
Bodycam is the first tactical multiplayer FPS with a true body-camera view in Unreal Engine 5. Close-quarters combats feel raw and loud. Every angle, callout, and bullet matters. Play Deathmatch, Team Deathmatch, and Wingman on photoreal maps where teamplay, tactics, and clutch skill are key.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 645/day in the week to Sep 3 → 1313/day in the week after.
One market had a chart position on both sides of this cut. One sale in one country is an anecdote — read it next to the store-wide figures below.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
About
Bodycam is the first ultra-realistic multiplayer FPS built to recreate the intensity of real combat. Experience tactical firefights through the lens of a body camera, where every angle you hold, every decision you make, and every bullet you fire can decide the outcome. Miss a check, and you pay for it. No crosshair. No ammo counter. No HUD. Countless hours were spent studying real footage, optics, camera movement, compression, exposure, sound behavior, and combat situations to push realism as far as possible.

Unlike traditional FPS games, where the camera drives the entire experience and floating hands are simply attached to your screen, Bodycam takes a completely different approach.
Your arms, torso, legs and weapon are all physically connected. On top of this, we developed our True Body technology, making every movement feel smoother, more instinctive and more natural. It takes a little time to adapt at first, but once it clicks, your weapon becomes an extension of your body and the line between you and the operator begins to disappear.
Once you've experienced combat this way, there's no going back.

Every reload is driven by a dynamic animation system with separate calm and stressed states. Under pressure, your character can make realistic mistakes, rush movements and struggle to complete a reload, just like a real person would. Instead of playing the same animation every time, we created dozens of unique reload variations and mistakes, making every reload feel different.

Every operator fights differently. Your weapon should too.
Build your firearm from the ground up with hundreds of attachments and billions of possible combinations. Whether you prioritize speed, stability, or precision, every attachment changes the way your weapon feels and performs, allowing you to create anything from compact CQB rifles to long-range precision platforms. You define your weapon.

Modern warfare has been transformed by FPV drones. Bodycam faithfully recreates authentic FPV piloting with realistic flight physics, Stabilized and Full Manual (Acro) flight modes, and advanced tuning options including rates, throttle curves, and flight profiles. Deploy FPV drones and reconnaissance RC vehicles to scout enemy positions, gather intelligence, strike targets, and support your squad.

Powered by advanced procedural physics, Bodycam features a Ragdoll Stumbling system that lets operators naturally lose balance, stumble, recover, and react to the environment. Every movement is physically driven, making combat feel more dynamic, grounded, and unpredictable.

Forget full-screen menus. Your tactical tablet is your command center. Access your loadouts, gadgets, inventory, settings, and matchmaking instantly while moving through the Bodycam Shooting Range HUB. Customize your weapons, test new builds, practice your shooting, fly FPV drones, or simply spend time with other players, all within a seamless in-game environment.

Wingman is a tactical 2v2 Search & Destroy mode where communication, positioning, and precision decide every round. There are no hero abilities, no killstreaks, and no movement exploits. Victory comes from teamwork, map knowledge, and clutch plays alone.

Whether you enjoy competitive tactical gameplay or fast-paced firefights, Bodycam offers a variety of experiences. Fight for every round in 2v2 Wingman and 5v5 Body Bomb, jump into the chaos of Team Deathmatch, Deathmatch, Hardpoint, and Gun Game, or survive relentless zombie hordes in co-op.

Fight against relentless hordes of infected in an immersive, round-based co-op Zombies mode across multiple unique maps. Manage your ammunition, explore dangerous environments, unlock new areas, restore power, and survive increasingly deadly waves as the infection spreads.

Fight across highly detailed environments inspired by or replicated from real-world locations, from CQB buildings and forests to abandoned hospitals and trench networks.

An advanced audio system built around realism and immersion. Real-time sound propagation, realistic reverb, occlusion, and spatial audio let you hear the battlefield as it truly unfolds, turning every sound into a tactical advantage.

