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
529 posts
- 13KAdd Night Vision Goggles
You guys should add Night Vision Goggles and Day/Night cycles on all maps!
- 11KAdd a Campaign Mode
Add a single-player campaign that can be played entirely offline. If a campaign is introduced in the future, it should remain accessible without requiring a continuous internet connection.
- 11KAdd Destructible Light Sources
Allow players to shoot and destroy light sources throughout the maps. This would add more environmental interaction and create new tactical opportunities by allowing players to alter the visibility of an area during a match.
- 9.8KAdd Larger Maps Designed for 20 or More Players
Add game modes for 20 or more players, supported by larger maps that provide more space for long-range engagements, squad-based tactics, and varied approaches to combat. These maps could combine open sightlines with covered routes and close-quarters areas, creating larger and more immersive battles while maintaining frequent action and balanced pacing.
- 8.9KMake Window Glass Breakable
Some windows contain visible glass but do not react when shot. Make these window panes break when hit by bullets, with appropriate shattering effects and sounds. This would improve environmental interaction and make combat feel more responsive and realistic.
- 8.2KImprove Blood Quality
Improve blood textures quality to make it more fit in in Bodycam style, the textures right now are kind of breaking the whole realism of ragdoll
- 7.6KAllow Players to Climb Over Fallen Trees on Trenches
You can not jump or climb over fallen trees in trenches. I think that's a bit annoying.
- 6KWeapon Jamming
It would be interesting to see weapon malfunctions, from pistols to assault rifles, for greater realism. Let’s say there’s a shootout: you see that the enemy is exposed and want to kill them, but you start firing, and, let’s say, the cartridge gets stuck in the bolt. It takes time to remove the cartridge — it would be interesting to see this in such a realistic shooter.
- 5.6K
- 5.6KTime of Day/Weather to Select for Custom Servers
Ability to set a time and weather conditions when hosting custom match.
- 5KAdd Offline Custom Matches with Bots
Allow players to create and play custom matches against bots without requiring an internet connection. This would make it possible to practise, experiment, or simply play Bodycam whenever online access is unavailable.
- 4.6KReduce Weapon Prices
I see this as a pretty unfair issue, especially when it comes to new players they will end up at a disadvantage for their first few matches. They start with no scopes, and just basic guns when anyone who has played for more than a few hours is going to have atleast ONE gun thats kitted out to some degree. I think this is a bad idea to keep it this way and I think it will drive new players away.
- 4.3KAllow Players to Adjust Optic Placement on Weapon Rails
Allow players to move optics forward or backward along compatible weapon rails during customization. This would give players more control over their weapon setup and let them adjust the optic’s position to achieve their preferred sight picture.
- 4.2KImprove the Vaulting Mechanic
Improve vaulting would make movement over low obstacles feel smoother and more realistic
- 4.1KAdd Gun Smoke Effect While Shooting In ADS
Right now, smoke only appears when you hip-fire, it would be nice if smoke also appeared when you shoot while aiming. It's not annoying in my opinion, and removing smoke when you ads isn't realistic.
- 3.9KAdd Blind Firing from Behind Cover
Firstly, maintaining aim continuously isn't realistic in actual combat scenarios. Secondly, allowing blind fire during corner slicing or leaning without head exposure shouldn't impact game balance, as players still lack precise enemy location data—it remains a purely tactical action. However, it would significantly enhance immersion. Combined with positional advantage during gunfights, this mechanic would make the overall gameplay far more engaging and dynamic.
- 3.5KRe-Release the Oil Rig Map
Bring back the oil rigment, it would be better to have more maps
- 3.2KAdd Bullet Ricochet
When bullets hit a wall, they should ricochet in another direction and still deal reduced damage. Additionally, spall/debris generated from the wall impact should also inflict minor damage to characters.
- 2.7KReduce Attachment Prices and Rebalance Skin Pricing
Just look at the image I linked. Man its pricey. I did the calculations for it, approximately 8 hours and 50 minutes accounting for load times, and assuming you win EVERY game. That's just too much, considering that the average player isn't winning every game and doesn't have the time for this. Not to mention, if I accounted for crashes, rehosts, and practice, we are looking at almost 12 hours for max points (25000) Also, just looking at the gun, you are adding barely anything, yet the price often exceeds the guns original price. The attachments should not cost more than the WHOLE gun. Its not just skins either. For a basic m4 build (Laser, Optic, Barrell, Muzzle) it could cost you up to 10,000 points, which would take almost 4-5 hours if your lucky. Another one of my main points is: "you are changing 1/3 of your gun for double the price" and its true! Obviously these prices are still to be tweaked, but with some weapon skins/attachments exceeding 10,000 points (even up to 25,000 in severe cases) you seriously have to make some changes. I would genuinely consider halving the prices of a lot of attachments, as well as balancing attachment skin prices too. Attachment skins should NEVER cost more than the attachment itself, it should only be 1/3, or even 1/4 of the attachments original price (assuming the skin is just a basic colour)
- 2.6KKeep Weapon Flashlights Active When Dropped or Unequipped
Currently, a weapon’s flashlight automatically turns off when the weapon is dropped or the player switches to another weapon. Keep the flashlight active until the player manually turns it off. This would allow dropped weapons to illuminate an area and create tactical opportunities, such as distracting or misleading enemies.
