Suggestions
Share your ideas to make Bodycam better. Upvote the ones you want most.
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- 4.Upvote and comment on existing ideas
550 posts
- 23Allow Drones to Crash at High Speed
Allow the default surveillance drone to be damaged or destroyed when it collides with a wall, ceiling, or other obstacle at high speed. The current velocity protection prevents the drone from being destroyed by collisions. Restoring a risk of crashing would reward careful piloting and make drone movement feel more physical.
- 23Add Optic Lens Contamination
Optic lenses could gradually become dusty, fogged, or blurred during gameplay. Players could clean them using a simple cloth animation that takes a few seconds, adding another layer of weapon interaction and realism.
- 22Restrict or Normalize Gamma Settings
Please consider removing the Gamma setting, or reverting it to how it worked pre-patch. Right now, players who don’t increase their Gamma to around 4.0 are at a significant disadvantage. There is basically no reason not to max it out, because it allows players to see into dark areas and shadows much more easily. Before the patch, shadows actually mattered. You had to be careful around dark areas and make decisions about whether it was worth taking a shot, checking a corner, or risking exposing yourself because someone might be hiding there. That created much more tension and required players to think, calculate the risk, and use positioning and sound rather than simply turning up the Gamma and seeing everything. Currently, shadows have almost no gameplay value because players can simply increase their Gamma and eliminate most of the darkness. Please consider bringing back the pre-patch lighting/gamma experience. Shadows should be something players have to respect, not something they can completely bypass with a setting.
- 22Prevent Accidental Purchases in the Loadout Store
Separate the controls used to purchase an item and open its customization menu. The current input can cause players to accidentally buy the highlighted weapon when they intended to customize another one. Purchases could require selecting a dedicated button or clicking directly on the displayed price, followed by a confirmation showing the item and its cost. A short undo or refund option could also help correct accidental purchases.
- 22Allow Suppressors to Be Removed During Matches
Allow players to attach or remove a carried suppressor from compatible weapons without changing their loadout. This would let players adapt their weapon’s sound signature, muzzle flash, length, and handling to the situation. Removed suppressors should remain in the player’s inventory so they can be reattached later, with a short interaction time to prevent instant switching during combat.
- 22Add Weapon Unlocks Through Player Leveling
Allow players to unlock new weapons as they increase their account level. Experience could be earned by completing matches, winning rounds, eliminating enemies, and contributing to objectives. A visible progression path would show which weapons become available at each level and give players additional long-term goals. Unlocked weapons should expand loadout variety without providing direct power advantages, ensuring that starting weapons remain competitive.
- 22Add a Zombie Infection Game Mode
Add a multiplayer infection mode in which one player begins the round as a zombie while the remaining players play as survivors. When a survivor is killed by a zombie, they respawn as a zombie and join the infected team. The survivors must remain alive until the timer expires, while the zombies must infect every remaining survivor to win the round.
- 22Add Favorite Weapon Attachments
Allow players to mark weapon attachments as favorites. Favorited attachments would appear at the top of their respective lists, making frequently used options faster and easier to find.
- 22Add Environmental Effects to Player Models and Equipment
Environmental conditions should visibly affect the appearance of player models, clothing, equipment, and weapons. For example, players could become covered in mud after moving or going crouched in wet areas, appear soaked during rain, or accumulate dust and dirt in dry environments. Other effects, such as snow, ash, blood, or debris, could also appear when appropriate. These effects could gradually build up during a match and fade or wash away over time, making characters feel more connected to their environment.
- 21Add NVIDIA Reflex Support
Add NVIDIA Reflex or an equivalent low-latency option to reduce input latency.
- 21Add an Option to Reduce or Disable Breathing Sounds
Add a separate volume slider or toggle for the player’s breathing sounds during gameplay and spectator mode. The current mouth-breathing audio can feel loud and repetitive, and may cause significant discomfort for players sensitive to this type of sound. Allowing it to be reduced or disabled would improve audio accessibility without affecting other sound effects.
- 21Add Distant Artillery Effects to the Trenches Map
Add periodic artillery sounds and distant explosions to the Trenches map. Shell impacts, flashes, smoke plumes, and echoes could occur beyond the playable area at irregular intervals. These effects could remain purely environmental, creating a more active and immersive battlefield atmosphere without affecting gameplay.
- 21Add Magazine Pouch Reload Animations
During reloads, show the operator physically pulling a new magazine from a pouch instead of having it appear directly in their hand. This would make reload animations feel more natural and consistent with the equipment worn by the operator.
- 20Add Optional Dual-Wielding for Pistols and Revolvers - Akimbo
Allow players to equip and use two compatible pistols or revolvers at the same time as an optional gameplay feature. Dual-wielding should come with trade-offs, such as reduced accuracy, slower reloads, and limited access to aiming, so it remains a fun alternative without becoming stronger than standard weapon setups.
- 20Add Regional Based Matchmaking
Right now the matchmaking system adds you to games hosted all around the world, which leads to terrible lag. Before 0.8 one could see the country from which the game is being hosted and the matchmaking worked properly in this regard.