Major updates continue to expand Bodycam with new technologies, maps, weapons, systems, and gameplay improvements shaped by community feedback.
Updates
Engagement
Reviews
Themes across 2706 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
잼. 단 한발의 총질을 근본부터 새로 만들고 있는 게임. 무거운 게임이고 개념 이해를 해야 제대로 즐길 수 있음. 키보드 마우스 조작은 나의 의지를 전달할 뿐이고, 그대로/즉시 실현되지 않음. 내 캐릭터는 게임 공간내에서 현실적인 행동을 함. 걷다가 견착하고 조준하고 발사까지 현실처럼 오래 걸림. 에임을 유지하는 전술보행은 답답하지만 마우스 누르면 바로 발사됨. 에임을 잡고도 휙 움직이면 조준선이 틀어져서 정렬될때까지 기다렸다가 쏴야됨. 총알은 실제 총구 방향으로 나가지 화면 정중앙으로 나가지 않음. 총알 몇발 남았는지 직접 세야됨. 그래서 다른 게임들과 달리 CQB 제대로 하는 맛이 남.
max 3 dolarlık oyun gidin bu paraya şerefinizle tarkov ready or not oynayın
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best RU #9, worst JP #95 · 14 markets collected
US · last 30 days
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Arabic, Japanese, Korean, Russian, Simplified Chinese*languages with full audio support
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 2.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
очень реалистичная графика
прям как на СВО
you see, ill tell you the entire bible... here you gooooo! enesis 1 The Creation 1 In the beginning God (Elohim) created [by forming from nothing] the heavens and the earth. 2 The earth was formless and void or a waste and emptiness, and darkness was upon the face of the deep [primeval ocean that covered the unformed earth]. The Spirit of God was moving (hovering, brooding) over the face of the waters. 3 And God said, “Let there be light”; and there was light. 4 God saw that the light was good (pleasing, useful) and He affirmed and sustained it; and God separated the light [distinguishing it] from the darkness. 5 And God called the light day, and the darkness He called night. And there was evening and there was morning, one day. 6 And God said, “Let there be an expanse [of the sky] in the midst of the waters, and let it separate the waters [below the expanse] from the waters [above the expanse].” 7 And God made the expanse [of sky] and separated the waters which were under the expanse from the waters which were above the expanse; and it was so [just as He commanded]. 8 God called the expanse [of sky] heaven. And there was evening and there was morning, a second day. 9 Then God said, “Let the waters below the heavens be gathered into one place [of standing, pooling together], and let the dry land appear”; and it was so. 10 God called the dry land earth, and the gathering of the waters He called seas; and God saw that this was good (pleasing, useful) and He affirmed and sustained it. 11 So God said, “Let the earth sprout [tender] vegetation, plants yielding seed, and fruit trees bearing fruit according to (limited to, consistent with) their kind, whose seed is in them upon the earth”; and it was so. 12 The earth sprouted and abundantly produced vegetation, plants yielding seed according to their kind, and trees bearing fruit with seed in them, according to their kind; and God saw that it was good and He affirmed and sustained it. 13 And there was evening and there was morning, a third day. 14 Then God said, “Let there be light-bearers (sun, moon, stars) in the expanse of the heavens to separate the day from the night, and let them be useful for signs (tokens) [of God’s provident care], and for marking seasons, days, and years; 15 and let them be useful as lights in the expanse of the heavens to provide light on the earth”; and it was so, [just as He commanded]. 16 God made the two great lights—the greater light (the sun) to rule the day, and the lesser light (the moon) to rule the night; He made the [galaxies of] stars also [that is, all the amazing wonders in the heavens]. 17 God placed them in the expanse of the heavens to provide light upon the earth, 18 to rule over the day and the night, and to separate the light from the darkness; and God saw that it was good and He affirmed and sustained it. 19 And there was evening and there was morning, a fourth day. 20 Then God said, “Let the waters swarm and abundantly produce living creatures, and let birds soar above the earth in the open expanse of the heavens.” 21 God created the great sea monsters and every living creature that moves, with which the waters swarmed according to their kind, and every winged bird according to its kind; and God saw that it was good and He affirmed and sustained it. 22 And God blessed them, saying, “Be fruitful, multiply, and fill the waters in the seas, and let birds multiply on the earth.” 