Hello, everyone!
Those who have been following the development and testing the preview builds already know that BodyRecords has been undergoing a complete overhaul for more than six months.
During this process, we have tried to account for the feedback we have received, as well as our own updated vision for the project. We believe these changes will fundamentally shift the focus of the game and the way players perceive the world of BodyRecords.
A tremendous amount of work has already been completed, with even more still ahead. This update represents another major milestone in building the BodyRecords universe, and we are deeply grateful to everyone who has supported us and patiently waited for new updates.
We would also like to extend a special thank-you to everyone who took the time to leave constructive criticism in their reviews. Your feedback has been extremely valuable to us.
It would be impossible to describe every major and minor change made since the previous public version of the game in just one announcement. Instead, we will focus on the most important changes, starting with the core gameplay and gradually moving toward the technical improvements behind it.
GAMEPLAY LOOP
The original concept of BodyRecords was designed as a linear experience that could also be played cooperatively.
However, based on recurring feedback and our own observations, we decided to fully commit to a match-based structure. This allows us to avoid conflicts between incompatible mechanics and design approaches while also giving players more control over the length of each play session.
Another important reason for this shift was the need to establish a clear, complete, and understandable gameplay loop:
Deployment. Survival. Objectives. Extraction.
The previous linear progression has therefore been replaced with nonlinear open-world gameplay. Players can now decide where to go and what to do based on their current situation, available equipment, proximity to points of interest, and preparedness for the dangers they may encounter there.
MULTIPLAYER AND SOLO PLAY
BodyRecords continues to support both solo sessions and cooperative multiplayer.
However, forced team separation has been removed. Puzzles are no longer divided into separate sections for different players, and match progress is no longer stored between sessions.
This means that players can complete a run alone or freely invite others into an active match through the Steam Overlay without risking damage to the currently generated match configuration.
The way matches end and restart has also been changed.
After a successful extraction or the death of the entire team, players are now taken to a waiting screen. From there, the host can invite additional players and wait for friends before starting another run.
The group is no longer automatically returned to the main menu. Once a session has been created, the host and all connected players remain in the game world until the host closes the session.
REPLAYABILITY
Several major additions are still planned in this area, but each run already varies the following elements:
Crash site location, with three currently available
Extraction location, with two currently available
Number and placement of vehicles
Procedurally generated loot inside pre-placed containers
Procedurally generated loot dropped by defeated enemies
Even with the current number of possible variables, one run can already feel substantially different from another.
Future updates will introduce procedural generation for the list and locations of Main and Side Tasks, alongside more detailed generation of loot locations and hazardous areas.
DOWNED AND DEATH SYSTEM
Under the previous design, being defeated carried very few consequences beyond losing loot and being transported into a mysterious world represented by yellow labyrinths, which the player then had to escape.
As a result, the game did not feature a true player death state. It became clear that this approach had several major disadvantages, so the entire system has been redesigned to better suit dynamic cooperative gameplay.
When a player takes fatal damage, they now enter a downed state and must wait for assistance. Teammates can revive the downed player, restoring a small amount of health—just enough to allow them to use medical supplies.
When the team fails to revive a player before the timer expires, that player dies permanently and remains as a spectator until the end of the run.
EXTRACTION
The logical conclusion of a match is now calling in an extraction helicopter.
The only requirement for unlocking extraction is completing every Main Task, represented by the yellow Tasks in the list.
Extraction will also become an important part of the future meta-progression system.
GREATER FOCUS ON SURVIVAL
To create a more responsive world in which resourcefulness and courage are rewarded while mistakes have consequences, we have introduced a broad range of survival-focused changes.
The previous collection of basic equipment pockets has been replaced by a complete inventory system. It allows players to store and manage resources more conveniently, make more deliberate decisions about their equipment, and view detailed information about selected items.
In addition to health and stamina, player characters now have a third attribute with negative effects: accumulated radiation.
Higher radiation levels increase the rate at which the player loses health.
To counter this, a second type of medical item has been introduced: the Anti-Rad Kit. It gradually reduces accumulated radiation and temporarily prevents radiation-related health loss while its effect remains active.
Two categories of radiation sources are currently present:
Static radiation zones, including radioactive junkyards where teleportation anomalies are also present, as well as the reactor
Radioactive monsters that appear at night
The day-and-night cycle is no longer merely a visual feature. It now creates two clearly defined phases of gameplay.
During the day, enemy aggression is lower, allowing players to focus on scavenging and completing Tasks.
At night, players must remain quieter while continuing to move. Nighttime encounters are significantly more dangerous and are likely to consume many of the resources gathered during the day.
THREAT SYSTEM
A new threat system has been introduced.
With the exception of special enemies assigned to guard certain points of interest, monster appearances are now handled dynamically according to the threat level accumulated by each player.
Threat increases passively at different rates depending on the time of day. It can also increase as a result of specific player actions, including:
Shouting into the microphone is currently the only action that can provoke a monster appearance without requiring the player's threat level to reach its maximum value first.
ENVIRONMENT AND OPTIMIZATION
The new gameplay structure required major changes to both the world itself and the systems used to optimize it.
The natural environment and the majority of the existing points of interest have been extensively rebuilt.
The updated world features greater variation in elevation, while foliage density and several related settings have been reduced to the minimum necessary. This provides more performance headroom and more physical space for meaningful points of interest.
