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

  • 56
    Add New Map: Cave System

    Add an underground map set within a sprawling natural cave system and abandoned mining complex. The environment could combine narrow tunnels, large subterranean chambers, mineshafts, wooden supports, old machinery, and hidden facilities located deeper underground. Confined passages would create tense close-quarters combat and ambush opportunities, while larger chambers and multiple routes could support flanking and more varied engagements.

    Under considerationby KingEzza · 30 Aug1
  • 55
    Add a Pistols Only Mode
    Under considerationby soggy · 04 Sept22
  • 55
    Add Adjustable Zoom for Long-Range Scopes

    Allow players to adjust the magnification level of compatible long-range scopes while aiming. This would make scopes more versatile and allow players to select the most appropriate zoom level for targets at different distances.

    Under considerationby Ian Brandon Anderson · 31 Aug8
  • 55
    Add Assault Shield

    For example, I have a few friends I play with, and we’re hardcore milsim players. We’d love to see a shield added to the game. It would force people to use frags more strategically.

    Under considerationby Hogs · 28 Aug5
  • 54
    Add a Post-Death Combat Summary

    After a player dies, display a brief summary of their performance during that life. This could include kills, damage dealt, shots fired, and other relevant combat statistics. A compact summary would help players understand how effective their previous engagement was without requiring a full statistics screen.

    Under considerationby Marcel · 06 Sept4
  • 54
    Add Tactical Active Hearing Protection

    Add wearable active hearing protection that reduces the volume of gunfire and explosions while preserving quieter sounds such as footsteps, voice communication, and environmental cues. This would improve listening comfort without forcing players to lower the overall game volume and lose important information. Different headset models could offer distinct but balanced sound profiles, providing additional equipment for players to unlock through progression.

    Under considerationby Legenda-rus · 03 Sept5
  • 54
    Control Drones Through the In-Game Tablet

    Display the drone camera feed and controls on a physical tablet held by the operator instead of switching entirely to the drone’s perspective. The tablet could occupy most of the screen while leaving part of the bodycam view visible around it. This would allow players to retain some awareness of their surroundings and hear nearby activity while operating the drone. This approach would make drone control feel more immersive while preserving the risk of becoming distracted or being approached by an enemy.

    Under considerationDroneby Jr Philosopher · 02 Sept4
  • 53
    Add a Votekick System

    Give hosts and/or teams appropriate tools to remove disruptive, AFK, cheating, or abusive players while avoiding abuse of the system.

    Under considerationby WastedHorse · 04 Sept26
  • 53
    Add a Community Map Editor

    Provide players with tools to create custom maps using a dedicated map or level editor. The editor could include reusable environments, structures, props, lighting, spawn points, and objective tools to help players build maps for different game modes. Steam Workshop integration could allow creators to publish their maps and let other players easily download, rate, and play community-created content.

    Under considerationby L · 01 Sept2
  • 53
    Add Weapon-Holding Fatigue with Stamina

    Add a fatigue system that affects the player when aiming down sights for an extended period. Weapon sway could gradually increase as the operator’s arms become tired, making it more difficult to maintain a perfectly steady aim. Heavier weapons could cause fatigue more quickly, while lowering the weapon or leaving ADS would allow the operator to recover. Fatigue could also slightly reduce recoil control during sustained automatic fire, encouraging players to use shorter and more controlled bursts.

    Under considerationby Manoz · 01 Sept1
  • 53
    Add Advanced Keybinding Options

    Expand the keybinding system to support: -Multiple actions assigned to the same key or mouse button -Multiple separate bindings assigned to the same action -Individual hold or toggle behaviour for each binding For example, holding the right mouse button could simultaneously aim down sights and activate the flashlight. Releasing it would turn the flashlight off, while a separate key such as F could still toggle the flashlight independently. Providing two binding slots per action with configurable hold and toggle behaviour would allow players to create more flexible control layouts.

    Under considerationby Hazed · 29 Aug22
  • 52
    Add Customizable Reticles, Colors & Brightness

    Allow players to adjust the brightness of illuminated optic reticles using several presets, such as low, medium, and high, or through a brightness slider. Some reticles can appear excessively bright on dark or nighttime maps, creating glare and obscuring the target. Adjustable brightness would make optics more comfortable and effective across different lighting conditions. Allow players to customize reticle designs, colors, or other sight presentation options.

    Under considerationby Nathan S. · 02 Sept6
  • 52
    Add More Features to the Shooting Range

    Expand the shooting range with additional training options, including selectable target distances, resettable paper and reactive targets, moving targets, and timed shooting drills. Players could choose distances such as 10, 20, or 50 meters and retrieve their targets to review shot placement. A dedicated indoor or outdoor long-range area could also provide better opportunities to practise with rifles and scoped weapons.

