1. Bodycam
  2. News

Bodycam News

Major Update Incoming

[p]Dear Operators,[/p][p][/p][p]As we’re heading toward one of the key milestones in Bodycam’s journey, we wanted to take a moment to keep you in the loop.[/p][p][/p][p]The Halloween Update has grown far beyond its initial scope, and will now become a Major Update.[/p][p][/p][p]What started as a themed patch turned into something much larger: a foundation for the future of Bodycam. It’s not just about adding a new map or fixing a few long-awaited issues. It’s about building the base that will allow the game to reach its full potential.[/p][p][/p][p]Until recently, the team was very small, and there’s as much workload that you can take as human beings. Over the past weeks, we’ve welcomed new programmers, artists, and an audio designer, taking the time to align everyone around shared workflows. The result: a stronger, faster, and more cohesive team that’s been pushing hard to deliver an update worthy of your expectations.[/p][p][/p][p]We’ve also migrated Bodycam from Unreal Engine 5.2 to 5.5, a move that brought major long-term benefits, but also plenty of technical challenges. Compatibility issues, engine bugs, and system rewrites took time, but they’re now paying off with better performance and overall stability.[/p][p][/p][p]At the same time, we’ve been reinforcing the game’s core systems: loadouts, networking, backend tools, while planning the long-term roadmap for 1.0 and beyond. These aren’t things you’ll immediately see on screen, but they’re essential for what comes next.[/p][p][/p][p]During internal playtests in September, we also realized that Zombie Village, our biggest map so far, needed deeper optimization. Its scale, new zombie models, and updated physics pushed the engine to its limits. Since then, we’ve spent weeks improving performance and smoothing out the experience: we’re very close, but a bit more time is needed to make sure it runs the way it should.[/p][p][/p][p]We know many of you have been eagerly waiting for this update, and that’s exactly why we’re taking this extra time. We don’t want to release something rushed or incomplete. We understand your frustration, it means how much you care about the game. After this update, a lot of things will change. [/p][p][/p][p]Your expectations push us forward. Your feedback, your passion, and your patience have helped shape this game from the start. The team is fully committed to bring Bodycam to the next level and hired the resources to do so.[/p][p][/p][p]Now, let’s take a look at what’s coming in this Major Update.[/p][p][/p][p][/p][p][/p]
OPTIMIZATION & PERFORMANCE
[p][/p][p]One of the biggest points for you is the game optimization and we’ve heard you. This major update has been designed to bring more stability to Bodycam and better performances. 
[/p][p]With this update, the game will be running on Unreal Engine 5.5, bringing Lumen and Virtual Shadow Maps compatibility. All current maps were reviewed to optimize GPU and CPU usage. A lot of work has been done on the light, shaders, and shadow complexities, and the team has been hard at work to clean redundant sublevels and merged meshes. The patch notes will give you the full list of the changes. But in short, the game will be faster, more stable and even more realistic, while being lighter on your computers. This is just the beginning: optimization is a core priority and every update will bring new enhancements.  [/p][p][/p]
BUG FIXES & STABILITY
[p][/p][p]One of the most common crashes, the lobby crash when hosting or loading a game after a friend invite, will be resolved. A fair amount of the bugs reported until recently has been fixed, including the spawn bugs, incorrect scores displayed, the “Defeat” UI after winning a GunGame match, missing server list and friends visibility in the lobby, and plane jump crash. Clients will also always return to the lobby safely even after being disconnected. The aim here is to get a more stable game that will provide a clean base for both our casual but also competitive players. To keep everything on track, identify the main issues or recurring bugs and keep our minds clear to improve Bodycam, we have designed a new internal QA process, with a dedicated team, to make sure each update brings new features and does not regress on other aspects.[/p][p][/p][p][/p][p][/p]
