Suggestions
Share your ideas to make Bodycam better. Upvote the ones you want most.
- 1.One idea per post
- 2.English only
- 3.Search before posting
- 4.Upvote and comment on existing ideas
550 posts
- 14Expand the Bodycam Universe
Broaden Bodycam’s setting with new conflict-inspired content, including operations, maps, and locations from different regions and periods. This could include both modern and historical conflicts, with specific scenarios and gameplay formats defined for each addition.
- 14Move Faster While Aiming Down Sights
Let players move faster while aiming down sights by holding the sprint key, without entering a full sprint. This should increase weapon sway to balance the added mobility, with the effect tuned to suit each weapon.
- 14Add New Weapon: Famas
if there are copyright issues because of the name, just put her name as: Frauds
- 14Add a Sudden-Death Capture Zone to Versus
Add a capture the point objective for the last 15-20 seconds in the center of the map so people cannot just hide the whole round. Don't reward camping it out to win the round.
- 14Add Ability to Downvote Suggestions
I don't think you get a realistic view of what the community as a whole wants or does not want if you can't downvote suggestions.
- 14Add an Optional 2D Main Menu
Add an optional lightweight 2D main menu that players can use instead of the physical 3D lobby. All essential features, including matchmaking, loadouts, customization, settings, and the store, should remain accessible without repeatedly loading different 3D environments. This could reduce loading times and improve performance on lower-end systems while keeping the physical lobby available for players who prefer the immersive experience.
- 14Add a Grenade Trajectory Preview
Display a visible trajectory line while the player is preparing to throw a grenade. The preview should update dynamically according to the player's aim and indicate the approximate direction, arc, and landing point of the throw. This would make grenades easier to use accurately and reduce unintended bounces or friendly fire.
- 14Adjust Weapon Recoil and Maximum Vertical Rise
Since the September 2 update, the recoil of some weapons can feel excessively violent and visually intense. Weapons such as the AK-47 can also rise too high on the screen while aiming and firing, temporarily obstructing the target and line of sight. Slightly reduce the recoil intensity and limit the maximum upward movement so weapons remain powerful and challenging without excessively blocking the player’s view.
- 14Add More Light Sources to Dark Maps
Add or reposition environmental light sources in areas that are currently too dark, particularly on maps where players can be difficult to see. Lights such as lamps, emergency lighting, illuminated signs, or subtle exterior lighting could improve visibility across different monitor types while preserving the dark atmosphere and visual identity of each map.
- 14Remove Purchase Costs for Weapons and Attachments
Remove the in-game currency costs associated with weapons and attachments, allowing players to access and equip them freely. This would make it easier to experiment with different loadouts and ensure that gameplay options are not restricted by the amount of currency a player has accumulated.
- 14Add New Game Mode: High-Risk Call
Introduce a mode in which players take the role of patrol officers responding first to dynamic high-risk emergency calls, such as robberies in progress, armed disturbances, and hostage situations. Players would need to assess each scene quickly, distinguish civilians from armed threats, and make careful decisions about when to use force. Missions could emphasize tense building entries, door breaching, and room clearing in dark or confined environments. Equipment would depend on the situation and could sometimes be limited to a service pistol and flashlight, without the heavy armor or rifles available to a SWAT team. This would create a more vulnerable and unpredictable tactical experience.
- 14Add New Map: Abandoned Resort
Add a map set in an abandoned resort featuring neglected buildings, overgrown outdoor areas, and a central swimming pool. The location could combine close-quarters combat inside the resort with more open encounters around its courtyards and pool, while creating an unsettling atmosphere that would fit Bodycam well.
- 14Add New Map: Poveglia Island
Add a map inspired by Poveglia Island, an abandoned location in the Venetian Lagoon known for its dark history and unsettling atmosphere. The map could combine overgrown woodland, deteriorating buildings, courtyards, and waterfront paths to provide a mixture of close-quarters combat and outdoor encounters.
