some of them are included in this update, others aren’t here yet, and that’s completely normal. We’re now working on several updates in parallel, so some features will arrive in the next major update.
If you want to get a preview of what’s coming, you can rewatch the devlog, especially Part 2:
🔗
[dynamiclink href="https://www.youtube.com/watch?v=ZaowUvvJ-As"]We’ll also release a new devlog soon focused entirely on the next major update.
Thanks again for all the support.
This update is the first big milestone of this new development rhythm, and it comes with three major pillars:
1. Performance, Stability & Your Feedback
We gathered all your feedback from the past months and focused on the most important points first.
This includes a massive amount of bug fixes, performance improvements, stability work (including VRAM), and key polish items reported by players and testers.
Some heavier topics like servers, anti-cheat, and the full UI rework are still in progress in parallel. While they require more time, they remain very high priorities for us.
This update is also a big internal milestone for us: we upgraded the entire project to Unreal Engine 5.5, cleaned and improved core systems, optimized all major maps, and reworked large parts of the technical pipeline.
It’s an on-going process and it’s a huge step that sets the foundation for the next phases of development.
2. The New Zombie Map
Today we’re releasing the biggest Zombie map to date.
It’s an extremely ambitious map and a true laboratory for us. It allowed the team to work on much larger environments, test new systems like the crossbow, handle more advanced AI, and experiment with new mechanics, all wrapped in a very intense, atmospheric, and horrific experience.
We think you’re going to love the vibe and everything we’ve packed into it.
If you want to know more about the long-term vision for Zombie Mode, we posted a full breakdown here:
🔗
[dynamiclink href="https://store.steampowered.com/news/app/2406770/view/607551006829446755"]
For us, Zombie Mode will always remain a secondary game mode, used as a playground to prototype ideas that can later improve the multiplayer experience, without ever slowing it down.
In the future, we’ll continue exploring Zombie Mode, but with a direction focused on ultra-realism rather than fantasy, the heart of the game being the multiplayer mode.
3. A New Multiplayer Map Based on a Real Location
This update also brings one of the largest multiplayer maps we’ve ever shipped.
It’s based on a real airsoft location in France, a place you can actually visit in real life.
CQB Powergun, Rue Robert Canivet, Cerny
Reproducing and adapting this environment for Bodycam was a massive effort, and we’re really proud to finally let you experience the first map of that kind in Bodycam. We can’t wait to hear what you think.
That’s the global overview of this Major Zombie & Polish Update.
Thanks again for your incredible support.
We hope you’ll really enjoy all the new content.
And now… here’s the full patch notes 👇❤️
5. Patch Notes (Summary)
PERFORMANCE & OPTIMIZATION
Migrated from Unreal Engine 5.2 → 5.5, fully adapted to Lumen and Virtual Shadow Maps (VSM).
Optimized GPU and CPU usage across all major maps.
Reduced draw calls, dynamic render targets and shadow complexity on multiple maps.
Cleaned redundant sublevels, merged meshes and lowered texture streaming overhead.
Improved shader complexity and light culling to reduce overdraw.
Reduced Slate tick in the Play Menu frontend from 4.3 ms → 0.66 ms.
Lowered Play Menu memory usage from 250 MB → 180 MB.
Optimized asynchronous texture loading and streaming for both UI and environments.
Part of our team is now dedicated to GPU optimization to ensure we improve the rendering pipeline.
Efficiently integrated Virtual Shadow Maps across all maps (CQB, Rome, Bomb House, Airsoft, etc.).
Switched around 90% of textures to Virtual Textures with proper LODs and compression settings.
Improved texture grouping, compression and global texture memory usage.
Re-baked lighting passes across all maps to align with VSM + Lumen.
Optimized post-process effects and volumetric fog for better visibility and depth.
Improved load times and streaming consistency overall.
Polished props, materials and set dressing for better visual cohesion.
