2025-11-26 13:22:10
Michael Cripe

Paris-based game developer Reissad Studio has launched the first major update for its Unreal Engine 5 FPS, Bodycam, since its 2024 early access launch.

The team, which has grown to include more than 100 people, detailed all of the changes included in the new update in a post on its Steam community page. It marks the first major update for the multiplayer shooter since launching for PC two summers ago and aims to improve performance and stability while fleshing out the Zombie Mode with new content.

Reissad says it spent recent months gathering feedback in hopes of tackling a “massive amount of bug fixes,” as well as other performance improvements across the board. The goal is to set a more solid foundation with more updates going forward, with the last year mostly focusing on smaller updates and hotfixes. Other talking points – such as servers, anti-cheat, and a “full UI rework” – are in the works for the future and “remain very high priority.”

“We know that optimization and stability were non-negotiable for our community, and this update represents the first major fulfillment of that promise," Reissad studio director Luca Dassier said in a statement detailing the company's commitment to continuous development. "By migrating to Unreal Engine 5.5 and establishing a dedicated internal QA team, we have fundamentally strengthened our development foundation. This structural growth, supported by additional staffing, ensures we can consistently deliver high-quality, game-changing updates throughout the Early Access period. We are actively listening and committed to making Bodycam the ultimate visceral FPS experience."

Bodycam players will notice the major update also comes with Village, a new location the studio calls its “biggest Zombie map to date,” along with Zombie spawn and behavior tweaks. Though Reissad says it still sees Zombie Mode as secondary to the core multiplayer offering, players are told to expect more Zombie content in the future, with today’s update also adding a new crossbow weapon. The new CQB Powergun multiplayer map, meanwhile, is based on a real-world airsoft location in France.

Bodycam dropped into Steam Early Access June 7, 2024, as a tactical multiplayer FPS with what Reissad calls a “true body-camera view in Unreal Engine 5.” We gave it a 5/10 review upon its launch.

“Bodycam’s early access version is an interesting proof of concept for a good looking, GoPro-view shooter, but has little else to offer once the novelty wears off,” we said at the time.

You can see the Bodycam November 2025 update patch notes below.

Bodycam November 2025 Update Patch Notes

Patch Notes (Summary)

PERFORMANCE & OPTIMIZATION

  • Migrated from Unreal Engine 5.2 → 5.5, fully adapted to Lumen and Virtual Shadow Maps (VSM).
  • Optimized GPU and CPU usage across all major maps.
  • Reduced draw calls, dynamic render targets and shadow complexity on multiple maps.
  • Cleaned redundant sublevels, merged meshes and lowered texture streaming overhead.
  • Improved shader complexity and light culling to reduce overdraw.
  • Reduced Slate tick in the Play Menu frontend from 4.3 ms → 0.66 ms.
  • Lowered Play Menu memory usage from 250 MB → 180 MB.
  • Optimized asynchronous texture loading and streaming for both UI and environments.
  • Part of our team is now dedicated to GPU optimization to ensure we improve the rendering pipeline.
  • Efficiently integrated Virtual Shadow Maps across all maps (CQB, Rome, Bomb House, Airsoft, etc.).
  • Switched around 90% of textures to Virtual Textures with proper LODs and compression settings.
  • Improved texture grouping, compression and global texture memory usage.
  • Re-baked lighting passes across all maps to align with VSM + Lumen.
  • Optimized post-process effects and volumetric fog for better visibility and depth.
  • Improved load times and streaming consistency overall.
  • Polished props, materials and set dressing for better visual cohesion.
  • Improved settings management and input responsiveness.
  • Continued cleanup of legacy systems and deprecated logic.
  • Achieved higher and more consistent frame rates on Paintball, Logistics, Hospital, CQB, Public Pool, Airsoft, Bomb House, Russian Building, Shooting Range, Rome.
  • Fixed FSR 3 so it now applies the correct screen percentage.
  • Enabled FSR Frame Generation when DLSS is active, without requiring FSR 3.

