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

529 posts

  • 13
    Add 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.

    Under considerationby Michal · 07 Sept1
  • 13
    Add 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 :)

    Under considerationby Lever action Lover · 05 Sept4
  • 13
    Give 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!

    Under considerationby DDT · 04 Sept8
  • 13
    Add 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.

    Under considerationby Myles Coomansingh · 03 Sept0
  • 13
    Make 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.

    Under considerationby AltZme · 02 Sept4
  • 13
    Fix 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.

    Under considerationDroneby oc · 02 Sept3
  • 13
    Add 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.

    Under considerationby CSV2LOG · 02 Sept2
  • 13
    Add 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.

    Under considerationby TommyZa_gaming · 02 Sept0
  • 13
    Improve 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.

    Under considerationby terrortimestwo · 31 Aug0
  • 13
    Add 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.

    Under considerationDroneby Biscuit · 31 Aug8
  • 13
    Improve Map Loading Times

    Improve loading times when entering a map, particularly during the first match after launching the game. The initial map load can take an unusually long time even on powerful hardware. This was observed while using the Ultra preset with an RTX 4070 and an Intel Core i9-12900K.

    Under considerationby Enda · 30 Aug0
  • 13
    Add Blinking Lights to Make Players Visible in Darkness

    Add a small blinking status light to the operator’s bodycam, helmet, or chest equipment. The subtle light would make players slightly easier to identify in extremely dark areas, particularly on maps such as Hospital and Worn House at night, where stationary enemies can become almost impossible to see. This would improve visibility and reduce dark-area camping without using an exaggerated glow or outline around the entire character.

    Under considerationby Jonathan Almog · 30 Aug0
  • 13
    Add Distance Readouts and Scaling to Teammate Markers

    This happens pretty often when teammates are positioned directly behind enemies. Since the models overlap and there's no distance readout, it's really easy to misidentify an enemy as a teammate.

    Under considerationby Hanser · 27 Aug0
  • 13
    Reduce Weapon Stability While Leaning and Moving

    I think an operator should lose some control over his weapon if he leans, and even more so if he leans and walks at the same time. I'm thinking something like added recoil or weapon sway. (leaning while running should not be possible at all)

    Under considerationby Smooth Operator · 27 Aug0
  • 13
    Make the Sentinel Break After High-Speed Collisions

    I think it's great the sentinel is strong and it can bump into things without problems. This makes it useful over a kamikaze. But on a hard impact, like a head on collision at high speed, I think it should be broken. (Also all collisions should have sound)

    Under considerationby Smooth Operator · 25 Aug1
  • 13
    Aimpoint ACRO P2

    A blocky sight like the acro would do the current customization good.

    Under considerationby Arslan · 20 Aug0
  • 12
    Add New Weapon: Steyr AUG

    I think adding the Steyr AUG would fit the current weapons list really well. Obviously alot of work to add it, but I think it would be cool to have a bullpup. Idea came to mind as soon as I saw the FX661/FX662.

    Under considerationby Chris · 09 Oct2
  • 12
    Map Selection

    Players should be able to select what maps they want to play, the same way they can select what game mode to play. I enjoy the backrooms and paintball maps, and being able to only play on those specific maps would be better than hoping it gets selected after a round.

    Under considerationby Evan Savage · 07 Oct4
  • 12
    Add New weapon: US M2/M2A1 Flamethrower

    Hello. I am Argentine so I am using the translator, I hope my message is understood. I think a flamethrower in Bodycam, with the level of realism that Reissad is achieving, would be an incredible addition to the game. I understand that implementing something like this would be a huge amount of work, especially because of everything involved with realistic fire: smoke, dynamic lighting, physics, fuel effects, burning debris, and all the other details that would be necessary to make it feel believable. However, I think that, at least as a future addition, a flamethrower could be a very interesting and fun weapon to have in the game. It could also be a very situational weapon, being extremely effective at close range while having obvious disadvantages in open areas. I am not expecting this to be added anytime soon, but I wanted to suggest the idea because I think a realistic M2/M2A1 flamethrower could fit Bodycam's visual and gameplay style very well. Thank you for your work so far. What you have achieved with Bodycam is already incredible, and I am looking forward to seeing what you do with the game in the future.

    Under considerationby MT_10 · 04 Sept3
  • 12
    Show Chambered Rounds in the Ammo Counter

    Update the ammunition display to distinguish between rounds inside the magazine and a round already loaded in the chamber. For example, reloading a 30-round magazine while a round remains chambered should display “30 + 1” or include a small chamber indicator. This would provide more accurate ammunition information and better reflect the weapon’s current state.