Improved settings management and input responsiveness.
Continued cleanup of legacy systems and deprecated logic.
Achieved higher and more consistent frame rates on Paintball, Logistics, Hospital, CQB, Public Pool, Airsoft, Bomb House, Russian Building, Shooting Range, Rome.
Fixed FSR 3 so it now applies the correct screen percentage.
Enabled FSR Frame Generation when DLSS is active, without requiring FSR 3.
BUG FIXES & STABILITY
Fixed the lobby crash when hosting or loading a game after a friend invite (previously the most common crash).
Fixed Bodycam friends detection (green squares) not displaying correctly.
Fixed several cases of incorrect scores shown on the TAB scoreboard.
Removed duplicate players appearing in the friends list UI.
Fixed Steam invite issues preventing disconnected clients from rejoining sessions.
Resolved softlocks during map loading on certain maps (for example Paintball and Hospital).
Fixed a UI bug that could show "Defeat" after actually winning a match.
Restored missing sections in the server list and improved friend visibility in lobbies.
Fixed spawn bugs, stuck players and invalid collisions across multiple maps.
Fixed several map collision issues and player stuck spots.
Resolved a voice chat initialization crash.
Fixed replication errors when the host or client disconnects: clients now properly return to the lobby.
Fixed weapon switching and camera issues when cycling between weapons.
Resolved an infinite loading bug in the locker shop.
Fixed round win or loss desync in online matches.
Fixed multiple input rebinding issues introduced during the engine migration.
Fixed missing bomb sounds and invalid event triggers in multiplayer logic.
Fixed bots being immobile on certain maps (Airsoft, CQB, etc.).
Fixed bots that never reloaded their weapons.
Fixed multiple map vote issues: black screen, players kicked out, host stuck in freecam, etc.
Fixed freecam spawns on Rome in Team Deathmatch and Bodybomb.
Fixed unbalanced teams when hosting with friends in Teams mode.
Fixed all issues related to end of round and match screens:
"Victory" incorrectly displayed as Defeat for clients.
Score or result not appearing at the end of a round.
Wrong label "Round Lost" despite a victory.
"Round" displayed instead of "Match" on the end screen.
Fixed a ragdoll issue where some players stayed stuck in ragdoll and never switched to spectator.
Improved handling of two player games to avoid weird edge cases in team assignment.
GAMEPLAY & SYSTEMS
Added the Crossbow, first introduced in the new Zombie Village map.
Expanded Zombie spawn and behavior systems with improved wave pacing, loot areas and special enemy types.
Added a map voting system at the end of matches.
Updated Sprint to work as a toggle instead of requiring the key to be held.
Comprehensive fixes to the input binding system:
Keys already in use now properly display a warning message.
The "Reset inputs" and "Clear / Reset" buttons work as expected.
It is once again possible to bind the O key.
The Pause Menu now opens correctly with Escape in both packaged and standalone builds.
Fixed an issue where a night vision message could pop up when rebinding certain keys.
Improved zoom and camera navigation in several interfaces for smoother, more natural movement and focus.
Limited weird player rotations when turning the head too far to the sides or looking too high or too low while opening certain interfaces.
Posthumous grenade kills (kills after you die) now award the correct points.
Adjusted bomb timer to avoid rounds ending too quickly.
Bots now defuse the bomb correctly after the player dies.
Fixed and validated several achievements or trophies and their in-game tracking.
ZOMBIE MODE
Fixed zombie audio replication so clients hear the correct sounds in online sessions.
Fixed a severe FPS drop when zombie sprinters spawned.
Sprinters are now easier to identify by sound, with an increased audio range.
Added and tuned a specific audio cue for both sprinters and the scarecrow.
Reworked Mystery Box SFX for a more satisfying feel.
Fixed an issue where sprinters might fail to spawn correctly during the first wave.
Fixed multiple cases where zombies got stuck or despawned incorrectly on Village (windmill tower, doors, specific areas).
