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Major Update OUT NOW! | Trench Warfare, Loadout System & Much More!
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Новая система снаряжения с 400 привязками для настройки оружия под разный стиль игры. Добавлены новые оружия и переработаны существующие.
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A Message from Luca, Léo & the Reissad Team
First of all, thank you.
This update is very important to us. It marks the transition from a game we developed as two brothers in our bedroom, driven purely by passion and built through years of late nights, into something much bigger.
When Bodycam launched in Early Access in 2024, you trusted us. You played the game, loved it, and asked us to take it to the next level. Our dream was always to build a real game studio around that ambition, and over the past year, that is exactly what we have done.
We have surrounded ourselves with incredible people. At the heart of the studio is a young, creative, and ambitious team of passionate specialists. Many have not come from large studios or been shaped by the usual way the industry approaches game development. They bring fresh ideas, high standards, and the same passion that brought us here in the first place.
At the same time, we have brought in experienced technical veterans from the industry, helping us build Bodycam on stronger foundations and avoid mistakes we could have made alone.
It makes us a particular kind of studio: young, creative, ambitious, and willing to take creative risks, while being supported by people with the technical experience needed to turn those ambitions into reality.
With this update, we are starting to build the Bodycam we dreamed of making when we launched into Early Access in 2024. We could not be prouder of what the team has accomplished, and none of it would have been possible without your patience, passion, and continued support.
Thank you for believing in us and for being part of this journey.
Watch the Devlogs
Devlog #1: Animation & Loadout
youtu.be/6YUWQXv0MTkDevlog #2: Sound Design
youtube.com/watchDevlog #3: Trenches
youtube.com/watchDevlog #4: Player-Driven Improvementsyoutu.be/di0zfZlYv-EWatch Players Playtest Compilationyoutu.be/GaTzJzDq6GA
Below is the complete written breakdown of the update.
New Loadout & Weapon Customization System
A new loadout and weapon customization system has been introduced, giving players more control over how they configure their weapons for better matching their playstyle.
Highlights
- Added a new loadout system with a full weapon customization flow.
- Around 400 attachments available across all weapons and categories.
- Added attachment gameplay effects, affecting:
- ADS Speed: speed at which you aim down sights
- Switch Speed: speed at which you switch between weapons
- Reload Speed: speed at which you reload
- Horizontal Recoil: horizontal recoil
- Vertical Recoil: vertical recoil
- Spread: bullet spread
- Kick: visual weapon kick
- Ammo Capacity: number of rounds in the magazine
Added attachment categories and subcategories:
- Barrels
- Barrel
- Short Barrel
- Long Barrel
Muzzle
- Suppressor, with dedicated audio layers per weapon.
- Flash Hider
- Compensator
Upper Barrel
Side Rail
Optic Mounts
Optics
- Iron Sights
- Close Range
- Medium Range
- Long Range
Reticle
Canted Optic
Magazine
Trigger
Grips
Stocks
- Stock
- Light Stock
- Heavy Stock
Ammo Types
Stickers
Compatibility rules for each weapon attachment.
Cosmetic labelling on attachments that carry no gameplay effect.
Improved weapon and attachment icon presentation.
Developer Note
This system introduces thousands of possible combinations for each weapon, so we were not able to test every single one. Please report any compatibility or clipping issues you find. We will work quickly to fix them, and we cannot wait to see all the cursed creations you come up with.
The Operator Skins for real-money purchases is disabled in this update. Every skin you have already purchased remains yours and will be restored when you first connect after the update.
New Weapons & Weapon Reworks
Several new weapons have been added to expand the arsenal and bring more variety to player loadouts. We've also reworked all the game's weapons and models to make them more realistic and allow for better customization of individual parts in the loadout.
Highlights
- Added the BK-101 shotgun.
- Added the Rivington sniper rifle.
- Added the SG9-X machine pistol.
- Added the Veaper machine pistol.
- Reintroduced the SG5-X machine pistol.
- Added the CR-75 pistol.
New Magnified Optics & Scope Rework
A new Picture-in-Picture magnified optics system has been added, bringing proper magnified scopes to the game for the first time.
