BODYCAM ZOMBIE release date: Dead & Damned v0.9

Bodycam v0.9 The Dead & Damned arrives Friday, November 13, 2026. See the zombie maps, weapons, anti-cheat, and what is still delayed.

The short version before Friday

Friday the 13th is not a random patch day for Reissad Studio. If you have been hunting for the BODYCAM ZOMBIE release date, the studio has already named it: Bodycam v0.9, subtitled The Dead & Damned, lands on Friday, November 13, 2026. The BODYCAM ZOMBIE release date is the moment zombies return to the spotlight inside an Early Access shooter built to look and sound like raw body-camera footage.

Bodycam official screenshot

Official screenshot · Source: Steam store

That timing is deliberate. Reissad said Friday the 13th felt like the right day to bring the infected back. Version 0.9 is still a smaller, in-between update. A large part of the team remains on longer-term Bodycam projects, and this build is the fresh content they can ship while that work continues. Zombies carry the headline. Multiplayer is not a footnote: Public Pool gets a serious remake, and Easy Anti-Cheat arrives with the same patch.

The catch is the party system. It already missed 0.8. It misses 0.9 as well. If your plan was to queue as a stack on Friday night, read the friend-play rules below before you promise a 10-player lobby through Quick Play. You can still squad up. You just cannot do it the way a finished party system would allow.

On its official game page, Reissad publishes a scale that explains why a mid-cycle zombie update draws this much attention: more than 2.4 million copies sold on Steam, more than 3.7 million wishlists, 72,000-plus reviews sitting at 81 percent Very Positive, recent reviews at 86 percent over 30 days, a peak above 38,000 concurrent players, and a Discord past 524,000 members. Those are studio-listed figures, not an independent audit, but they show why a smaller patch still lands in front of a very large Early Access audience. You can track the live build from the Bodycam page on Steam.

What ships on November 13, and what does not

Mark the BODYCAM ZOMBIE release date on a calendar, then separate headline features from features that only sound confirmed. Reissad has been clear about the theme and unusually clear about one absence. Full patch notes are promised for release day, not before. Treat anything more specific than the announcement as unconfirmed.

ItemStatus for v0.9What players should assume
Release dayFriday, November 13, 2026No public clock time in the announcement
Update nameThe Dead & DamnedZombies are the spotlight, not the only change
Update scopeSmaller, in-between buildLarger long-term projects stay in progress
Zombie TrenchesNew mode on the Trenches mapRules beyond the map choice are still thin
Village and AsylumBack in ZombiesSpawn, behavior, and polish work from community reports
Weapon boxesRandom attachmentsDrops use the same attachment system as loadouts
Public PoolVisual and layout reworkAimed at a map that saw the least play after Locked & Loaded
Easy Anti-CheatArrives with 0.9Studio plans to watch it and keep improving it
Crossbow and TEC-9Added to the loadoutCrossbow is no longer locked behind a Village secret
Lobby drone and RC roomNew, largest lobby room yetCircuits for both, plus FPV radio support
Party systemNot in 0.9Pushed again after technical blockers
Full patch notesRelease dayDo not expect the bug list early

The previous public checkpoint was v0.8 patch notes number 6. In that note, Reissad raised the Reissad Points cap to 50,000, tightened a batch of weapon, UI, and stability fixes, and told players the party system still needed time. That patch was framed as likely the last v0.8 update unless something urgent appeared. Attention then shifted to the party system, anti-cheat, and other work the studio was not ready to reveal. Version 0.9 is that intermediate update they previewed, with anti-cheat included and the party system still held back.

Zombies: new trenches, old maps, messier loot

Bodycam's zombie mode is round-based co-op, not a battle-royale mutation. The store description is still the best plain-language summary of the loop: fight infected hordes, manage ammunition, explore dangerous spaces, unlock new areas, restore power, and survive waves that get more lethal as the infection spreads. The BODYCAM ZOMBIE release date matters most to co-op players because 0.9 is the first time in a while that this loop, not another tactical playlist, is the thing the studio wants you to boot first.

There is no crosshair, no ammo counter, and no conventional HUD. In a standard firefight that already makes every reload a decision. In zombies it changes the mode. You cannot flick your eyes to a number when a wave stacks up. Reloads in Bodycam also have calm and stressed states, and pressured characters can rush, fumble, and fail a reload the way a person would. Going into a zombie map with a sloppy mag habit will cost runs. That is the practical reason to warm up in the shooting-range hub before you take a new squad into Trenches.

Zombies featureNew, returning, or changedPractical effect on a run
Zombie TrenchesNew modeUses the existing Trenches map; mode details still coming
VillageReturningCommunity reports on spawns and zombie behavior drove fixes and a polish pass
AsylumReturningSame class of fixes and polish as Village
Squad sizeUnchanged co-op ruleUp to 4 players, and this is the easy friend option in 0.9
Weapon boxesChanged lootGuns arrive with random attachments, so box luck swings harder
Power, doors, ammoCore loop still described the same wayExpect familiar round-based survival goals unless notes say otherwise
Patch-note specificsNot public yetWave counts, new enemy types, and secrets are not confirmed

Zombie Trenches is the surprise. Reissad described it as a brand-new mode built on the Trenches map and said more would come later. The official map pitch already lists trench networks alongside close-quarters buildings, forests, and abandoned hospitals, so the geometry belongs to the photoreal lineup rather than a cartoon horde arena. Until the dev diary or the day-one notes spell out objectives, do not assume it is a straight copy of Village with a new skybox. Plan on learning a layout you may already know from PvP, then relearning how zombies use it.

