Suggestions

Share your ideas to make Bodycam better. Upvote the ones you want most.

  1. 1.One idea per post
  2. 2.English only
  3. 3.Search before posting
  4. 4.Upvote and comment on existing ideas

550 posts

  • 18
    Improve Weapon Anchoring and Sway While Aiming

    When aiming down sights, the weapon can feel as though the stock is not firmly connected to the player’s shoulder. During horizontal camera movement, the barrel sways independently and appears to pivot ahead of the player’s rotation. Reduce this effect while aiming so that stocked weapons feel properly shouldered and move more consistently with the player’s upper body. The looser movement could remain during hip fire or canted aiming, where the weapon is not held as firmly.

    Under considerationby NinJaPunch522 · 01 Sept15
  • 18
    Add Customization Options for Teammate Markers

    Allow players to customize the information displayed above their teammates. Options could include hiding player names while keeping only the teammate icon, adjusting the distance at which names and markers are displayed, or making them gradually fade based on proximity. This would reduce HUD clutter and prevent teammate names from obstructing visibility during close-quarters combat.

    Under considerationby Turtle · 01 Sept4
  • 18
    Add the AK-74 in 5.45×39mm

    Add the AK-74 chambered in 5.45×39mm alongside the existing larger-calibre AKM variants. The different calibre could provide distinct recoil, handling, damage, and penetration characteristics, giving players another option within the AK weapon family.

    Under considerationby Timmurd · 31 Aug0
  • 18
    Reduce Ragdoll Force from Gunshot Impacts

    Ragdolls are thrown backward with excessive force when hit by most weapons, particularly rifles and other high-calibre firearms. This can make gunshot impacts feel exaggerated and unrealistic. Reduce the impulse applied to ragdolls so bodies react more naturally based on the weapon, ammunition, and location of the impact.

    Under considerationby scpbud · 31 Aug1
  • 18
    Show Eliminated Players on the Scoreboard

    Clearly indicate which players are alive or eliminated on the scoreboard during a round. Eliminated players could have a dedicated icon or a faded name, making it easier to understand how many players remain on each team and follow the current state of the match.

    Under considerationby Oragani · 30 Aug0
  • 18
    Expand Wingman with New Rules and Matchmaking Options

    Improve Wingman availability and matchmaking with friends, alternate team sizes, AI options, additional maps, and casual/ranked variants.

    Under considerationby Noah · 29 Aug9
  • 18
    Improve Voice Chat Occlusion Between Areas

    Proximity voice chat currently remains too clear when players are separated by walls, floors, or other solid structures. For example, players standing on the surface of Trenches can clearly hear conversations taking place underground. Add appropriate muffling and volume reduction when voices travel between rooms, floors, and enclosed areas. This would improve spatial audio consistency and make voice chat feel more immersive.

    Under considerationby M3pcs · 29 Aug0
  • 18
    Add Distinct Tactical and Combat Reload Animations

    The reload realism is already in a great spot, but I wanted to bring up a small detail about how spent/partial mags are handled. Currently it looks like the old mag just gets dropped regardless of the situation — sometimes it even gets tossed out a window. Feels a bit off. I think it'd make a lot of sense to visually distinguish between a Combat Reload and a Tactical Reload when it comes to magazine disposal: - Under fire / high-stress: dropping the mag immediately makes total sense, no issue there. - Safe / stable environment: the animation could show the player stowing the partial mag into a chest rig or dump pouch. The gameplay logic behind this: mags are a finite resource. If every reload just discards them with no recovery, players could end up with loose ammo but no magazines to actually use — which feels a bit awkward. Given that Bodycam is aiming for a hardcore, grounded realism rather than a fast-paced arcade experience, small resource-management details like this really add up. Unless the situation forces a discard, a standard reload should ideally include some kind of stowing animation. I think this would push the immersion noticeably further. Just wanted to put it out there — appreciate you considering it!

    Under considerationby Hanser · 27 Aug3
  • 17
    Add a Last Stand Downed State

    Add a Last Stand mechanic that places severely wounded players into a temporary downed state instead of eliminating them immediately. While downed, players could use a sidearm with restricted movement and reduced accuracy until they bleed out or receive additional damage. This would allow wounded operators to remain a limited threat and create more tense combat situations.