GAMEPLAY & SYSTEMS
[p][/p][p]A brand new weapon is coming your way: we’re adding the Crossbow, a powerful, silent, but deadly addition that will be first introduced in the new Zombie map. The Zombie mode will also change, with a more immersive behavior and gameplay, with wave pacing and new enemies. In general, we are consolidating the immersion and realism offered by Bodycam in this update - and it’s only the beginning. 
[/p][p]So we hope you will notice the new flashlight and the other quality of life improvements, we would be more than happy to hear your thoughts and feedback about these improvements.[/p][p][/p][p][/p][p][/p]
MAPS & ENVIRONMENT
[p][/p][carousel][/carousel][p]It’s not just one map that you’ll enjoy: two brand new maps will be introduced in this update: a new village for the Zombie mode and the new CQB map, our largest map to date. In addition, Wornhouse interior has been entirely reworked. We cannot wait for you to try them and give us your feedback.
[/p]
UI & UX
[p][/p][p]We optimized the user interface so it gets more accessible and intuitive, introducing the full aspect ratio scaling. It’s fresher and more efficient. The input rebinding interface has been redesigned for Unreal 5.5.
[/p][p]More changes are coming in the update after this one, so stay tuned for more.[/p][p][/p][p][/p]
AUDIO & VFX
[p] [/p][p]Realism and immersion rely a lot on the graphical experience of a game, but we shall not forget about the atmosphere and what will make the difference in a competitive environment: the ability to hear, treat the information, and anticipate. The next update will integrate new footsteps, impact and melee sound effects. We got rid of some bird and ambient noise clutter. Visual Effects have been updated for the muzzle flashes, impact and debris effects, while the blood decals have been reworked, and some parts of the old blood system have made a return. Lighting reflections have been improved as well. As for the other part of this preview, other improvements are planned to enhance the realistic and tactical aspect of the game through audio, including spatialization, and VFX.[/p][p][/p]
NETWORKING & MULTIPLAYER
[p]And finally, some news from the multiplayer and networking front. In addition to the clients being able to safely return to the lobby and the incorrect game mode transitions fixed, we managed to fix annoying performance issues, which helps to reduce lag spikes during player updates, including the "full lobby" lag. Matchmaking flow has been improved, with proper state sync. We also added the map voting system at the end of each game.  Overall, we’re making the multiplayer experience faster and more simple.[/p][p][/p][p]Other additions will be introduced in the full release patch, and are the bases for more, so stay tuned![/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p]
FOCUS ON COMMUNICATION
[p][/p][p]Your engagement shows how much the game matters to you, and we’re excited to strengthen our communication from here on out.[/p][p][/p][p]You might have seen Kane on the Discord already, her role is to make sure we have a steady and solid communication across social media and platforms like Steam, so that you will receive news and other updates directly on your favorite platform, and to coordinate the global communication between the studio and you, so that you’re heard and seen. She’s a seasoned social media manager and is no stranger to the competitive FPS world. We count on you to give her a warm welcome.[/p][p][/p][p]Other major changes are coming. While we can’t show you much before locking in more details, we are very excited and eager to be able to do so. Soon. [/p][p][/p][p]The Major Update will be released at the end of November. [/p][p] [/p][p]Thank you for reading. Gear up. And see you soon.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Bodycam – Behind the Scenes: Our Journey & Next Steps