    Under considerationby Oyasumi · 02 Sept50
  • 52
    Add an Option to Disable Face Censoring

    Allow players to disable the pixelated face-censoring effect through the game settings. Some players may find characters more immersive without the effect. The option could affect only the player’s local view, allowing everyone to choose their preferred presentation independently.

    Under considerationby Smooth Operator · 01 Sept5
  • 52
    Add a CQB Shoot House Training Mode with Bots

    Since the game already has the dynamic bot AI system and indoor CQB map foundations, I'd love to see a dedicated plywood shoot house added — inspired by Squad's Killhouse but with bots acting as both training targets and active opponents. A few thoughts on how it could work: **Map layout:** Multi-room structure built entirely from wooden partitions — corridors, T-junctions, blind corners. The wood material naturally reinforces three core skills: recoil control, audio positioning via sound reflection, and judging wallbang trajectories. **Bot behavior:** Reuse the existing AI. Bots hold rooms or patrol with randomized weapons. They open fire once the player enters their sightline or effective range, so you're forced into the full CQB loop — slicing angles, engaging, managing recoil, then pushing — rather than just shooting static targets. **Modes:** Solo room-by-room clearing and co-op squad clearing for team coordination/callout practice. **Scoring:** Track clear time, accuracy, and damage taken. This would help players learn each weapon's firing rhythm and recoil recovery — ties in nicely with the attachment recoil mechanics highlighted in the 2026 roadmap. **Difficulty:** Could build on the existing adaptive difficulty system with something like Easy / Realistic tiers. Realistic would bump up bot reaction speed, first-shot accuracy, etc. Just a suggestion, but I think it'd fit really well with where the game is heading.

    Under considerationby Hanser · 27 Aug0
  • 51
    Add More Realistic Optics and Magnifiers

    Expand the optic selection with additional red dots, holographic sights, prism optics, LPVOs, and long-range scopes. Add flip-to-side magnifiers that can be paired with compatible red-dot and holographic sights. Platform-specific options, such as Dovetail-mounted optics for AK and SVD weapons, could also be added where appropriate.

    Under considerationby TDR · 07 Sept10
  • 51
    Add Continued Weapon Fire After Death

    When a player is eliminated while firing an automatic weapon, the gun could occasionally continue shooting for a brief moment as the character falls and remains on the trigger. The uncontrolled shots would follow the movement of the falling weapon, creating a more physical death reaction and a short period of additional danger for nearby players.

    Under considerationby Akis · 31 Aug2
  • 51
    Add Visual or Audio Feedback for Kills

    Add clear feedback to confirm when the player has eliminated an enemy. This could take the form of a subtle HUD indicator or a short audio cue, such as a radio glitch sound. It would help players understand when an enemy has been successfully eliminated without requiring an exaggerated kill notification.

    Under considerationby HypKerK · 30 Aug19
  • 50
    Implement DLSS 5

    This would be the perfect Game to use a perfectly to bodycam tailored version of DLSS 5. Not too extreme but nicely implemented! I saw the Video by ItsAtmos2 ( https://www.youtube.com/watch?v=cXOS-EgrPvE&t=2s ) and was shocked what this little diffrence sometimes can do in terms of graphical immersion. The Game already looks breathtaking, but it would make a difference!

    Under considerationby Benni · 05 Sept6
  • 50
    Add Back Manual Camera Correction

    Camera Correction is the animation of your character adjusting the POV camera with their left hand/off hand. You used to be able to manually do this with one of the mouse buttons, but it was removed. I ask that you add this feature back as an initially unbound, but bindable, keybind. Meaning; you will have to go into your settings and manually bind the feature to a key for the feature to work. No accidental key presses, not initially enabled for players (so no conflicting binds). A hidden feature that adds a lot to the game: - Adds to the ambience of the game. Although your character sometimes does it automatically, the ability to touch it yourself—I would argue—adds more tone than the ammo checking ability. Although, alongside it, it helps set the tone of bodycam. That tone is total realism, while providing an experience that makes you feel like you're actually inside the game. - Adds the feeling of more player control. Adding onto the last point, player control makes you feel actually immersed into the game. It's features like this that make Bodycam feel so unique for user-experience. - Is an awesome tool for edited videos. (See attached.) - Unharmful. No downsides. You have to manually enable it to use it and it is unexploitable. - It is just radical. I cannot explain it, but to those who like it, there's a reason why.