Optics have also been fully reworked to improve aiming clarity, reticle readability, scope rendering, optic glass, alignment, and compatibility across weapon setups. The goal is to make every sight feel clearer, more reliable, and more consistent in first person.
Highlights
- Added Picture-in-Picture magnified optics.
- Added new magnified scope reticles.
- Added canted optics and their dedicated reticles.
- Added an optic switch action to toggle between the primary optic and the canted optic.
- New glass shader with self-shadowing, colour tinting, edge transmittance, dirt imperfections, and coated lens reflections.
- New reticle shader with edge distortion, ghost reticle effects, and circular blur.
- Added a depth of field driver with autofocus and custom metering modes.
- Reworked the optics system for improved visual consistency and aiming readability.
Weapon Feel, Handling & Animation Overhaul
Weapon animations have been rebuilt and heavily reworked across the arsenal.
This update brings a major first person animation pass, with new and improved animations for weapon handling, reloads, inspections, magazine checks, recoil, grip poses, equipment usage, and transitions. The goal is to make every weapon feel more responsive, more consistent, and more polished in moment to moment gameplay.
Highlights
- Fully reworked first person weapon animations across all weapons.
- Added inspect and magazine check animations across all weapons.
- Refined handling, firing behavior, and hip fire feel across all weapons.
- Added a stressed animation layer, so weapon handling reacts to combat intensity.
- Added regrip animations.
- Added cancel loop animations.
- Refined weapon kick behavior to reduce camera clipping while firing.
- Improved attachment socket and weapon pose consistency.
- Added grip poses and hand placement across attachments.
- Improved animation blending between weapon actions.
- Improved animation behavior during VOIP and character interactions.
New First Person Arms
The first person arms have been rebuilt from scratch with a much higher level of detail.
Highlights
- New high-detail arm mesh, with full gloves, clothing, and collars.
- Fully integrated into the animation system.
Drones & RC Cars
Drones and RC cars have been added as major new gameplay tools, expanding the tactical options available during a match.
Players can now use remote controlled equipment to scout, create pressure, gather information, and interact with the battlefield in new ways. These additions were also supported by improvements to camera transitions, audio feedback, controls, and overall handling.
Highlights
- Added Drones as a new gameplay feature.
- Added RC Cars as a new gameplay feature.
- Added dedicated drone and RC handling, camera support, and FPV presentation.
- Added a team LED identification system to drones and RC.
- Added a deployment cooldown system for both drones and RC cars, including an additional cooldown on loadout change to prevent abuse.
- Added a cooldown indicator with an audio notification when the gadget becomes available again.
Developer Note
FPV drones cannot use dedicated radio controllers in this update. They can currently be controlled with standard Xbox and PlayStation controllers.
We have partnered with Tryp FPV, an ultra-realistic flight simulator, to help us implement dedicated radio controller support. This feature is already in development and will arrive in a future update.
Knife System
Melee combat has been fully implemented.
Highlights
- Knives are now selectable from the loadout.
- Added melee attack animations.
- Added knife throwing, with dedicated animations.
- Added knife sway and windup behavior.
- Improved the quick attack behavior.
Grenades
Grenades have also received a gameplay pass, with new grenade types and improved handling.
Highlights
- Added flash grenades.
- Added sticky grenades.
- Added impact grenades.
- Improved grenade handling and first person animations.
- Improved grenade offset, sway, and presentation.
- Improved grenade throw consistency between host and client.
- Improved flashbang feedback and player reaction behavior.
- Rebalanced grenade damage and range.
- Improved grenade-related audio and camera feedback.
Blood & Hit Feedback
Blood, hit feedback and impact feedback have received several passes to improve combat readability and visual impact.
Highlights
- Improved blood cloud visual effects.
- Updated older blood effects.
- Improved flesh impact feedback.
- Improved metallic hit sparks.
Stumbling System & Ragdoll
Highlights
- Added stumbling logic to ragdoll reactions.
- Fixed issues related to ragdoll and player reactions.