📢 Bodycam – Studio News
[p]
Hey everyone, hope you’re doing well!
We wanted to take a bit of time to talk to you about Bodycam and the studio, to share with you the reality of what these past six months have been like, and everything we’ve been working on.

This is going to be a longer message that touches on a lot of different topics, but we think it’s worth it. It’s something we will do more often: giving you an inside look at the problems we’ve faced, how we solved them, how we’re planning the future of the game and the studio, and what our ambitions are.

[/p][h2]🔧 Technical side[/h2][p]
On the technical side, we’ve been through a lot of heavy tasks that took time (and maybe the question is, why did they take so much time?). The biggest challenge, and probably the biggest issue for Bodycam right now, has been optimization. Even though Bodycam is a fairly recent project built on brand-new tech and tools that themselves aren’t always fully optimized yet, there’s still a huge amount of work we can do on our side, and we’ve been doing it.

Optimization is never “done”, there’s always more to improve, but over the past months we’ve tackled some of the hardest and most time-consuming parts. We re-imported and reworked basically all of the game’s textures, we upgraded Unreal Engine through several versions to bring the project to the latest one, and we fixed everything that broke along the way (plugins, debug systems, features that suddenly stopped working). On top of that, we ran full audits, rewrote parts of the code that weren’t holding up, and solved a mountain of side issues created by these upgrades.
[/p][p][/p][h2]🎮 Content side[/h2][p]
On the content side, we decided to use this time to focus on the bigger updates. Since the technical side was mainly being handled by our external partners, we focused on the most time-consuming features. And the truth is, with Bodycam, we can’t just cut corners. Our rule is that whenever we release something, it has to be pushed to the maximum of realism and detail. That’s both the cool part and sometimes the painful part of working on this project.

It means we often end up redoing things that technically already “worked fine,” simply because they weren’t good enough by our standards. And this will always be part of the DNA of Bodycam. There will be times when we’ll tell you: “yes, this system was working, nobody complained, but we rebuilt it anyway.” Because that’s how we make sure Bodycam always stays at the very top of what’s possible in terms of realism.

A good example is the animation system. It was already solid. Nobody was asking for a change. But for us, it wasn’t enough. So we remade every single animation. We added a ton of new elements to make it more realistic, redesigned the whole system from the ground up, and even though you’ve seen a glimpse of it in the devlog, there’s still a lot more you haven’t seen yet.

[/p][previewyoutube][/previewyoutube][p][/p][previewyoutube][/previewyoutube][p]

The same goes for the Loadout. We could have just added a handful of optics, a few grips, a couple of stocks per weapon, and called it a day. That would’ve been more than enough for most people. But that’s not what we wanted. We wanted to mirror reality as closely as possible and in real life, you can find thousands of parts and optics. So we went all in: we went to shooting ranges, looked at what exists, and started building a database that grows every day – hundreds of optics, hundreds of stocks, and new ones being added daily. It took a massive amount of time, but it’s what makes Bodycam unique.

And we didn’t stop there. We applied the same philosophy to the drones and the RCs. I can’t tell you exactly how they’ll be used yet (you’ll have to guess), but just like weapons, they come with their own loadout system. You’ll be able to swap wheels, change the body shell, customize spoilers, add stickers, replace antennas, edit rotors, change cameras, and more. For drone and RC fans (like myself), the goal was simple: to allow you to recreate the drone or RC car you have at home inside Bodycam. That’s something we find amazing.

Of course, the flip side of this philosophy is that it makes updates slower. If we had cut down 200 attachments, nobody would have noticed. If we had kept the old animations, the game would still be good. But it’s the DNA. That’s why updates sometimes feel far apart (and later in this message, I’ll explain how we’re going to fix that).

[/p][h2]👥 Strengthening the studio[/h2][p]
At the same time, over the past few months we’ve gone through a huge leap forward doubling our team and starting new collaborations with additional partners. We strengthened Reissad to improve the game.[/p][p]Today, we are supported by trusted partners and new collaborators. This growth allowed us to upgrade workflows, file sharing, build testing, QA, production, and remote coordination across time zones. The most rewarding part has been welcoming specialists in every field experts far more skilled than us in their domains who share the same vision and passion. Together, we will continue to optimize our workflows to deliver Bodycam at the quality we target.[/p][p]Of course, such a fast team scale-up required us to set up a lot of processes and find our rhythm. But now that the biggest gap is behind us, we can fully focus on content.