    Under considerationby Rad · 26 Aug9
  • 49
    Rework the Ranked System, Ranks, and Rewards

    Competitive should feel like a structured, fair and rewarding experience rather than a regular match with a rank attached. Several improvements could help achieve this: Improve match flow and player commitment -Ensure that all required slots are filled before a match begins, especially in fixed-size modes such as Wingman. -Lock the match once it starts so that new players cannot join and players cannot freely leave during the match. -Allow reconnection after unexpected disconnections. -Apply a fair penalty to players who intentionally abandon a Competitive match. Improve map variety -Let players vote for the map they would prefer to play. -This would reduce repetitive map rotations and give players more influence over their Competitive sessions. Improve competitive progression and readability -Add a clear scoreboard designed specifically for Competitive matches. -Display each player’s rank or ELO more clearly in the scoreboard and player list. -Add a global leaderboard or another visible way to track long-term competitive progression.

    Under considerationby MHVDM · 03 Sept58
  • 49
    Allow Players to Switch Teams

    Let players voluntarily move to the opposing team when doing so would improve team balance. For example, if one team contains several human players while the other relies mostly on bots, a player could switch sides to create a fairer match. The game should automatically adjust or remove bots as necessary. Team switching could be limited to the beginning of a round or while the player is eliminated, and disabled whenever the change would make the teams less balanced.

    Under considerationby Avashiii · 02 Sept10
  • 49
    Allow Custom Music on the Shooting Range Jukebox

    Allow players to use the shooting range jukebox to play their own music. The jukebox could support locally stored audio files or playlists from compatible music-streaming services. Players could browse tracks, control playback, and adjust the jukebox volume directly within the shooting range. Custom music could remain audible only to the player who selected it to avoid disrupting other players or broadcasting copyrighted audio.

    Under considerationby Dennis · 01 Sept5
  • 48
    Allow Scoreboard Access While Dead

    Allow players to open and view the scoreboard after being eliminated, including while spectating or waiting for the next round. Although the tablet cannot be used while dead, the scoreboard contains useful match information that players should still be able to access. If necessary for competitive balancing, this could be controlled through a server option.

    Under considerationby haxor · 02 Sept4
  • 46
    Allow Free Loadout Customization in the Shooting Range

    Give players temporary access to every weapon, attachment, and equipment option while inside the shooting range, including items they have not yet unlocked or purchased. Loadouts could be modified instantly and without spending currency, allowing players to compare configurations and test how each item performs before committing to an unlock or purchase. These changes would remain exclusive to the shooting range and would not affect progression or permanently unlock any content.

    Under considerationby Josef.p · 02 Sept2
  • 46
    Add Realistic Eye Adaptation and Dynamic Flashlight Blinding

    realistic eye adaptation effect when moving from dark to bright areas the somewhat blinding effect of flashlights depends on If the player has been in pitch darkness for a long time or If they have already been standing in a bright room

    Under considerationby Mixed · 29 Aug1
  • 45
    External Chopper Camera (for observing drone strike aftermaths)

    An external, brief overhead chopper camera view that tracks your drone and lets you observe the aftermath of your drone strike right after your drone explodes (via manually driven explosions that kill another player)

    Under considerationDroneby Arslan · 27 Aug1
  • 44
    Fix Scope and Red Dot Zeroing

    Correct the zeroing and reticle alignment of scopes and red dot sights. Currently, bullets can land noticeably below the reticle, even at relatively short ranges, forcing players to compensate for an unintended vertical offset. The point of aim and point of impact should align at the intended zeroing distance, with consistent and predictable offsets at other ranges. This would make optics more accurate and reliable across different weapons and attachment configurations.

    Under considerationby Taah · 03 Sept9
  • 44
    Increase Match Victory and Placement Rewards

    Increase the amount of Reissad earned for winning matches and reaching the highest placements. The current reward of 500 can feel too low and makes strong performance less rewarding. Rewards could scale by placement, with the largest amount awarded for first place and progressively smaller amounts for second and third. The exact values should be balanced around the game’s economy to provide meaningful progression without making currency too easy to obtain.

    Under considerationby shocked · 02 Sept1
  • 43
    Add New Maps: South African Bushland and Township

    Add two maps inspired by distinct South African environments: a rural bushland setting and a dense township. The bushland map could feature open terrain, shrubs, tall grass, and scattered trees. This would support longer-range engagements while providing natural concealment and opportunities for ambushes. The township map could feature tightly packed buildings, narrow streets, alleys, and irregular pathways, creating a maze-like environment focused on intense close-quarters combat. Together, these maps would offer two contrasting combat experiences while introducing environments not currently represented in the game.

    Under considerationby Wes · 03 Sept1