- 20FPV Drone Is Almost Unusable on PS5 Controller — Throttle Defaults to 50%
I’m playing Bodycam with a PS5 DualSense controller. The FPV drone throttle is assigned to a self-centering analog stick, so whenever I release it, the stick returns to the middle and the game interprets that neutral position as 50% throttle instead of 0%. As a result, the drone keeps producing thrust when no input is being applied. Throttle Mid and Throttle Expo only modify the response curve and do not change the neutral point. It would be great to have a “Gamepad Throttle Mode” where the stick center equals 0% and the upper half covers 0–100%, or to allow the analog throttle axis to be remapped to R2.
- 20Reduce the Drones Cooldown
The drone cooldown currently feels too long compared with its limited battery life, particularly when a drone is destroyed shortly after deployment. Consider reducing the cooldown or increasing the available flight time so players can use drones more frequently and meaningfully. Reasonable limits could remain in place to prevent excessive drone spam.
- 20Add New Gadget: C4 Explosive
Add a remotely detonated C4 explosive that can be placed or thrown by the player. The charge could stick to walls, floors, ceilings, vehicles, drones, and RC cars, allowing players to create traps or deliver explosives remotely. Players should be able to detonate the C4 at any time, including while it is still airborne. Its limited quantity and detonation range could be balanced to prevent it from becoming overly powerful.
- 20Add Staged Reloads
Make reload progress persist when the animation is interrupted by actions such as switching weapons, sprinting, or using equipment. When the player returns to the weapon, the reload should resume from the last completed stage instead of restarting. For example, if the old magazine has already been removed, the operator should continue by inserting a new one. This would make interrupted reloads feel more natural and ensure that every completed action has a consistent effect on the weapon.
- 20Improve Ally Markers to Show Distance and Elevation
Improve ally name tags and green markers so they communicate how far away teammates are more clearly. Their size and opacity could change based on distance, making nearby allies more visible while distant markers appear smaller or more transparent. Directional indicators could also show when a teammate is located above or below the player. This would make ally positions easier to understand in multi-level environments and reduce confusion when a distant marker appears close to an enemy.
- 20Add New Game Mode: Last Man Standing
Add a Last Man Standing mode in which each player has only one life. The match would follow traditional Deathmatch rules, but eliminated players would not respawn. The last surviving player would win the round.
- 19Option to Switch Monitor
The option to change from your main monitor to your 2nd.
- 19Add Melee Attacks and Melee Demotion to Gun Game
Add melee attacks to Gun Game and demote players by one weapon tier when they are eliminated by a melee attack. This would give players a last-resort option during close-range encounters while rewarding the risk of approaching an opponent. Melee eliminations could disrupt the opponent’s progression and add more tension to the mode.
- 19Add a Territory Campaign Mode Inspired by Rising Storm 2: Vietnam
Add a persistent campaign mode in which two teams compete for control of territories across a strategic map. Before each battle, the attacking team could vote on which available territory to assault. The selected map would then be played with one team attacking and the other defending, with the result determining who controls the region. Teams could alternate roles between battles as the campaign progresses. A complete campaign could span multiple matches and end when one side captures enough territory or reaches a defined victory condition, giving individual matches a larger strategic purpose.
- 19Add Daytime Variants for Zombie Maps
Add daytime versions of maps available in Zombie mode instead of limiting every match to nighttime conditions. Daylight would provide clearer visibility and a different atmosphere while preserving the mode’s existing gameplay. The time of day could be selected in custom game settings or randomized when a match begins.
- 19Add Rare Stress-Based Reload Variations
Add additional reload animations that can occasionally occur during intense combat situations. For example, the operator could fumble or drop the magazine while reloading. In a rarer variation, the magazine could strike the bodycam and cause the operator to briefly readjust it before continuing. These animations should remain uncommon during normal gameplay but become slightly more likely when the operator reaches a high stress level, such as while taking fire or being heavily suppressed.
- 19Add Dolby Atmos and Surround Sound Support
Add support for Dolby Atmos and standard 5.1 and 7.1 surround sound systems. Proper multichannel output would improve the positioning of gunfire, footsteps, bullet cracks, and environmental sounds. Dolby Atmos could also provide more accurate vertical audio for compatible home theatre and headphone setups.
- 19Add Player-Controlled Physical Combat Interactions
Expand physical interactions beyond reactive animations by adding mechanics that directly affect combat. Players could push opponents, collide with them, or cause them to stumble during close-quarters encounters. Strong impacts could also knock a weapon from an opponent’s hands under certain conditions. These mechanics would add greater depth and risk versus reward to positioning and close-range combat.
- 18Revolver Sight issue
Hey. While using the "revolver" muzzle on the revolver the sight isn't centered. You are aiming to the left and it's a bit distracting on long range shootouts..
- 18Allow Players to Buy Reissad Points with Real Money
Allow players to purchase Reissad Points directly as an optional way to accelerate progression. This would help newcomers and players with limited playtime unlock weapons and attachments without requiring extensive grinding to catch up with established players. All gameplay items should remain obtainable through normal play, with purchased points serving only as an optional progression shortcut.