- 2KImprove Hit Registration Consistency
Aiming and shooting feel satisfying when shots connect, but sometimes shots appear to miss even when the aim seems accurate. This is particularly noticeable during burst fire, when an entire burst can unexpectedly fail to connect.
- 2KAdd Splash Sounds and Visual Effects Variations When Stepping in Puddles
Splashes when stepping in puddles that anyone nearby can hear
- 1.8KTest Locked Attachments & Equipment in the Shooting Range For Free / Using R-Points
I think both community and developer alike would agree that allowing players, either experienced or amateur, to try out weapon attachments is very important to reduce player frustration. However... There are 2 reason why I think this should be approached with caution and from an interesting angle: 1. We already have a "weapon shop" in the lobby (you will see why this is important in a moment!) 2. This game is not Call of Duty, and giving players unlimited access to test out every single attachment combination will quickly breed, at worst, a "meta," and at best, a wide assortment of completely unbalanced weapons. (i.e. +110% ADS time, 0 recoil, etc.) note: I'm trying to make sure this suggestion is reasonable! Imagine if players could spend a certain amount of R points to purchase a "shop ticket" where they can test out a certain class of weapons or a certain group of attachments (i.e. XXX amount of R points for 30 minutes to test out ALL Assault Rifles in the shooting range only, or XXX amount of R points to test out all vertical grips, etc. etc.). This would allow players to get an IDEA of what they want to work towards next (which also provides incentive to keep grinding and playing) while also restricting players from exploiting the attachment system. Hopefully this makes sense, and of course, feel free to dm or ping me if you have any additions or need clarification :)
- 1.8KAdd More Combat and Environmental VFX
Add richer visual effects to make firefights and explosions feel more impactful and immersive. This could include thicker muzzle smoke, concrete and brick dust from bullet impacts, blast overpressure pushing dust into the air, and larger dust clouds or plumes caused by explosions, gunfire, and movement. These effects could briefly linger and create a visible haze, especially during intense firefights inside buildings or in dusty environments. "Concrete/brick dust — inside buildings, bullets hitting walls can pulverize the material and create a thick haze. Blast overpressure/dust — an explosion or nearby impact can push a large amount of dust into the air. Muzzle smoke — smoke produced right at the firearm when it fires. Dust cloud / dust plume — loose dirt or dust gets blasted into the air by bullets, impacts, or movement."
- 1.7KAdd Bullet Drop for Long-Range Shooting
I think snipers (or assault rifles with long range scopes) might be a bit too powerful on a map the scale of trenches. To balance this, having bullet drop would seem like a great solution. This would make it much harder to hit a moving target at long range. This also would make sniping more realistic and fun.
- 1.6KReintroduce Sunny Weather on Trenches
This was just way more visually appealing and fun
- 1.6KAdd Cooperative PvE Game Modes
Add cooperative PvE modes in which a squad of players fights against large groups of AI enemies. Missions could involve attacking or defending objectives, capturing territory, or surviving several increasingly difficult rounds. Players could begin with a limited loadout budget and earn additional points after each completed round. These points could be spent on weapon attachments, magazines, sidearms, grenades, and other equipment, allowing the squad to gradually improve its loadouts as the difficulty increases.
- 1.5KExpand the Backrooms Map with More Surreal Environments
Expand and rework the Backrooms map to make it more detailed, varied, and surreal. Sections of removed maps could return as distorted or forgotten rooms, alongside unusual scenes such as trees embedded in walls, the shark from Pool surrounded by beds, or a maze of scaffolding. These unexpected environments would strengthen the unsettling atmosphere and make the map more interesting to explore.
- 1.4KAdd Customization Options for the Bodycam Display
Add optional settings to customize the information displayed on the bodycam overlay, such as the date, time, recording indicator, and player or camera identification. Each element could be enabled or disabled individually, allowing players to create a more authentic bodycam display while keeping the HUD as minimal as they prefer.
- 1.4KBring Back BodyBomb as a 5v5 Game Mode
Restore BodyBomb as a 5v5 version of Wingman. The mode would retain Wingman’s round-based attacking and defending structure, including the bomb objective, while increasing each team to five players. Maps, objective locations, and round balance could be adapted to support the larger team size. This would provide a broader tactical experience built around coordination, team roles, and larger engagements.