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

  • 10
    Add New Map: Pripyat Exclusion zone

    Staying on theme with the Russian and Ukrainian areas of the maps, a map taking place in the iconic amusement park area of Pripyat would be very cool and look great through the view of Bodycam.

    Under considerationby Shane Desomer · 04 Sept4
  • 10
    Add a Single-Site Assault Variant of Body Bomb

    I’d like to suggest a variation of the existing Body Bomb gamemode built around a single fixed bomb site. Instead of having multiple possible bomb sites, each round would have one designated objective that the defenders must protect. The defenders would spawn at or near the bomb site, while the attackers would spawn elsewhere on the map and have to assault the position. The basic flow would be: - Defenders: Spawn around the bomb site and defend it. - Attackers: Spawn away from the objective and push toward the bomb site. - Attackers must eliminate the defenders or successfully plant the bomb. - Once planted, defenders must retake the site and defuse the bomb. - Attackers win if the bomb explodes or all defenders are eliminated. - Defenders win if they eliminate all attackers before the bomb is planted or successfully defuse the bomb. This would create more of an assault/defend experience, where attackers have to coordinate a push through the map and defenders have to hold a fortified position. I think this could fit Bodycam particularly well because the realistic gameplay, sound design, and close-quarters combat would make attacking a defended objective feel much more intense. Maps could also be designed specifically around different approaches and defensive positions, giving each location its own unique assault scenario.

    Under considerationby Nano · 03 Sept0
  • 10
    Add an Optional Dual-Lens Camera View

    Add a dual-lens visual option inspired by smart glasses, featuring subtle frame edges at the top of the screen and a small divider between the two lenses. This could provide clearer peripheral visibility and offer a different immersive camera style. The existing single-lens bodycam view should remain the default, with the dual-lens view available as an optional display setting.

    Under considerationby JG Wentworth · 03 Sept0
  • 10
    Reduce Flashing in the “Waiting for Connection” Video

    The “Waiting for Connection” video contains intense and rapid flashing that can cause discomfort, particularly in dark environments, and may be unsafe for players with photosensitive epilepsy. Reduce the brightness, contrast, and frequency of the flashes, or replace the video with a calmer animation or static screen.

    Under considerationby Mike · 02 Sept1
  • 10
    Reduce or Remove the Metal Detector Sounds in the Base

    The metal detectors beep repeatedly when players move through the base, including when switching weapons or visiting the shooting range. This can quickly become irritating and may be particularly uncomfortable for players with tinnitus or sound sensitivity. Consider removing the sound, reducing its volume and frequency, or adding an option to disable it.

    Under considerationby Alex King · 02 Sept0
  • 10
    Reduce Bodycam Audio Artifacts on Gunshots

    Reduce the excessive muffling, clipping, and distortion applied to weapon sounds, particularly when firing individual shots. These effects can sometimes make gunshots sound suppressed or abruptly cut off, reducing their impact and realism. Subtle microphone distortion could remain to preserve the bodycam effect, but gunshots should still sound clear, powerful, and consistent.

    Under considerationby Lepardi · 02 Sept0
  • 10
    Add New Map: Aim Training Facility

    Add a dedicated solo map for practicing aim using Bodycam’s actual weapons, attachments, movement, and recoil mechanics. The facility could offer configurable drills with targets of different sizes, distances, and movement patterns. Training options could include reaction time, flick shots, tracking, recoil control, spray transfers, and long-range accuracy. After each drill, players could review statistics such as accuracy, reaction time, target completion time, and shot grouping to measure their progress.

    Under considerationby Onirik · 02 Sept0
  • 10
    Add a Payload Escort Game Mode

    Add an objective-based mode in which one team must escort a payload through the map while the opposing team attempts to stop them. The payload could represent supplies, weapons, equipment, or another important objective. At least one attacking player would need to remain near or physically move the payload while their teammates protect them. The attacking team wins by delivering the payload to its destination before the timer expires. The defending team wins by delaying its progress until time runs out.

    Under considerationby Tarnz · 02 Sept4
  • 10
    Add Attack Dogs

    Add attack dogs that can be deployed as a temporary combat support reward. Once released, the dogs would move through the map, track nearby enemies, and attack them at close range. Attack dogs should remain vulnerable to gunfire and only stay active for a limited duration to give opposing players a chance to counter them.