[/p][h2]💬 Communication[/h2][p]
We know communication hasn’t been great. When we stopped working with our first comms team, we didn’t immediately have a replacement, and we ended up with long gaps without saying much. Part of it was that we were just so deep into development that we didn’t see the time pass. And honestly, we didn’t want to spam you with boring things, half-teasers or constant pings when the real work wasn’t ready to show. But we’ve seen how much you liked the devlogs and dev leaks, how much you appreciated being part of the process, and we know we need to do more of that. That’s why we’re now putting together a proper marketing and community team, so there will always be updates, content, devlogs, things to show you, without it depending on whether or not the developers find a free evening to write something.

Now, one of the biggest questions is: how do we make sure these long delays don’t keep happening in the future? Because yes, right now updates have taken a long time, and we know it’s frustrating (for you and for us too).

After the two big updates we’re working on now (Zombies and the Major Update), the structure of the team will change. The core Bodycam team, the one that started it all and has now grown a lot, will keep working on the huge updates. That kind of update is always going to take time (four, five, sometimes six months to build), and while it’s part of Bodycam’s DNA to do these ambitious, system-level reworks, in parallel, a new live ops team will take care of regular content, smaller features, balance tweaks, bug fixes, seasonal events – basically, the kind of things that keep the game alive and exciting between the big milestones.

This way, we won’t have those long gaps anymore. It’s something we couldn’t do until now, because the whole team was buried in the same massive tasks. But with the studio growing and with the structure we’ve built, it finally becomes possible.

[/p][h2]📌 What’s next

[/h2][previewyoutube][/previewyoutube][p]
Halloween: the big Zombie mode update, with a brand-new map, secrets, weapons, and all the performance improvements mentioned above. We’re still in heavy QA phase for it, and we won’t release it if it isn’t ready, but we’re confident for Halloween.

January - February
: the Loadout update, which also includes the fully reworked animation system. You’ve already seen a glimpse of it in the devlog (link), but this update will go much further.


[/p][p][/p][p][/p][h2]🏆 Our Next Steps[/h2][p]
For us, this period has been both frustrating and rewarding. Frustrating because the gap since release has been significant. But since launch, we’ve transformed the studio into something far stronger, investing heavily and building beyond ourselves. Projects of this scale take time to show results, but that progress is real and soon the game will fully reflect the growth we’ve achieved.

What kept us going is that we know the potential of Bodycam. We see it every day, and we know many of you see it too (it’s something that comes back again and again in reviews and feedback). That belief, shared between us and the community, is what kept us motivated to keep building even when nothing visible was coming out.

In the past, we focused so much on building that we didn’t communicate enough, hoping the game would speak for itself. We’ve learned from that. Now, with a dedicated communication team, we will share regular updates and give you a clear window into Bodycam’s progress.

So yes, there are still things in the game we want to improve, things we wish could go faster. But nothing is being left behind. Everything is being worked on, and no matter how long it takes, it will get done. And when it is, we’ll finally be proud to show the Bodycam we’ve been building for you all this time.

[/p]

Bodycam Video Devlog #1 – What’s Next for Bodycam?

[p][/p][previewyoutube][/previewyoutube][p]Hey everyone 👋[/p][p]We’re excited to launch our very first Bodycam Video Devlog!
In this episode, we take you behind the scenes and talk about all the new features coming to Bodycam:[/p]
  • [p]Loadouts – choose your gear and customize your playstyle[/p]
  • [p]Zombie Mode – a terrifying new way to experience Bodycam[/p]
  • [p]New Content & Updates – fresh features and improvements[/p]
[p]This is just the beginning. We plan to share more regular vlogs/devlogs with you so you can follow the journey of Bodycam as it evolves.[/p][p]👉 Check out the full video here: [dynamiclink][/dynamiclink][/p][p]We know many of you are curious about what’s coming next. Right now, there are a lot of things in the works behind the scenes that we can’t reveal just yet. What you’ve seen so far is only a small part of Bodycam – we’re working hard on much more content that takes a lot of time and effort to build.[/p][p]We can’t wait to share more with you as soon as it’s ready! Thank you for your patience and support 💙[/p][p]See you on soon!
The Reissad Team[/p]

[BODYCAM] Roadmap Update : What's Coming Next ?!