Fixed a crash related to explosions on the Village map.
Adjusted the zombie clothes system and several end of wave sounds (for example bells firing multiple times).
Fixed a bug where snow could appear incorrectly on players.
MAPS & ENVIRONMENT
Added the new Village (Zombie) map.
Added the new CQB Powergun multiplayer map.
Airsoft: a few fixes plus a new staircase to improve flow.
Multiplayer maps (CQB Powergun, Paintball, Public Pool, Rome, Russian Building, etc.)
CQB Powergun
Large optimization and polish pass (Tech Art, collisions, lighting).
Fixed bots getting stuck on CQB.
Fixed footstep sounds on metal surfaces such as stairs.
Paintball
Fixed a broken wall material.
Completed a full Tech Art validation and fix pass.
Public Pool
Fixed a Hardpoint that was inaccessible to players.
Completed a Tech Art validation and fix pass.
Corrected overly dark starting lighting.
Polished Hardpoint locations for a better gameplay flow.
Russian Building
Fixed walls and environment elements.
Fixed a sky that was too bright at night.
Corrected a Hardpoint that did not function correctly.
Fixed a starting state where the map could be too dark.
Restored the characteristic blur effect, now applied consistently across all maps for visual cohesion.
Fixed a spot where players could get stuck when reentering via a wooden plank.
Removed a leftover "trailer bot" that spawned by mistake on the map.
Warehouse
The map is no longer locked in debug mode without bots and is playable again.
Worn House, Hospital, Asylum, Bomb House, Shooting Range, The Backrooms
Full Tech Art passes (collisions, materials, lighting, readability).
Added or fixed missing Hardpoint locations on several maps.
Airsoft
Fixed bots that were immobile on the map.
Completed Tech Art validation plus a post process polish.
General
Fixed several stuck spots for players across different maps.
Improved Village and background areas with more foliage and visual detail.
UI / UX
Integrated full aspect ratio scaling and partial controller support for all menus.
Optimized Play Menu performance using asynchronous texture streaming.
Added new Play Card visuals and data assets for map and mode selection.
Implemented a functional Pause Menu with proper layering and back navigation.
Redesigned the input rebinding interface for Unreal 5.5's Enhanced Input System.
Optimized font scaling and unified global UI visuals for consistency.
Fixed scoreboard, map voting and match end displays so they are consistent and reliable.
Fixed scaling issues on non standard resolutions and aspect ratios.
Fixed a bug where the rank UI appeared blurry due to the blur effect.
Fixed player nameplates not correctly following players.
Improved global visibility by fixing eye adaptation issues that could break player visibility.
Fixed the Bodycam detection icon (green square) so it displays correctly again.
Improved the overall behavior of the Escape key, menus and global navigation (map list, back button, etc.).
Long player names (for example from Steam) no longer break UI layouts.
The Score Tab now shows clearer information about the match state (time left, win conditions, etc.).
Fixed the Back button that could break navigation and clear the map list.
In the shop, when scrolling, the first item of the newly visible area is now automatically selected for smoother navigation.
When editing a class, the camera no longer zooms out to the full weapon and instead stays focused on the edited element.
Additional eye adaptation fixes were made to further improve visibility.
AUDIO & VFX
Integrated new footstep, impact and melee sound effects.
Removed looping bird and ambient noise clutter on several maps.
Balanced the global audio mix and adjusted sound occlusion, especially on Village.
Added end of wave audio cues and new voice lines for zombie spawns.
Fixed greybox VFX that appeared after the Unreal 5.5 migration.
Updated Niagara particles for blood, muzzle flashes, debris and impacts.
Reworked blood decals and improved their reflections in the lighting.
Enhanced post process visual feedback such as motion blur, depth of field and chromatic aberration.
Added the Main Zombie Theme.
Rebalanced:
Global reverb and environmental ambience to make maps feel more coherent.