    Under considerationby Daniel · 01 Sept1
  • 10
    Add the Duga Radar to the Ukraine Map Background

    Add the Duga over-the-horizon radar array as a distant landmark in the background of the Ukraine map. Its distinctive silhouette could strengthen the map’s identity and atmosphere while making the surrounding environment feel larger and more recognizable. The structure could remain outside the playable area and serve primarily as a visual landmark.

    Under considerationby Frucht · 01 Sept0
  • 10
    Restore the Original Stumbling Reactions

    Bring back the more pronounced and dynamic stumbling behavior shown in earlier development footage. When an operator loses balance, their body should react with convincing steps, swaying, and attempts to recover. These reactions could make impacts feel heavier and character movement more physical, while keeping their frequency and intensity balanced to avoid removing too much player control.

    Under considerationby ergergrewiflwerog · 31 Aug0
  • 10
    Add a Polish Discord Channel and Role

    Add a dedicated Polish-language channel to the official Bodycam Discord server. A corresponding Polish community role could give members access to the channel and allow Polish-speaking players to find one another, discuss the game, and organise matches more easily.

    Under considerationby Riczio2 · 31 Aug0
  • 10
    Add a Randomize Attachments Button

    Add a button in the Loadout menu that equips a random selection of compatible attachments on the selected weapon. This would allow players to quickly discover unexpected weapon configurations and experiment with unusual or entertaining builds.

    Under considerationby Unami · 30 Aug4
  • 10
    Add New Game Mode: Hardcore Invasion

    Add a large-scale team mode in which every player has only one life, but new players can continuously join the ongoing battle as reinforcements. Reinforcements could arrive in waves by helicopter or vehicle as long as their team still controls an active entry point. Each team must advance into enemy territory, destroy or block these reinforcement points, and capture the opposing base. The mode could feature: -Medium to large maps -Teams of approximately 12v12 or 16v16 -One life for each participating player -Reinforcement waves of four to six new players -Destructible or capturable reinforcement entry points -Rewards based on survival time and objective contributions, as well as eliminations This would create a persistent battlefield where each life matters and teams must balance survival, territorial control, and coordinated attacks.

    Under considerationby Melvin Hohenwald · 30 Aug0
  • 10
    Simplify Matchmaking and Clarify Game Mode Names

    Provide a straightforward matchmaking menu with clear options such as Bomb Defusal, Area Capture, and Team Deathmatch. Selecting a mode would immediately search for a suitable match, while vacant slots could be filled automatically as players leave. Currently, finding a match without bots through the server browser can be confusing. Names such as “Versus” and “Hardpoint” may also be unclear to new players because they do not fully explain each mode’s objective. More descriptive names and direct matchmaking options would make joining the desired experience much easier.

    Under considerationby Lepardi · 30 Aug1
  • 10
    Add Limited Ammunition and Ammo Scavenging to Zombies

    Zombies currently has a difficulty problem: once players find a safe camping position, such as the Asylum elevator, they can survive with very little risk. Since zombies do not become significantly stronger with each round and weapons cannot be repurchased, infinite ammunition removes much of the pressure from reaching higher rounds. Limit ammunition so players eventually need to leave their defensive positions and search the map for supplies. Ammunition could be obtained from scattered crates or mystery-box-style sources, keeping players moving and creating more meaningful decisions. This could also reduce the need to constantly increase the number of zombies or place additional spawn points throughout every map. If implemented, the starting pistol should provide a generous amount of ammunition so new players have enough time to explore and acquire better weapons.

    Under considerationby Fiend · 28 Aug0
  • 10
    Add a Distinct Animation When Switching to Canted Aim While Not ADSing

    We got the ability to choose canted/not canted without being in ads, which is absolutely great. Also there's a small animation for this, which is nice too. But, I think it would be even better if the animation for choosing canted would be a different one, where the operator slightly tilts (cants) the weapon. This can be really subtle, but it would give even more assurance of which mode you have chosen.

    Under considerationby Smooth Operator · 27 Aug0
  • 10
    Add a Weapon Durability and Maintenance System

    Add wear to weapons, which means if you use a weapon alot, it will need maintenance after a set ammount of time, which costs points just like buying things. If you don't do this, you can't use the weapon anymore until you perform the maintenance on it. This could somewhat keep the earning system alive. So you would keep having something to gain, even if you already bought all weapons and attachments.