    Under considerationby Bønna · 02 Sept4
  • 17
    Improve the Spectator Camera

    When a player dies and their spectator drone is destroyed, they are forced into an unstable, low-quality view of another player. Improve this fallback spectator camera with smoother movement and full visual quality. Players could also be allowed to switch between surviving teammates or available spectator modes, making the experience feel more polished.

    Under considerationby Hedge · 02 Sept3
  • 17
    Add Heart Rate Monitor Integration

    Allow players to connect a compatible heart rate monitor, smartwatch, or wearable device and display their real-time heart rate through an optional in-game overlay. The overlay could be customized or hidden during normal gameplay while remaining available for recordings and livestreams. This would provide an entertaining way to show the player’s real physical reaction during tense encounters. Heart rate data should remain optional and be processed locally whenever possible.

    Under considerationby Mark Kibble · 02 Sept0
  • 17
    Add Volume Controls to the Jukebox

    Allow players to adjust the jukebox music volume directly through controls on the machine. The available settings could include volume up, volume down, and mute, making the music easier to hear throughout the lobby and shooting range. The selected volume should be saved between sessions so players do not need to readjust it each time

    Under considerationby Timbonator · 02 Sept6
  • 17
    Adapt Face Censoring to Operator Equipment

    The pixelated face-censoring effect should adapt to the equipment worn by each operator. When an operator’s face is visible, the effect should focus only on identifiable facial features, such as the eyes, instead of covering helmets, balaclavas, or other equipment. Operators wearing gas masks or equipment that already completely conceals their identity should not receive the censoring effect.

    Under considerationby Vince · 31 Aug4
  • 17
    Add a High-Stakes 2v2 or 3v3 Tournament Mode

    Add a competitive elimination mode for premade teams of two or three players. Each match could use a best-of-five format, with the first team to win three rounds taking the match. Teams would attempt to complete a series of consecutive victories, with matchmaking prioritizing opponents at a similar point in their run. Completing the full tournament without losing could reward exclusive cosmetic items or other visible recognition. Rotating rewards and maps could encourage players to return while creating a highly competitive mode suited to coordinated teams.

    Under considerationby Shelove · 31 Aug1
  • 17
    Add an Option to Disable Chromatic Aberration

    Add a graphics setting that allows players to disable chromatic aberration. The effect can cause visual discomfort or nausea for some players. Making it optional would improve accessibility while allowing others to keep the intended bodycam aesthetic.

    Under considerationby ZANEz1 · 30 Aug0
  • 17
    Rework Map Layouts to Better Support Game Modes and Tactical Play

    Bodycam does not need to follow the conventions of other FPS games. Its unique identity is one of its greatest strengths. However, the current map layouts do not always support the objectives and gameplay styles of the available modes. Many maps work well for showcasing their environments during Early Access, but some feel insufficiently designed around modes such as Body Bomb. With features such as drones and RC cars, maps should be planned more carefully while still giving players enough freedom to develop their own strategies rather than forcing them down a narrow path. Bodycam attracts players with many different FPS backgrounds and playstyles, and its variety of game modes reflects that. The maps should offer the same variety. Some are currently too open or too small, encouraging the same run-and-gun approach regardless of the objective. Body Bomb is a good example: rounds can end within the first few seconds because both teams immediately encounter and shoot each other, leaving little opportunity to plan, use the objective, or plant the bomb. Reworking map scale, routes, sightlines, and objective placement could better support tactical decision-making, accommodate different playstyles, and give each mode a more distinct identity without compromising what makes Bodycam unique.

    Under considerationby Tkab · 28 Aug2
  • 16
    Add a Default Birdcage Flash Hider to the M4A1

    Just having exposed threads for the M4 isn't realistic for a weapon being used by an operator and also looks ugly. It doesn't need to add any extra stats, it just needs to be there.

    Under considerationby RicebowlJohnson · 07 Sept2
  • 16
    Make Bots Use Flashlights in the Dark

    Bots seem to know exactly where you are in the dark, even without a flashlight. They should turn their flashlights on in dark areas and only spot players within the area their beam lights up, instead of feeling like they have a sixth sense.

    Under considerationby santcleep · 06 Sept4
  • 16
    Add Recognition for Early Supporters

    Add a cosmetic badge or profile distinction recognizing players who have supported Bodycam since its early access period. This could appear on the player’s profile as an “Early Supporter,” “Veteran,” or “Playing Since 2024” badge. Eligibility could be determined using the date the player first launched or purchased the game. The recognition would be entirely cosmetic and would not provide any gameplay advantage.

