There are plenty of multiplayer first-person shooters that aim for realism, but few take that goal quite as literally as Bodycam. Developed and published by Reissad Studio, the game puts the player behind a body-mounted camera and attempts to make every firefight look, sound and move like footage captured in the middle of an actual operation. With its unusual perspective, physically connected character model and deliberately stripped-back interface, Bodycam has always stood out visually. Following its substantial Locked & Loaded update, however, the Early Access title is also attempting to build more depth around that impressive technical foundation.
What we know
Bodycam is a multiplayer first-person shooter built around the idea of experiencing combat through the perspective of a body camera. Rather than presenting the player with the familiar floating weapon and hands of a traditional FPS, the entire operator is physically represented, with the arms, torso, legs and weapon connected as part of the game’s movement system. Its True Body technology is designed to make movement and weapon handling feel more physical, while the lack of a conventional HUD means players have to rely on their surroundings and their own awareness rather than an on-screen crosshair, ammunition counter or other interface elements.
Weapon handling is similarly focused on physicality. Reloads use a procedural animation system that can change depending on the operator’s state, while the game can introduce variations and mistakes when a character is under pressure. The equipment system has also been expanded considerably, allowing firearms to be modified with a large selection of attachments and creating a wide range of possible configurations. The more recent Locked & Loaded update additionally introduced gadgets such as FPV drones and remote-controlled vehicles, giving players tools for reconnaissance and attacks beyond their primary weapon.
The game currently offers several multiplayer modes, ranging from competitive 2v2 Wingman and 5v5 Body Bomb to more traditional Deathmatch, Team Deathmatch, Hardpoint and Gun Game matches. There are also plans and systems for cooperative zombie gameplay, with players fighting increasingly dangerous waves while managing ammunition and unlocking areas. Maps are built around detailed environments inspired by locations such as buildings, hospitals, forests and trenches, while the game’s audio system uses positional sound, reverb and environmental effects to make footsteps, gunfire and other noises important parts of combat. Bodycam entered Early Access on PC via Steam in June 2024 and continues to be expanded rather than having a fixed final release date. The Locked & Loaded update has since added new animation, physics, equipment, weapon customisation, gadgets and audio systems.
What we saw
This preview is based on the Early Access build of Bodycam on Steam, giving us a chance to experience the game in its current form following the substantial Locked & Loaded update.
What we thought
The first thing that remains difficult to ignore about Bodycam is its presentation. The body-camera perspective gives the game an immediately recognisable identity, but it is the combination of that perspective with the photorealistic environments that really sells the effect. Movement causes the camera to sway, weapons kick through the physical character model and the edges of the image contribute to the impression that the player is looking through an actual camera rather than a conventional FPS viewpoint. There are moments when the distinction between game and video footage becomes surprisingly difficult to maintain, particularly when fighting in the more densely detailed environments. The lighting, debris, damage and environmental clutter all contribute to this effect, and the latest version makes the character animation and physical reactions feel more convincing as well. The heavy ragdolls and procedural stumbling can make encounters look less predictable than in a traditional shooter, although that same physicality can occasionally work against precision.
That realism also changes how Bodycam feels to play. There is no comfortable collection of HUD elements telling the player exactly how much ammunition remains or placing a crosshair in the middle of the screen, so positioning and situational awareness become much more important. The camera movement can make accurate fire difficult, particularly when moving, encouraging short bursts rather than simply holding down the trigger. Reloading is another part of the experience rather than a purely cosmetic animation, while recoil and physical weapon movement give firearms a substantial presence. The result is a shooting system that feels considerably more tactile than its arcade-oriented presentation might initially suggest. At the same time, the surrounding multiplayer structure can feel much more familiar, with respawns and modes built around relatively straightforward objectives. This creates an interesting tension: Bodycam can make pulling the trigger feel extraordinarily visceral, yet the broader match structure sometimes feels closer to a conventional multiplayer shooter than the realism of its presentation would suggest.
The new equipment and customisation systems help give that core gunplay more room to breathe. Building a weapon around a particular playstyle provides another reason to experiment, while FPV drones and RC vehicles introduce reconnaissance and tactical possibilities that are more interesting than simply adding another firearm to the arsenal. There is also a pleasing sense of physical feedback throughout the experience, from the operator’s hands reacting to powerful weapons to the way characters stumble after taking damage. However, the quality of the experience can depend heavily on the map and game mode being played. Some environments provide useful combinations of sightlines, enclosed spaces and opportunities for positioning, while others can encourage players to find a safe corner and wait for somebody else to move. That can make the supposedly tactical combat unexpectedly static, especially when the extremely audible movement and gunfire encourage players to remain stationary. The game’s relatively limited content and occasional matchmaking, spawn and AI issues can therefore become more noticeable after the initial novelty of the presentation has worn off.
Audio is arguably just as important as the visuals because Bodycam uses sound as a major source of information. Gunfire has an enormous physical presence, while footsteps, bullet cracks and environmental sounds can reveal where opponents are positioned. The recent audio overhaul adds more detailed directional effects and acoustic behaviour, which complements the visual approach particularly well. It can also be overwhelming, and some sounds can become repetitive, but the overall effect makes the battlefield feel considerably more alive than a conventional collection of multiplayer arenas. The big question for Bodycam going forward is therefore less about whether it can create a convincing impression of real combat – it clearly can – and more about how much gameplay depth can be built around that technology. Early Access gives Reissad Studio room to expand the maps, modes, systems and balance, and the Locked & Loaded update demonstrates that the developers are willing to make substantial changes. For now, Bodycam is at its most impressive when its technical ambition and gameplay work together, but its long-term appeal will depend on ensuring that the realism remains more than just an impressive first impression.