    Under considerationby Smooth Operator · 27 Aug2
  • 10
    Reduce ADS Speed Bonuses from Attachments

    I don't know if it's also available for many other weapons, but on the scar you can put a stock that gives you +50 ads speed. This goes on top of multiple +25, +15 ads etc. speed attachments. The combined result is extremely fast ads speed which looks just unrealistic and arcadey. It's too big of an advantage as well. The tradeoff is extra recoil but in most close quarters maps that's not even a real disadvantage, even if it's +100 recoil. I think the +50 ads speed should just be lowered to +15 or something like that.

    Under considerationby Smooth Operator · 26 Aug0
  • 9
    Add More Smaller Maps like Worn House

    I feel like there are too few small maps like Warehouse. Unfortunately, most of the maps are really large. For example, in the VERSUS mode, you often spend a long time looking for an opponent or running around for ages, only to suddenly die without even finding anyone. So please add more smaller maps!

    Under considerationby Kr36 · 15 Sept2
  • 9
    Rework Zombie Models

    Bring back the old zombie models from Asylum

    Under considerationby LEONID · 14 Sept0
  • 9
    Remove the Backrooms Map

    it was cool at first, and it fit for the time, but it genuinely doesnt fit in with the game at all. its gameplay is also really bad and its completely unrealistic and adding a fictional creepypasta into a game about the russian and ukraine war is just stupid

    Under considerationby no · 08 Sept2
  • 9
    Add Bipods to Zeapons

    Add a deployable bipod underbarrel attachment

    Under considerationby CMDR aRcADe · 07 Sept3
  • 9
    Add Tactile Trigger Reset Feedback

    Add optional tactile feedback when a controller trigger resets after firing and the player releases the fire button. This would make semi-automatic weapons feel more responsive and provide clear confirmation that the trigger is ready for the next shot.

    Under considerationby travis strikes again · 07 Sept0
  • 9
    Free Sticker Placement & Multi-Sticker Support

    Currently, the default sticker position can be covered by the hand gripping the weapon or by attached gun modifications, making it invisible in-game. Enabling free placement would let players create custom, unique weapon designs - and give the community a way to share their creations. Optionally, support for placing multiple stickers would expand customization possibilities even further.

    Under considerationby SenY4 · 04 Sept4
  • 9
    Add Claymores

    Do you think Claymores should be added to this game?

    Under considerationby Tripo · 04 Sept4
  • 9
    Reduce Excessive Reverb and Echo

    Reduce the overall intensity of reverb and echo across the game. These effects currently sound too prominent, causing gunfire and other sounds to feel exaggerated and unnatural. Rebalancing the mix would allow each environment to retain its distinct acoustics without reverb overwhelming the original sounds or reducing audio clarity.

    Under considerationby Gregoski · 03 Sept3
  • 9
    Add an Inventory and Backpack System

    Add a limited-capacity inventory system for managing weapons, ammunition, healing supplies, armor, and other equipment. A grid-based layout similar to Resident Evil could require players to arrange items and prioritize what they carry. Equipped items could be assigned to quick-access slots, while additional weapons and equipment would need to be selected manually from the inventory. This system would be particularly suitable for Zombies, survival, or extraction-style game modes.

    Under considerationby Pedro Calderoni · 02 Sept2
  • 9
    Allow Resolution Selection in Borderless Mode

    Allow players to choose an internal rendering resolution while using borderless fullscreen mode. For example, someone using a 4K monitor could render the game at 1440p while keeping the borderless window at the monitor’s native size. This would reduce GPU load and improve performance without requiring exclusive fullscreen mode or changing the desktop resolution.

    Under considerationby Alexey · 02 Sept0
  • 9
    Allow Sprint Toggle While Stationary or Aiming

    hen toggle sprint is enabled, allow the sprint state to be activated or deactivated while the player is standing still or aiming. If sprint is toggled on while stationary, the player should begin sprinting automatically when they start moving in a valid direction. This would make the control more consistent and prevent sprint inputs from being ignored because of the player’s current state.

    Under considerationby Lorenzo · 02 Sept1