BUG FIXES & STABILITY

  • Fixed the lobby crash when hosting or loading a game after a friend invite (previously the most common crash).
  • Fixed Bodycam friends detection (green squares) not displaying correctly.
  • Fixed several cases of incorrect scores shown on the TAB scoreboard.
  • Removed duplicate players appearing in the friends list UI.
  • Fixed Steam invite issues preventing disconnected clients from rejoining sessions.
  • Resolved softlocks during map loading on certain maps (for example Paintball and Hospital).
  • Fixed a UI bug that could show "Defeat" after actually winning a match.
  • Restored missing sections in the server list and improved friend visibility in lobbies.
  • Fixed spawn bugs, stuck players and invalid collisions across multiple maps.
  • Fixed several map collision issues and player stuck spots.
  • Resolved a voice chat initialization crash.
  • Fixed replication errors when the host or client disconnects: clients now properly return to the lobby.
  • Fixed weapon switching and camera issues when cycling between weapons.
  • Resolved an infinite loading bug in the locker shop.
  • Fixed round win or loss desync in online matches.
  • Fixed multiple input rebinding issues introduced during the engine migration.
  • Fixed missing bomb sounds and invalid event triggers in multiplayer logic.
  • Fixed bots being immobile on certain maps (Airsoft, CQB, etc.).
  • Fixed bots that never reloaded their weapons.
  • Fixed multiple map vote issues: black screen, players kicked out, host stuck in freecam, etc.
  • Fixed freecam spawns on Rome in Team Deathmatch and Bodybomb.
  • Fixed unbalanced teams when hosting with friends in Teams mode.
  • Fixed all issues related to end of round and match screens:
    • "Victory" incorrectly displayed as Defeat for clients.
    • Score or result not appearing at the end of a round.
    • Wrong label "Round Lost" despite a victory.
    • "Round" displayed instead of "Match" on the end screen.
  • Fixed a ragdoll issue where some players stayed stuck in ragdoll and never switched to spectator.
  • Improved handling of two player games to avoid weird edge cases in team assignment.

GAMEPLAY & SYSTEMS

  • Added the Crossbow, first introduced in the new Zombie Village map.
  • Expanded Zombie spawn and behavior systems with improved wave pacing, loot areas and special enemy types.
  • Added a map voting system at the end of matches.
  • Updated Sprint to work as a toggle instead of requiring the key to be held.
  • Comprehensive fixes to the input binding system:
    • Keys already in use now properly display a warning message.
    • The "Reset inputs" and "Clear / Reset" buttons work as expected.
    • It is once again possible to bind the O key.
    • The Pause Menu now opens correctly with Escape in both packaged and standalone builds.
    • Fixed an issue where a night vision message could pop up when rebinding certain keys.
  • Improved zoom and camera navigation in several interfaces for smoother, more natural movement and focus.
  • Limited weird player rotations when turning the head too far to the sides or looking too high or too low while opening certain interfaces.
  • Posthumous grenade kills (kills after you die) now award the correct points.
  • Adjusted bomb timer to avoid rounds ending too quickly.
  • Bots now defuse the bomb correctly after the player dies.
  • Fixed and validated several achievements or trophies and their in-game tracking.

ZOMBIE MODE

  • Fixed zombie audio replication so clients hear the correct sounds in online sessions.
  • Fixed a severe FPS drop when zombie sprinters spawned.
  • Sprinters are now easier to identify by sound, with an increased audio range.
  • Added and tuned a specific audio cue for both sprinters and the scarecrow.
  • Reworked Mystery Box SFX for a more satisfying feel.
  • Fixed an issue where sprinters might fail to spawn correctly during the first wave.
  • Fixed multiple cases where zombies got stuck or despawned incorrectly on Village (windmill tower, doors, specific areas).
  • Fixed a crash related to explosions on the Village map.
  • Adjusted the zombie clothes system and several end of wave sounds (for example bells firing multiple times).
  • Fixed a bug where snow could appear incorrectly on players.

MAPS & ENVIRONMENT

  • Added the new Village (Zombie) map.
  • Added the new CQB Powergun multiplayer map.
  • Airsoft: a few fixes plus a new staircase to improve flow.

Multiplayer maps (CQB Powergun, Paintball, Public Pool, Rome, Russian Building, etc.)