Footsteps and surface variations.
Bullet impacts, fly by and ricochet audio to boost immersion.
Improved environmental ambience and audio on Village.
Adjusted wind sounds while turning and restored several blood related particles to get a feel closer to the previous versions.
Fixed audio parameters that were not applied correctly on some sounds.
NETWORKING & MULTIPLAYER
Improved the host to client disconnection flow: clients now consistently return safely to the lobby.
Fixed incorrect game mode transitions in some cases.
Enhanced replication performance and reduced lag spikes during player updates.
Improved lobby and matchmaking flow with better state synchronization.
Optimized server travel and reduced session recreation times.
Fixed disconnected clients that could not join a new host.
Fixed duplicate entries for a single player in the lobby.
Fixed an issue where map voting could kick players and put the host into freecam.
Fixed a bug where joining or rejoining a lobby could cause an infinite loading loop.
Fixed several issues with player names displayed in the TAB score and end screens.
Completed VOIP QA checks to stabilize and validate voice chat behavior.
Fixed nameplates replication so they track players correctly for all clients.
Adjusted edge cases where two player matches could behave strangely with team assignment.
Bodycam – Hotfix V0.1.4.1a • Bug Fixes & Cleanup
⚠️ QUICK HOTFIX NOTICE
- This hotfix addresses several gameplay, UI and spawning issues reported after the latest update.
Patch Notes
- Fixed “Free cam” issue while playing TDM in Backrooms
- Fixed zombie rounds not starting
- Adjusted fall-damage sensitivity (was too strict)
- Fixed hosts being removed from the scoreboard
- Fixed hosts not spawning with weapons
- Resolved kills sometimes not counting
- Removed FAL skins that appeared in operator-skin selection
- Fixed occasional T-posing
- Fixed Season Rewards not displaying
- Fixed weapon/character skins not displaying in matches
- Fixed round-end screen showing “Round lost” twice
- Removed black mold from BombHouse
- Fixed zombie instant-kill bug
Thanks for the quick feedback!.
⚠️ IMPORTANT NOTICE
- Note: This is Part I of our optimisation updates!
DLSS IS BACK!
- After encountering unforeseen compatibility issues the first time, DLSS has finally returned for good!
- A new DLSS option has been added in the graphical settings, right below the “FSR” setting.
- FrameGen is yet to be added, but it will come soon!
Let us know your experience with the current implementation and if it needs improvement!
The last thing in the 2024 roadmap is done! (lol)
OTHER CHANGES & FIXES
- The game has been optimized further, but we’re still ironing out the issues introduced in 1.3.4.
- Upscale Quality, Anti‐Aliasing and TAA Upsampling settings work again!
- The Weapons Locker has received some new icons.
- Oil Rig shouldn’t use so much CPU anymore.
- A bunch of new skin variations have been added to most guns.
- A handful of new Operator Skins have been added!
- An R-Point softcap has been introduced! This is very experimental and will be tweaked over time (current cap: 10,000 points; above this threshold, point gains will diminish).
Don’t forget to leave a review on Steam! Your feedback is always welcome.
The Reissad Team
Bodycam Update – Hotfix V0.1.3.5
Hey everyone
We've just released last day, our biggest update yet, and now here's Hotfix V0.1.3.5, fixing several issues and improving overall gameplay.
Here’s what’s new:
- Performance fixes on Russian Building, Worn House, Hospital, and other maps.(We've made some improvements, but keep in mind that the big performance update is coming in the next update!)
- Death tracking fixed - Death no longer counts as two deaths.
- Audio improvements - Overall sound volume levels adjusted, footsteps volume balanced, correct dirt sounds now play, and outdoor ambience works properly.
- Private match rewards - Playing in private matches no longer gives you any kind of rewards.
- Joining late - Joining a minute before the match ends now gives you no rewards.