🔧 Roadmap Update – Optimization, Loadout, Zombie & More

Hi everyone,

We’re kicking off a new format here on Steam: regular updates on our roadmap progress.
We usually post dev leaks (images, info, early previews) on our official Discord, but since not everyone is there, we’ll now keep you updated here as well.

👉 Click here to view the full roadmap


[h2]✅ Optimization & Game Polish Part III[/h2]
This part is being handled by a specialized team, and they’ve already delivered key updates:
  • DLSS integration
  • Performance and stability improvements
  • Polish passes across various systems

However, this section is still ongoing.
Part III : A major VRAM optimization update is coming soon — it should significantly improve performance across most setups.

[h2]🔧 Loadout & Weapon System – Our Current Focus[/h2]
This is what our main team is working on right now.
We’re building a completely new loadout system, featuring:
  • Fully reworked weapon animations
  • New weapons
  • Thousands of attachments
  • Variants & skins
  • Real gameplay effects per item (not just visual)

Every weapon in Bodycam will now be fully customizable — with thousands of unique combinations.
Here are just a few examples of what you’ll be able to create using the new system — every weapon in the game will be modifiable to this level of detail.
First look at the Raider X, one of the many new weapons in development!



[h2]🛰️ New Drones Incoming[/h2]
We’re also adding new types of drones to the game.
Each drone will come with its own purpose, strengths, and drawbacks, and we’ll explain exactly how to use them and what they’re meant for in future updates.

So don’t worry if you're not sure what they do yet — we’ll walk you through everything soon 😄


[h2]🎥 Animation Overhaul – New Possibilities[/h2]
We’re completely reworking all weapon animations in Bodycam, not only to improve realism but also to unlock new gameplay dynamics:
  • Support for tactical and stressed reloads
  • Smoother transitions and improved responsiveness
  • Weapon behavior adapting to loadout configuration

Check out two recent previews here:

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]

[h2]🧟 Zombie Map – In Advanced Production[/h2]
A third team is working on our next zombie map — and it’s already well advanced.
  • This will be the largest map in the game
  • With easter eggs, secrets, and challenges to unlock
  • Designed to be both immersive and replayable
  • Keeping realism as a core experience

[h2]📹 New CQB Map Preview[/h2]
We’re currently polishing a new close quarters map — built for intense tactical gameplay.
Check out the teaser video here:

[previewyoutube][/previewyoutube]



[h2]🗺️ Map Polish[/h2]
We’re gradually revisiting every map in the game to improve both visual quality and gameplay balance, with a strong focus on making each environment feel more polished, immersive, and competitive.
  • Oil Rig is being completely reworked from the ground up
  • Tumblewood is also getting multiple improvements for better readability, flow, and competitive viability



[h2]📆 Coming Soon – What to Expect[/h2]
Between June, July, and August, multiple major updates will be released, including:
  • ⚙️ VRAM & performance optimization
  • 🧩 Loadout system + animation overhaul
  • 🔫 Dozens of new weapons and attachments
  • 🧟 Massive zombie map
  • 🖥️ UI Rework (starting with settings)
  • 🔁 Host migration
  • 🗳️ Voting system


Thanks for your patience and your support.

We’d love to hear your thoughts feel free to share your feedback in the comments or on our official Discord.
We’ll be happy to dive deeper into each new feature with you!

Bodycam Hotfix v0.1.4.1 – Bug Fixes & Cleanup

Bodycam – Hotfix V0.1.4.1a • Bug Fixes & Cleanup


[h3]⚠️ QUICK HOTFIX NOTICE[/h3]
  • This hotfix addresses several gameplay, UI and spawning issues reported after the latest update.


[h2]Patch Notes[/h2]
  • 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!.