  • CQB Powergun
    • Large optimization and polish pass (Tech Art, collisions, lighting).
    • Fixed bots getting stuck on CQB.
    • Fixed footstep sounds on metal surfaces such as stairs.
  • Paintball
    • Fixed a broken wall material.
    • Completed a full Tech Art validation and fix pass.
  • Public Pool
    • Fixed a Hardpoint that was inaccessible to players.
    • Completed a Tech Art validation and fix pass.
    • Corrected overly dark starting lighting.
    • Polished Hardpoint locations for a better gameplay flow.
  • Russian Building
    • Fixed walls and environment elements.
    • Fixed a sky that was too bright at night.
    • Corrected a Hardpoint that did not function correctly.
    • Fixed a starting state where the map could be too dark.
    • Restored the characteristic blur effect, now applied consistently across all maps for visual cohesion.
    • Fixed a spot where players could get stuck when reentering via a wooden plank.
    • Removed a leftover "trailer bot" that spawned by mistake on the map.
  • Warehouse
    • The map is no longer locked in debug mode without bots and is playable again.
  • Worn House, Hospital, Asylum, Bomb House, Shooting Range, The Backrooms
    • Full Tech Art passes (collisions, materials, lighting, readability).
    • Added or fixed missing Hardpoint locations on several maps.
  • Airsoft
    • Fixed bots that were immobile on the map.
    • Completed Tech Art validation plus a post process polish.
  • General
    • Fixed several stuck spots for players across different maps.
    • Improved Village and background areas with more foliage and visual detail.

UI / UX

  • Integrated full aspect ratio scaling and partial controller support for all menus.
  • Optimized Play Menu performance using asynchronous texture streaming.
  • Added new Play Card visuals and data assets for map and mode selection.
  • Implemented a functional Pause Menu with proper layering and back navigation.
  • Redesigned the input rebinding interface for Unreal 5.5's Enhanced Input System.
  • Optimized font scaling and unified global UI visuals for consistency.
  • Fixed scoreboard, map voting and match end displays so they are consistent and reliable.
  • Fixed scaling issues on non standard resolutions and aspect ratios.
  • Fixed a bug where the rank UI appeared blurry due to the blur effect.
  • Fixed player nameplates not correctly following players.
  • Improved global visibility by fixing eye adaptation issues that could break player visibility.
  • Fixed the Bodycam detection icon (green square) so it displays correctly again.
  • Improved the overall behavior of the Escape key, menus and global navigation (map list, back button, etc.).
  • Long player names (for example from Steam) no longer break UI layouts.
  • The Score Tab now shows clearer information about the match state (time left, win conditions, etc.).
  • Fixed the Back button that could break navigation and clear the map list.
  • In the shop, when scrolling, the first item of the newly visible area is now automatically selected for smoother navigation.
  • When editing a class, the camera no longer zooms out to the full weapon and instead stays focused on the edited element.
  • Additional eye adaptation fixes were made to further improve visibility.

AUDIO & VFX

  • Integrated new footstep, impact and melee sound effects.
  • Removed looping bird and ambient noise clutter on several maps.
  • Balanced the global audio mix and adjusted sound occlusion, especially on Village.
  • Added end of wave audio cues and new voice lines for zombie spawns.
  • Fixed greybox VFX that appeared after the Unreal 5.5 migration.
  • Updated Niagara particles for blood, muzzle flashes, debris and impacts.
  • Reworked blood decals and improved their reflections in the lighting.
  • Enhanced post process visual feedback such as motion blur, depth of field and chromatic aberration.
  • Added the Main Zombie Theme.
  • Rebalanced:
    • Global reverb and environmental ambience to make maps feel more coherent.
    • Footsteps and surface variations.
    • Bullet impacts, fly by and ricochet audio to boost immersion.
  • Improved environmental ambience and audio on Village.
  • Adjusted wind sounds while turning and restored several blood related particles to get a feel closer to the previous versions.
  • Fixed audio parameters that were not applied correctly on some sounds.

NETWORKING & MULTIPLAYER

  • Improved the host to client disconnection flow: clients now consistently return safely to the lobby.
  • Fixed incorrect game mode transitions in some cases.
  • Enhanced replication performance and reduced lag spikes during player updates.
  • Improved lobby and matchmaking flow with better state synchronization.
  • Optimized server travel and reduced session recreation times.
  • Fixed disconnected clients that could not join a new host.
  • Fixed duplicate entries for a single player in the lobby.
  • Fixed an issue where map voting could kick players and put the host into freecam.
  • Fixed a bug where joining or rejoining a lobby could cause an infinite loading loop.
  • Fixed several issues with player names displayed in the TAB score and end screens.
  • Completed VOIP QA checks to stabilize and validate voice chat behavior.
  • Fixed nameplates replication so they track players correctly for all clients.
  • Adjusted edge cases where two player matches could behave strangely with team assignment.

Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

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