- 14Add Persistence Settings for Bodies, Weapons, and Blood
Allow players to control how long fallen bodies, dropped weapons, and blood decals remain on the map. At the highest setting, these elements could persist for the entire match. Lower settings could apply shorter lifetimes or stricter object limits to preserve performance on less powerful systems. Persistent battlefield elements would strengthen immersion and help players identify where previous firefights occurred, providing useful information about recent activity and potential enemy movement.
- 14Add ACRO Drone Controls for Keyboard and Mouse
Allow keyboard and mouse players to use an ACRO control scheme for FPV drones. The keyboard could control the throttle and turning, while mouse movement would control the drone’s pitch and roll. This would provide keyboard and mouse players with more direct and precise control over drone movement.
- 14Correct the CR-75’s DA/SA Operation
The CR-75 currently appears to operate as a double-action-only handgun, with the hammer returning to the decocked position after every shot. Its real-world equivalent, the CZ P-07, uses a double-action/single-action system. When firing with the hammer down, the first shot should use a longer, heavier trigger pull. After firing, the hammer should remain cocked, allowing subsequent shots to use a shorter, lighter pull. It should only return to the lowered position when manually decocked, rather than after every shot. Correcting the hammer animation and firing behaviour would make the weapon’s operation more authentic.
- 14Add More Tactical Gadgets and Operator Perks
RC cars and drones are a great start, but additional tactical gadgets such as signal jammers, deployable barricades, and ziplines could create more gameplay variety and new combat scenarios. Perks could also help differentiate playstyles and give each operator a distinct role within the squad. For example, a “Steady Handed” perk could reduce weapon sway and help the operator remain composed during intense situations, while another perk could improve reloading. Other perks could provide additional grenades or increased resistance to explosive and stun effects. This would allow players to specialize their operators and contribute to their squad in different ways.
- 14Add Graffiti and Paint Sprays
Allow players to place graffiti or paint sprays on compatible surfaces during matches. Players could select different designs and use them to personalise the environment or leave messages for teammates and opponents.
- 14Improve Lighting in the Weapon Customization Menu
I think the lighting while in Customization is a bit to dark just a bit also the tablets screen doesnt fell like a screen in my opinion its like not glassy its a bit to matt
- 13Add Haptic Feedback for Controller Actions
Add customizable haptic feedback for controller players, including weapon recoil, gunfire, explosions, impacts, and equipment use. The intensity should be adjustable or disableable so players can tailor the experience to their preferences. Support for adaptive trigger resistance on compatible controllers would further improve immersion.
- 13Add Hold-to-Aim Controls for Canted Sights
Allow players to use a hold-to-aim input when switching from a canted sight to the primary optic, instead of requiring repeated clicks to toggle between aiming modes. This would reduce unnecessary input presses and better reflect how quickly an operator can transition between a canted sight and a primary optic.
- 13Add Lever Action Rifles
It would be great if you would consider adding a variety of lever-action rifles to the game. Have a nice day :)
- 13Give More Purpose to Suppressors, Flash Hiders, and Muzzle Brakes
First of all, thank you for the recent updates. I am a player from Taiwan and have been really enjoying the game so far. I would like to share a small suggestion regarding muzzle attachments. I don't think every suppressor model needs unique functionality. Different models within the same category can simply have different appearances or minor stat differences, and I think that's completely fine. However, I believe the three main categories — Suppressors, Flash Hiders, and Muzzle Brakes — should have more distinct purposes and identities. At the moment, attachment choices seem to be based mostly on recoil and handling statistics, which can make the different categories feel somewhat similar. For example: Suppressors could reduce sound and muzzle flash, but create heat distortion after sustained fire. Flash Hiders could focus on reducing visible muzzle flash while maintaining a clearer sight picture. Muzzle Brakes could provide the best recoil control, but produce more visible blast and muzzle flash. The goal is not to make one attachment stronger than the others, but to give each category a clear role and reason to choose it. This could encourage players to choose different muzzle attachments depending on the weapon and environment, rather than simply choosing whichever one has the best stats. Bodycam already pays great attention to weapon realism and visual detail, so I think this could make the attachment system feel even more immersive and meaningful. Thank you for your time and for continuing to improve the game!