Village and Asylum coming back is the other half of the zombie pitch. The studio said it revisited both maps to fix a lot of what players reported, especially spawns and how zombies behave, then gave them a polish pass. Those fixes come from community reports, not from a published list of every spawn point. If you bounced off either map because a wave popped on top of the squad or pathing felt wrong, this is the build to retest. If you loved a specific camp spot, assume it might not work the same way.

Weapon boxes are the system change with the widest effect. Boxes will drop weapons with random attachments, using the same attachment system as your loadout. A box pull will vary much more from run to run. In a game where attachments already change speed, stability, and precision, that is not a cosmetic dice roll. One box rifle may be a close-quarters build. The next may be a heavier, slower setup you did not want in a hallway. Check the gun before you abandon your current one, and do not build a strategy that requires a specific optic from a box.

A behind-the-scenes look on IGN also covers this update. The Dead and Damned zombie footage is the pre-launch video tied to this update. Watch it for framing. Do not treat a teaser as a substitute for the patch notes that arrive on release day.

Public Pool, anti-cheat, and the PvP half of the patch

Calling 0.9 a zombie update is accurate and incomplete. Public Pool has been the least played map since Locked & Loaded, and Reissad wants that to change. The map receives a large visual rework so it sits closer to the quality bar the studio is chasing across Bodycam, plus layout improvements along the way. There is no public diagram of the new angles. The actionable test is simple: play it once after the patch before you write it off from the old version.

Easy Anti-Cheat ships in the same update. The studio called it a big one for multiplayer and said it should help a lot, with a promise to watch it after release and keep improving it. That is a rollout, not a claim that cheating disappears on Friday afternoon. Give public matches a few days before you judge whether suspicious deaths dropped. If you host private games with friends, anti-cheat matters less than the people you invited.

Bodycam's competitive shape does not appear to be redesigned in this note. Wingman remains the tactical 2v2 search-and-destroy mode: communication, positioning, and precision, without hero abilities, killstreaks, or movement exploits. Body Bomb is the 5v5 counterpart. Casual lists still include Team Deathmatch, Deathmatch, Hardpoint, and Gun Game, alongside zombie co-op. If your group only plays Wingman, the reasons to install 0.9 are anti-cheat, the Public Pool rework, the new secondaries, and whatever bug fixes land in the day-one notes.

Multiplayer changeWho feels itHow to judge it after launch
Public Pool reworkAnyone who avoided the old layoutOne full match on the new visuals and lanes
Easy Anti-CheatPublic multiplayerCompare suspicious rounds over several sessions, not one game
Quick PlaySolo playersStill solo queue; no party queue in this version
Server browserPlayers who pick serversStill solo queue for matchmaking-style joins
Hosted custom gamesFriend groupsStill the route for PvP with up to 10 people
Core modesWingman, Body Bomb, deathmatch lists, zombiesNo announcement that these rulesets were replaced

Audio and movement are part of why a visual rework is not just wallpaper. Bodycam sells real-time sound propagation, reverb, occlusion, and spatial audio, and its True Body setup ties arms, torso, legs, and the weapon together instead of floating a gun on the camera. A map that looks closer to the rest of the game should also read better by ear. On a reworked Public Pool, clear a corner by sound before you trust a new sightline.

Loadout additions and the new lobby room

Two weapons move into everyday reach. The crossbow, until now only available at the end of the Village secret, joins the loadout. That means you can take it onto PvP maps without finishing that zombie side objective first. The TEC-9 arrives as the first machine pistol you can run as a secondary. In a game with no ammo HUD, a fast backup in the secondary slot is a real survival tool when a primary reload gets interrupted.

Neither announcement includes damage tables, magazine sizes, or recoil charts. Build opinions after you test them in the hub. The shooting-range lobby is already where Bodycam wants you to edit loadouts, check gadgets, and practice without a full-screen menu. Version 0.9 makes that space bigger.

The lobby gains its largest room yet, built for drones and RC cars, with a circuit for each. For the drone, Reissad worked with the team behind TRYP FPV. That group helped add support for FPV radio controllers, gave feedback on how the drone flies, and helped build the drone race in the lobby. If you own a radio controller, the studio's advice is direct: plug it in and try it. The RC car also gets reworked handling and controls so it is more fun to drive.

This fits a system that was already in the game rather than a brand-new gadget category. Bodycam's FPV drones already aim at realistic flight physics, with stabilized and full-manual acro modes plus rates, throttle curves, and flight profiles. RC vehicles are the ground scout. The new room is a practice yard for tools you can already use to spot, harass, and support a squad. A quiet race lap on Friday is a better first impression than learning radio rates while a Wingman round is live.