Note: No reward screen will play after the scoreboard while the match is ending. - Rank rewards adjustments - No rank rewards when playing with bots and fewer than 3 real players.
- Hardpoint mode now ends at 200 points - Let us know if this feels too short!
- Bots now stay in matches - As asked, bots will now stay in matches until the lobby starts filling up with real players.
- Bot fixes - Bots now shoot properly, and their accuracy against other bots has been improved.
- Zombie skins fixed - They now appear correctly instead of using test assets.
- Improved match stability - Reduced chances of matches stopping abruptly.
As always, let us know your feedback - Thanks for your support!
⚠️ NOTE:
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NEW CONTENT
🏆 SEASON 2 BEGINS!
- Ranks have been reset!: Players now have 60 days to climb the leaderboard before the season ends, and earn exclusive rewards!
- Season Rewards: You are now able to claim exclusive badges as rewards for your rank position in the previous season, and new operator skins for season 2!
- View Past Rankings: You can now check your rank history by visiting the Leaderboard section and selecting previous seasons.!
- Season Duration: This season will run for two months, but we may adjust future seasons based on your feedback. Let us know if you prefer shorter or longer seasons!
- Rank Placement Change: The amount of points needed to rank up has been increased exponentially, making the grind harder and more pleasing! This change is not final though, we appreciate any feedback!
🔥 STREAK SYSTEM - DAILY FREE SKINS!
- Daily Win Rewards: Win one match per day to earn a free skin.
- No Duplicate Skins: Skins are chosen from those you do not own yet.
- Consistency Matters: If you miss a day, your streak resets! Stay consistent to maximize your rewards.
- Future Updates: More streak-based rewards will be added in future updates!
🎯 NEW GAME MODE - HARDPOINT
- Objective-Based Gameplay: Hardpoint is a fast-paced mode where teams must capture and hold a rotating zone to earn points.
- Winning Conditions: The team that reaches 200 points first, or has the most points by the end of the timer wins!
- Rotating Capture Points: The zone moves periodically, forcing players to anticipate rotations and reposition before the enemy does.
- The More The Better: The more teammates you have on the hardpoint, the more points your team receives!
- Best for Tactical Players: Hardpoint is perfect for those who enjoy a mix of team strategy and aggressive play-styles. Try it out, and let us know your feedback!
🗺️ NEW MAP - PAINTBALL ARENA
- Designed for Competitive Modes: A paintball-inspired map tailored for Versus, Body Bomb, and Hardpoint game modes.
- Ground-Level Combat: Unlike Airsoft, Bomb House, or Russian Building, this map has no elevated areas, ensuring a level playing field.
- Cover-Based Movement: Small, scattered covers force players to stay mobile and react quickly to enemy movement.
- Symmetrical Layout: The map is evenly designed, providing a balanced and fair competitive experience.
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🤖 BOTS - DYNAMIC MATCHMAKING AI
NOTE: The bots are not perfect just yet, and will be improved over time!
- Dynamic Matchmaking Support: Bots automatically fill empty slots and leave as real players join. They are designed to maintain the game’s pacing and balance.
- Filling Lobbies & Expanding Player Base: Bots have been added to ensure that matches feel full and competitive, particularly in regions where the player base is still growing. This helps Bodycam expand globally and improves matchmaking speeds.
- Adaptive AI Difficulty: Bots start at an easier level but dynamically adjust their difficulty based on player performance. If you're dominating, they will get smarter and more challenging for you.
- Realistic Player Behavior: Bots analyze the battlefield, take alternative routes, use flanking tactics, and engage dynamically in fights.
- Objective-Focused AI: Bots interact with objectives just like real players; They plant and defuse bombs, capture Hardpoints, and support their team in tactical engagements.
- Option to disable bots: If you're hosting a match, you can disable bots in the settings before starting a match!
- Bot Kill Point Rewards: Killing a bot grants ¼ of a player kill's value. For example, if a player kill grants 40 RPoints, a bot kill will grant 10 RPoints.