- 13Add a Modular CQB Training Mode with Breaching and Custom Shoot Houses
Add a dedicated Close Quarters Combat (CQC) scenario mode with realistic breaching mechanics and a modular Shoot House editor. This mode teaches real-world indoor room clearing, angle management, and entry tactics—lowering the barrier to entry for players while giving military and law enforcement a tool for scenario visualization. 1. Advanced Breaching Mechanics Ballistic & Mechanical Breaching: Shoot hinges or deadbolts with shotguns/rifles to drop doors, use dynamic kicking, or deploy battering rams for silent/forced entry. Explosive & Tactical Breaching: Place breach charges on door frames, deploy flashbangs through cracked doors, or clear locksets to gain rapid entry. 2. Modular Shoot House Editor Custom Layouts: Drag-and-drop movable walls, partitions, T-intersections, and fatal funnels to construct custom floor plans for specific scenarios. Door & Window Control: Place open, closed, locked, barricaded, or breachable doors and window frames anywhere on wall boundaries. Environment & Clutter: Adjust cover density (furniture, desks, obstacles) and toggle lighting (full light, flickering, complete blackout) for night-vision and flashlight drills. 3. Interactive Drills & Threat Placement Target Setup & Threat ID: Position static, pop-up, or reactive AI targets—along with civilian/no-shoot targets—behind specific angles to test speed and identification. Scenario Presets: Save, load, and share custom layouts to replicate real-world structures or community-created drills. 4. Training & Analytics Guided Tutorials: Interactive walkthroughs for pieing corners, cross-coverage, threshold evaluations, and high-low stacking. After-Action Review (AAR): Top-down 2D/3D replay after clearing a house to analyze lines of sight, unchecked blind spots, muzzle awareness, and team positioning.
- 13Make Drone Controls Fully Rebindable
Allow all drone flight controls to be reassigned independently, including throttle, yaw, pitch, and roll. Players should be able to create their preferred layout using a controller, keyboard and mouse, or a compatible joystick. Drone bindings should remain separate from on-foot controls and support axis inversion where applicable.
- 13Fix Neutral Throttle in Drone Acro Mode
When using a spring-centered joystick in acro mode, leaving the throttle control at rest currently applies approximately 50% throttle instead of zero. Add a throttle calibration option that allows the neutral joystick position to output zero throttle. Players could also configure the axis range, dead zone, and response curve to suit their input device.
- 13Add macOS Support
Release a native macOS version of Bodycam with support for Apple Silicon and the Metal graphics API. This would allow Mac users to play the game without relying on compatibility layers or cloud-streaming services. Cross-platform multiplayer support could also allow macOS players to join the existing PC community.
- 13Add New Weapon: STV-380
Add the STV-380, a modern Vietnamese assault rifle chambered in 7.62×39mm and based on the Galil ACE platform. Its integrated Picatinny rails would support a variety of optics, foregrips, and other attachments through the weapon customization system. It could offer players another modern alternative to the existing AK-platform rifles.
- 13Improve Weapon Switching and Pickup Animations
Replace the current weapon-switching behavior with dedicated animations that reflect how each weapon is carried. Pistols could be drawn from and returned to visible chest or thigh holsters, while primary weapons could remain attached to a sling when switching to another item. Weapons collected from the environment should also be physically grabbed instead of instantly appearing in the player’s hands. These changes would make weapon handling feel more deliberate, grounded, and immersive.
- 13Add Separate Volume Settings for Drones
Add more detailed volume settings for drones, allowing players to adjust: * Overall drone volume * Friendly and enemy drone volume separately * Surveillance and bomb drone volume separately These options would give players greater control over how prominently each type of drone is heard during matches.