Developer Note
Stumbling is still an early system and will need further polish.
Major Audio Overhaul
Audio has received a major overhaul across the entire game, with a new sound propagation system, improved spatial readability, new combat feedback, and a complete pass on weapons, movement, footsteps, equipment, VOIP, and environmental sound effects.
The goal of this overhaul is to make audio more useful, more immersive, and more reliable during gameplay. Players should now be able to better understand where sounds are coming from, whether an enemy is above or below them, when shots are passing nearby, and what actions are happening around them.
Highlights
- Added a new sound propagation system, with Organic Reverb analysing the surrounding environment in real time.
- Added shockwave propagation, so pressure waves travel through corridors, stairwells, and openings.
- Added distance and volume occlusion on gunshots and shockwaves.
- Improved spatial audio readability.
- Improved vertical audio perception between floors, making it easier to understand when an enemy is above or below you.
- Improved footstep positioning, attenuation, and elevation handling.
- Improved multiplayer footstep focus zones and falloff behavior.
- Improved consistency between player, ally, and enemy footstep behavior.
- Added bullet whiz by and bullet crack audio feedback when shots pass close to the player.
- Added clearer feedback when taking incoming fire.
- Reworked weapon audio across the full roster, with a general mixing pass.
- Added new weapon handling sounds and weapon foley on animations.
- Added weapon swap audio based on equipped item type.
- Improved audio impacts.
- Improved equipment, throwable, drone and RC audio feedback.
- Improved environmental audio on several maps.
- Improved audio feedback during match flow, warmup, countdowns, and camera transitions.
Voice Chat
VOIP has been rebuilt on EOS and received several improvements to make communication more reliable during matches.
Highlights
- Rebuilt VOIP through EOS integration.
- Cleaned up older VOIP behavior.
- Improved VOIP animation behavior.
Developer Note
VOIP uses your system’s default microphone. There is not yet an option to mute other players, but we plan to add this option in a future update to give players more control.
New HUB: Shooting Range
The main menu has been replaced by a persistent, explorable HUB.
Instead of navigating through flat menus, you now spend your time between matches inside a real place in the Bodycam world. Everything you need is there: your loadout, the play flow, your settings, all accessible from the tablet without ever leaving the environment.
Highlights
- Added the Lobby, a fully explorable HUB replacing the traditional main menu.
- Added an interactive shooting range to test weapons and attachment setups before a match.
- Players are invulnerable in the Lobby.
- Added a social tab in the Lobby.
- Explore the firing range, armory, attachment room, lounge, restrooms, podcast area, pool table, and screening rooms.
Note from the Shooting Range staff
Some areas are currently closed for maintenance, including the obstacle course, shoot house, and drone and RC car rooms. These rooms will open soon, with additional areas planned for the future.
New Map: Trenches
A brand new map, Trenches, has been added.
Built around a mix of intense close quarters fights inside the trench network and longer range engagements across the open areas surrounding it, Trenches introduces a larger battlefield with strong contrast between confined, chaotic combat and exposed long distance sightlines.
Highlights
- Flooded and dry trench networks.
- Underground galleries and tunnel systems.
- Forest environments, ruined compounds, observation posts, and a central church point of interest.
- Multiple tactical routes across the battlefield.
Lighting & Weather Scenario System
The dynamic time of day system has been replaced by a new Lighting and Weather Scenario system, applied at match start and each round.
Highlights
- Random weather and lighting scenarios per level, with weighted probability and smooth transitions between weather types.
- Significant performance gains from removing constant shadow recalculation due to the dynamic time of day.
- Increased moonlight intensity during night matches.
Maps, Lighting & Environment Polish
Alongside the addition of Trenches, several existing maps and environments received lighting, weather, ambience, visibility, and presentation improvements.
Highlights
- Improved lighting, sky, cloud presentation, and translucency ordering across multiple maps.
- Improved foliage detail and fixed foliage flickering across several environments.
- Improved materials across multiple maps.
- Improved set dressing across multiple maps.
- Improved overall map presentation and visual consistency.
Developer Note