23 And there was evening and there was morning, a fifth day. 24 Then God said, “Let the earth bring forth living creatures according to (limited to, consistent with) their kind: livestock, crawling things, and wild animals of the earth according to their kinds”; and it was so [because He had spoken them into creation]. 25 So God made the wild animals of the earth according to their kind, and the cattle according to their kind, and everything that creeps and crawls on the earth according to its kind; and God saw that it was good (pleasing, useful) and He affirmed and sustained it. 26 Then God said, “Let Us (Father, Son, Holy Spirit) make man in Our image, according to Our likeness [not physical, but a spiritual personality and moral likeness]; and let them have complete authority over the fish of the sea, the birds of the air, the cattle, and over the entire earth, and over everything that creeps and crawls on the earth.” 27 So God created man in His own image, in the image and likeness of God He created him; male and female He created them. 28 And God blessed them [granting them certain authority] and said to them, “Be fruitful, multiply, and fill the earth, and subjugate it [putting it under your power]; and rule over (dominate) the fish of the sea, the birds of the air, and every living thing that moves upon the earth.” 29 So God said, “Behold, I have given you every plant yielding seed that is on the surface of the entire earth, and every tree which has fruit yielding seed; it shall be food for you; 30 and to all the animals on the earth and to every bird of the air and to everything that moves on the ground—to everything in which there is the breath of life—I have given every green plant for food”; and it was so [because He commanded it]. 31 God saw everything that He had made, and behold, it was very good and He validated it completely. And there was evening and there was morning, a sixth day.
После 15-20 минут начинает приедаться. Есть зомби режим вот он мне понравился, а остальное всё тоже самое. Надеюсь деньги за игру вернут
waste of money
好
일단 생각보다 어렵고 몇가지 현실적이지 못한 부분들이 있습니다. 1. 현실성을 너무 강조한 나머지 오히려 현실적이지 못합니다. - 플레이어의 시선이 술취한 사람같습니다. 화면이 흐리게 보이는게 아니라 행동이 너무 흐느적거려서 걸으면서 조준도 못합니다. 총을 아예 일절 보지도 쏘지도 못해본 심각한 저체중인 사람으로 플레이 하는 것 같습니다. 아마 컨셉이 플레이어의 진짜 눈 시야가 아니라 바디캠으로 화면을 본다 라서 그런거같은데 이게 오히려 현실성을 더 낮추는 요소가 됩니다. 되려 게임같이 느껴지고 멀미가 굉장히 심하게 납니다. 2. 총소리가 이상합니다. - 권총탄류들은 소리가 리얼하고 화약 터지는 그 타격음이 괜찮은데 소총이 너무너무 이상합니다. 권총 쏘다가 소총쏘니까 갑자기 서든어택 하는 기분이 들었습니다. 3. 지향사격이 존재하지 않습니다. - 일단 플레이어의 조준점 자체도 너무 이상해서(진짜 총 한번도 안만져본 사람이 쏘는느낌) 조준사격도 잘 안맞지만 어느정도 지근거리 (내 앞 3~4m)에 있으면 솔직히 총구전방만 보고있어도 지향사로 어느정도 제압사가 가능합니다. 근데 이 게임은 정확하게 조준해서 정확하게 조준점 정렬해서 쏘지 않으면 진짜 드럽게 안맞습니다. 핑 때문에 안맞는건가? 이 생각까지 했습니다. 진짜로 농담이 아니라 지근거리 대치상황에서 서로 개난사로 지향사 갈기는데 서로 안죽으니까 서로 뻘쭘한 이상한 상황이 펼쳐지는 경우도 있습니다. 서로 당황스러워요 ㅋㅋ 4. 주변 사운드가 너무 이상합니다. - 내가 걸어다니고 내가 총쏘는 소리 ok 그건 문제없습니다. 근데 전장에서 싸우면 나한테 쏘는거 분명 아닌데도 불구하고 내 옆에 있는 벽에 탄흔이 파바바박 박히고 내 귀옆으로 궤적소리가 지나갑니다. 우연히 아닌게 난 지하에 혼자있고 사람들은 1층에서 싸우는데 내가 있는 지하실 벽에 탄흔이 생기고 소리가 난다니까요? 이런 일이 그냥 너무 자주발생하니까 사플이 안돼요.. 어디서 나를 쏘고있는건지 아예 그냥 감을 잡을수가 없어요. 시야에만 의존해서 게임을 하게 됩니다. 배그가 사플시스템이 정말 잘되어 있다는걸 다시 느낍니다. 이 게임은 입체적인 사운드 시스템이 없어요. 2층에서 누군가 총을 쏜다? 그게 1층인지 지하인지 알 길이 없습니다. 총평 : 딱 머릿속에 생각나는 답이 이거였습니다. "레디오어낫 초창기랑 완벽하게 같다" 레디오어낫도 마케팅 완전 실제 고증 현실성 이런걸로 밀고 실제 그래픽도 그랬었으나 막상 게임들어가니 사운드 너무 단순했고 최적화 안되어있고 뭐.. 환장파티였잖아요. 지금 이것도 비슷한 경우라고 보여요. 현실성을 과하게 키우려다 현실성을 크게 떨어트렸다 라고 결론짓는게 맞을 것 같습니다.
Es gibt kein vergleichbares Spiel wie Bodycam. Man ist wirklich mitten in der Action und es fühlt sich sehr realistisch an. Es wird außerdem stetig weiter entwickelt. Die ganzen positiven Dinge lasse ich jetzt mal weg, da die Devlogs momentan für sich sprechen. Weiter so ! ABER: - Um länger etwas von dem Spiel zu haben würde irgendeine Art Level-System gut tun. (Waffen leveln oder ähnliches, was auch immer). - Das extreme Kamerawackeln führt außerdem dazu, dass man das Spiel nicht all zu lange spielen kann. - Das Menü ist richtig schlecht und unübersichtlich. - Die Grafik/Texturen sind sehr verschwommen trotz Grafikeinstellungen auf Maximum. - Viele Stellen sind viel zu dunkel und das die Taschenlampe automatisch aus geht nervt maximal. - Private Lobbys für Freunde mit Vorauswahl von Waffen (z.B. Pistolenkampf)
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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