AdditionWhere it shows upWhat is confirmedWhat is not confirmed
CrossbowLoadout, including PvPNo longer gated behind the Village secret endingDamage, bolt count, and best maps
TEC-9Secondary weaponFirst machine pistol secondaryFire rate, recoil, and ammo figures
Drone circuitNew lobby roomFPV radio support and a race, with TRYP FPV inputWhether match rules for drones change
RC circuitSame lobby roomDriving feel and controls reworkedExact handling numbers
Bug fixes and optimizationWhole gameA long list plus ongoing performance workThe actual list, until release day

Between now and the BODYCAM ZOMBIE release date, a useful prep hour looks like this:

  • Update the game client early so Friday is not a surprise download.
  • Set aside a hub session for the crossbow and TEC-9 before you bring either into a live lobby.
  • If you have an FPV radio, test the connection on Thursday, not during the race.
  • Rewatch one Village or Asylum run so you can tell a real spawn fix from an old habit.
  • Leave Public Pool on the first-night list even if your group usually skips it.
  • Wait for the release-day notes before you argue about stealth changes to recoil, audio, or spawns.

General optimization is promised in the background, the way Reissad says it works on performance every update. Do not expect a frame-rate guarantee. If you are already near a performance edge in these Unreal Engine 5 scenes, check your settings after the patch instead of assuming the visual rework is free.

How to play with friends when the party system slips again

Nothing in the BODYCAM ZOMBIE release date announcement restores a normal party queue. Reissad said the party system will not be in 0.9, acknowledged that this is frustrating after it already missed 0.8, and explained the delay as a rework of the whole multiplayer layer. That rework is what a real grouping system needs, and it is also what later multiplayer features depend on. The team hit technical blockers, slowed down more than expected, and decided the current build was not confident enough to ship. They would rather take more time than stack technical debt onto something every match depends on.

The plan has been stable since the late v0.8 notes: finish a version the studio is happy with internally, then put it on an experimental branch so players can stress it and report what breaks. As of the 0.9 announcement, that branch is still a goal, not a date. The tech team is looking at how fast an experimental build can reach players. There is no public experimental opt-in for the party system in this update.

Until that exists, friend play in 0.9 works like this. Zombies is co-op for up to four players, so a squad can deploy together without the missing party tools. Quick Play and the server browser stay solo queue. If you want PvP with friends, you still host your own game, and that hosted route supports up to 10 friends. Until a later build, the BODYCAM ZOMBIE release date does not change how public matchmaking groups players.

What you want on FridayWhat actually works in 0.9CapExtra friction
Zombies with your usual trioCo-op deploy4Learn Trenches together; box loot will not match
A full custom PvP stackHost your own game10Someone has to host and share the lobby
Quick Play as a duo or stackNot supportedSolo queueDo not promise a party queue
Server browser as a groupNot supported for grouped queueSolo queueSame limit as Quick Play
Party system stress testNot shippingNone yetWait for an experimental branch announcement

A clean first-night plan for a four-person group is zombies first, hosted PvP second. Start on Zombie Trenches while the mode is new and everyone is lost together. Move to Village or Asylum if you want a map you already partially understand, and use those runs to check whether the spawn and behavior fixes match what community reports complained about. After that, have one person host a Public Pool custom if you want to judge the rework without solo-queuing into it. Save Wingman for when the host, the anti-cheat rollout, and the new secondary weapons are all behaving.

If you are a solo player, the patch is simpler. Queue as usual, try the new zombie mode, give Public Pool another shot, and use the lobby room if drones or RC cars are why you stayed in Early Access. The missing party system does not block you.

One expectation to drop: a giant content manifesto. Reissad has been open that this is an intermediate stop. The value is a better zombie night, a map people actually load, a first pass at Easy Anti-Cheat, two weapons that leave niche unlock paths, and a lobby that finally treats FPV practice as a room of its own. The value is not a finished social layer. If the only thing you needed was the BODYCAM ZOMBIE release date, it is Friday, November 13, 2026. Everything else in The Dead & Damned is what you do with that Friday once the notes go live.

FAQ

What is the BODYCAM ZOMBIE release date?

Bodycam v0.9, The Dead & Damned, releases on Friday, November 13, 2026. Reissad chose Friday the 13th on purpose for the zombie-focused update. The announcement does not list an hour or time zone, and the full patch notes are scheduled for release day.

Is Zombie Trenches a new map?

It is a new zombies mode built on the Trenches map, not a fully detailed new ruleset in the announcement. Reissad said more information would follow. Village and Asylum also return to the zombies rotation with spawn, behavior, and polish work based on community reports.

Can friends play zombies together on day one?

Yes. Zombies stays a co-op mode for up to four players, so a group can deploy without the party system. Public Quick Play and the server browser remain solo queue. PvP with friends still means hosting your own game for up to 10 people.

Did the party system make it into this zombie update?

No. It missed 0.8 and it is not in 0.9. Reissad is rebuilding the multiplayer layer after technical blockers and plans an experimental branch only once an internal version feels solid enough. There is no date yet for that test.