    Under considerationby Smoke · 02 Sept2
  • 16
    Add Advanced Controller Sensitivity Settings

    Add adjustable sensitivity curves and stick deadzone settings for controllers. This would allow players to fine-tune aiming, drone controls, and RC vehicle handling while also helping compensate for minor stick drift.

    Under considerationby Landon · 31 Aug11
  • 15
    Remove the Announcer Talking About Tutorial

    Have a way to disable the announcer saying "This is the tutorial"

    Under considerationby SyndroDome · 03 Sept2
  • 15
    Add Customizable Joystick Controls for FPV Drones

    Add dedicated joystick configuration options for flying FPV drones, including in acro mode. Players should be able to bind pitch, yaw, roll, and throttle to their preferred joystick axes, as well as adjust inversion, sensitivity, and dead zones independently. This would support familiar FPV control layouts without affecting standard controller or on-foot settings.

    Under considerationDroneby Birdwatch23 · 02 Sept0
  • 15
    Add the FAL’s Standard Iron Sights

    Allow players to equip and use the FAL’s original front and rear iron sights as an alternative to optical sights. This would provide a more authentic configuration for the weapon while offering players an additional sight option.

    Under considerationby Matheus · 31 Aug2
  • 15
    Add Brief Reactions to Extreme Combat Stress

    Add a brief physical reaction when the operator experiences prolonged and extreme combat stress during sustained firefights. The effect could last approximately 1.5 to 2 seconds and include muffled audio, quiet breathing, slight camera instability, and an animation such as the operator briefly touching their head or adjusting their posture. Player movement should remain fully responsive, and a subtle audio cue could warn the player before the reaction begins. It should only occur after sustained exposure to combat rather than being triggered randomly by individual explosions.

    Under considerationby just_adam · 31 Aug0
  • 15
    Add an Infrared NightShot Camera Mode

    Add an infrared camera mode inspired by the NightShot feature found on Sony camcorders from the 1990s and 2000s. Instead of equipping traditional night-vision goggles, players could switch the bodycam itself into a green-tinted infrared mode for visibility in dark environments. This would support nighttime gameplay while remaining consistent with the game’s camera aesthetic.

    Under considerationby AnFaolchu · 30 Aug0
  • 15
    Increase the Bomb Drone Cooldown

    Increase the cooldown between bomb drone deployments or delay their availability at the beginning of each round. Bomb drones can currently eliminate players within the first few seconds of several consecutive rounds. Reducing how frequently they can be deployed would help prevent repetitive early deaths and provide players with more time to react.

    Under considerationby Oragani · 30 Aug2
  • 15
    Fix the R12 Shotgun Reload and Ammo Capacity

    Correct the inconsistency between the R12 shotgun’s reload animation and its usable ammunition capacity. The weapon currently appears to load nine shells, with one in the chamber and eight in the tube, but only seven shells can be fired. The number of shells loaded during the animation should match the weapon’s actual capacity to avoid an unnecessarily long and misleading reload.

    Under considerationby Devi · 30 Aug4
  • 15
    Add Alternative Camera Perspectives

    Allow players to choose between different immersive camera perspectives based on alternative mounting positions. Options could include a camera attached to the side or top of the operator’s helmet, a weapon-mounted camera, a traditional chest-mounted bodycam, and the game’s current perspective.

    Under considerationby MetroCivie · 30 Aug3
  • 15
    Add Throwing Axes with Orientation-Based Damage

    Add throwable combat axes that rotate realistically while travelling through the air. Damage would depend on which part of the axe strikes the target. A direct hit with the blade could eliminate an enemy in one hit, while an impact from the handle or blunt side would deal reduced damage and require a second hit.

    Under considerationby Justin Twilley · 29 Aug0
  • 15
    Add Host Console Commands for Custom Matches

    Allow custom match hosts to access console commands or admin controls for configuring private games. These commands could be used to spawn bots, prevent them from moving, and adjust other match behaviours. This would give hosts more freedom to experiment with gameplay systems, test different scenarios, or simply have fun with features such as the ragdoll physics.

    Under considerationby pampuloniusz · 28 Aug0