- Temporary bot limit: For testing, bots will fill lobbies up to 4 players for the time being!
---
🌍 MAP REWORKS & FIXES
We have started reworking several maps to improve visual quality, level design, and balance. However, this is just the beginning! These improvements are not final. This is a first step to better organization and testing community feedback before the full map overhauls planned in the 2025 roadmap.
- Worn House Revamped: Improved textures, lighting, and overall level design for better balance and visuals.
- Russian Building Now Features a Redesigned Outside Area: Expanded for more strategic opportunities and improved navigation.
- A New Staircase Has Been Added To Russian Building: Changing the way players navigate and making gameplay more dynamic.
- Airsoft House Optimizations: The map has seen a considerable amount of changes and optimizations, removing annoying spots and more, making gameplay smoother and more enjoyable.
- Training Range Now Has New Guns: FOSTECH shotgun and Revolver have been added to training range for everyone to test them out!
- Countless hitboxes fixed across all the maps: Including Russian Building trees, Rome's bushes, and more!
- "Logistics" Was temporarily disabled for a small rework
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🎨 SKINS & CUSTOMIZATION UPDATES
- 37+7 New Operator Skins Added! There's 37 new skins you can buy in the shop, and 7 more you can get from season rewards!
- A handful of new weapons skins! A couple more weapon skins were added this update for some guns!
- New National Flag Badges Added: Represent your country with pride! All nations now have unique flag badges.
- More Badges Coming Soon: Future updates will introduce new badges with different meanings and significance.
- Profile Picture Now Reflects Your Operator Skin: Your in-game avatar is now represented by your chosen operator skin, adding more immersion and natural team identification. We would like your feedback regarding this change, let us know if you like it or not!
---
OTHER ADDITIONS, CHANGES, FIXES & POLISH
- Added voice lines that play at start of rounds and other situations
- Added audio setting, that controls the previously mentioned voice lines
- Added Take/Interact key bind option (Default: E)
- Added a new scope
- Added new walking sounds
- Reworked Main Menu UI completely
Note: UI Bugs are still present, this is just the first part of the UI rework! - Nerfed and Buffed rank point rewards for certain gamemodes
- Improved and adjusted the friendly name UI
- Team killers are now automatically kicked after 3 TKs, regardless of their performance in the match
- Friendly "Green Box" no longer disappears when too close, minimizing confusion and accidental team kills
- Joining a match too late will no longer grant you any rewards, preventing players from abusing the system by joining late and getting free rewards.
- Players will no longer earn any points in private matches. These games will be purely for practice.
- RTSS (Riva Tuner Statistics Server) works again
- Improved the player hit registration
- Improved issues with body bomb rounds not ending properly
- Improved issue where lasers unintentionally lit up entire rooms
- Improved issues with private lobbies not working
- Resolved issues with pump shotgun and revolver getting stuck
- Fixed issue with weapon skins not saving if you don't have an operator skin equipped
- Fixed issues with the resolution not being saved
- Fixed issues with the shop being empty
- Fixed issues with the bomb not dropping from dead players
- Fixed issue where lasers caused a large red flash when turned on
- Fixed bug that disabled the green box and names of friendlies at the start of a match
- Players can no longer steal the bomb from a teammate
- Ranks are now spelled correctly
- Voice chat volume is no longer affected by the "Master Volume" setting
+ COUNTLESS other smaller bug fixes and changes!
Current Release
21150357
Uploaded Jun 06, 2026
System Requirements
How to Install
Bodycam.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
35.3 GB
21150357
66EAAA16
6f9b6936436a90f812ffffcbc5c7bb16ff0105289b17ca3a1bdc5e43b9c8d2d2
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View AllDownload Bodycam for PC with a direct link or via torrent. Get the full version of Bodycam for free. Bodycam is a Action released by Reissad Studio.