    Under considerationby uber · 02 Sept2
  • 12
    Increase the Durability of FPV Drones in Acro Mode

    FPV drones can currently be destroyed too easily, limiting the benefit of learning and mastering acro-mode flight. Slightly increase their durability or adjust hit detection so glancing shots do not immediately destroy them. Accurate hits and sustained fire should remain effective counters, while skilled pilots have a better opportunity to evade incoming fire.

    Under considerationby Histo · 02 Sept0
  • 12
    Improve Bolt-Action Reload Animations

    When a bolt-action weapon is reloaded with a live round still chambered, opening the bolt should visibly extract that round instead of ignoring it. The operator could catch and retain the cartridge before completing the reload, then return it to the weapon or store it. If the round is not retained, it should be visibly ejected and removed from the available ammunition. This would make the reload animation consistent with the weapon’s actual state and improve its realism.

    Under considerationby Brent · 02 Sept0
  • 12
    Add a Hide-and-Seek Game Mode

    Add a game mode in which one player is selected as the seeker while all other players must hide. The hiding team would receive a short preparation period before the seeker is released. The seeker would be armed and must find and eliminate every hidden player before the round timer expires. The seeker wins by eliminating all remaining players, while the hiding team wins if at least one player survives until the end of the round. The seeker role could rotate between players after each round.

    Under considerationby luffy · 02 Sept0
  • 12
    Improve Character Model Quality

    Improve the visual quality and realism of the game’s character models. This could include more detailed faces, clothing, equipment, materials, proportions, and skin textures. Character models should also remain visually consistent between first-person and third-person perspectives. Higher-quality models would help operators better match the realism of the environments and weapons.

    Under considerationby Marcanas · 01 Sept0
  • 12
    Allow Settings to Be Shared Using Import Codes

    Allow players to export their settings as a shareable code that other players can copy and import into their game. Players could choose whether to share their complete configuration or only specific categories, such as controls, sensitivity, graphics, audio, or accessibility settings. Importing a code should display the affected settings before applying them, making it easy to try configurations shared by friends, competitive players, or the community.

    Under considerationby Bottle_of_air · 31 Aug0
  • 12
    Add Simulated Bodycam Microphone Clipping

    Simulate the bodycam microphone becoming briefly overloaded by loud in-game sounds such as nearby gunfire and explosions. These sounds could produce subtle distortion, compression, buzzing, or crunching, with the intensity depending on their volume and distance. This would make the audio feel less studio-clean and more like a recording captured through an actual body camera. The effect could be adjustable or disabled in the audio settings for players who prefer greater clarity or find the distortion uncomfortable.

    Under considerationby Elrhysios · 31 Aug0
  • 12
    Restore Photo Mode

    Bring back the photo mode previously available in an earlier version of the game. The mode could include a free camera and controls for field of view, depth of field, exposure, and other visual settings, allowing players to capture high-quality screenshots. To prevent abuse or competitive advantages, photo mode could be limited to sandbox, offline, or private custom games.

    Under considerationby Slinky · 31 Aug0
  • 12
    Reduce Weapon Readjustment Animation Frequency

    Reduce how often the weapon readjustment animation occurs when using pistols and rifles. The operator currently adjusts their grip or stock multiple times during a magazine, sometimes immediately after firing a shot. The resulting weapon and sight movement can disrupt aim and cause follow-up shots to miss, particularly at medium and long range. The animation should occur less frequently and should not trigger while the player is actively firing.

    Under considerationby metanoia · 31 Aug4
  • 12
    Add Optional Microphone Reactions on Death

    Add a feature that briefly transmits a player’s microphone after they are eliminated, allowing nearby players to hear their immediate reaction. For privacy and security, this feature should be optional and clearly explained in the settings. It should only activate for players who knowingly enable it and must never automatically force their microphone to remain open.

    Under considerationby Bottle_of_air · 31 Aug0
  • 12
    Add Gyro Aiming for Supported Controllers

    Add gyroscope aiming for compatible controllers. When aiming down sights, players could physically move or tilt the controller to make precise adjustments to their aim. The feature should be optional and include settings for sensitivity and activation behaviour. Native support would provide a more consistent experience than relying on external configurations through systems such as Steam Input.

    Under considerationby Biak · 31 Aug2