Work on the world is not yet complete. Additional locations will continue to be introduced whenever they are needed and development resources allow.
The game currently contains:
Nine building-based points of interest
Five locations dedicated to Main Task puzzles
Approximately ten secondary points of interest used for traversal and loot acquisition
Based on both technical requirements and player feedback, several large and performance-heavy locations have been redesigned as more compact, focused, and gameplay-friendly structures.
These include:
Textures have also been reviewed and optimized to prevent excessive video memory usage.
A new world-streaming system has been implemented, dramatically reducing system memory consumption and rendering overhead.
Many parts of the game's underlying code have also been reviewed and rebuilt to eliminate stalls and micro-freezes.
There is still a great deal of work ahead, as the transformation of the world has only just begun.
UI AND UX
Many interface elements have received a partial visual redesign, ranging from the main menu and player journal to numerous smaller secondary components.
Several UI-related performance issues have also been resolved.
The interaction system for environmental objects and held equipment has been changed significantly.
Activating objects in the world is now assigned to the right mouse button, while the left mouse button is fully dedicated to controlling weapons and equipment.
The previous interactive-object highlighting system was unstable and could cause performance drops. It has been completely redesigned both visually and functionally.
The player journal is no longer simply a source of hints. It is now a complete gameplay tool containing both the inventory and an interactive world map.
The map supports:
Panning
Zooming
Task tracking
Player markers
As a result, navigation has been moved almost entirely away from the compass and RF Receiver and is now centered on the interactive map.
INVENTORY AND EQUIPMENT
Alongside the introduction of the inventory, the equipment system has also been rebuilt.
Players now have a hotbar that forms part of the overall inventory space. Only items that can be held and actively used may be placed into these slots.
Items such as ammunition and batteries are no longer treated as holdable objects. They now function as stackable consumable resources.
The equipment system automatically tracks items being moved between hotbar slots. When the currently selected slot changes, the held item is updated automatically.
This makes equipment management through the inventory clear and direct, without requiring players to rely on a selection wheel. All items currently available for immediate use are also displayed on the HUD hotbar.
Several pieces of equipment previously available in the game have been temporarily removed for redesign and better integration with current and upcoming systems.
These include:
The standard handheld flashlight has been removed entirely and replaced by an updated headlamp.
Personal lighting is therefore available from the beginning of every run and does not require manual battery replacement.
The headlamp has a limited charge, but it restores its power automatically.
Batteries are now required only for recharging specialized equipment, such as walkie-talkies and megaphones.
The signal-jamming mechanic has also been completely removed, meaning walkie-talkies are now available from the beginning of every run.
VEHICLES
Vehicles have also been reworked to better support the increased emphasis on survival and the updated terrain players must navigate.
In addition to adjustments to steering behavior, the engine, transmission, and weight distribution have been rebalanced to provide better stability and off-road capability.
Vehicle durability, fuel tank capacity, and fuel consumption have also been adjusted.
Fuel consumption now scales according to in-game time, allowing vehicle range to remain consistent with realistic fuel usage despite the shortened length of the in-game day.
GENERATORS AND POWER GRID
Generators, which previously served as the primary power source for points of interest, have also had their fuel capacity and consumption adjusted according to in-game time.
More importantly, generators now function as genuine emergency power sources.
Every major point of interest is now visually and functionally connected to a unified electrical grid.
Until the reactor at the Power Plant has been repaired, generators are still required to power individual locations.
Once the Power Plant Task has been completed, all generators enter standby mode. This status is shown by an indicator on each generator, and points of interest no longer require their generators to be activated manually.
KEYCARDS AND ELECTRONIC LOCKS
Access cards, which were previously required in only one location, are now part of a unified access-control system used throughout key areas of the game.
Main Task locations are protected by electronic locks. Each lock requires a keycard matching the color displayed on the lock itself.
Locations containing additional loot—and locations that will eventually contain Side Tasks—are protected by combination locks.
At the current stage of development, combination codes can be found at points of interest. A more complex access-control system based on these locks is planned for future updates.
Both types of locks require electrical power.
As a result, searching for generator fuel and restoring the reactor are now integrated into the wider access-progression system.
Keycards can be found inside suitcase containers, sports bags, and backpacks.
This means that important access cards may be discovered while exploring the environment or obtained from loot dropped by monsters.
PUZZLE UPDATES
Several puzzles have received partial updates, beginning with those most urgently in need of improvement.
The puzzle at the Security Tower has been refined, while the Pumping Station puzzle has been completely replaced.
The new Pumping Station puzzle is as compact as the redesigned location itself.
Each individual puzzle configuration has one correct solution, but its requirements and solution are generated again at the beginning of every run.
COMBAT SYSTEM
Since players must now spend more time hunting monsters and defending themselves against them, the first major set of combat improvements has been introduced.
Radioactive Scientist Zombie
A new type of monster has been added: the Radioactive Scientist Zombie.
While a player remains within six meters of this creature, they accumulate five points of radiation per second.
It is one of the most dangerous enemies players will face at night.
The creature also prevents players from simply hiding in inaccessible positions. Even when it cannot reach a player with a melee attack, its radiation field can continue dealing damage.
The Doll
The creature known as the Doll resembles a statue or an animated mannequin.
Previously, it guarded only the path leading toward the antenna. This left one of the game's most valuable enemies with a very limited role.
These creatures now permanently guard the Power Plant and the Communication Center, forcing players to plan their approach carefully before attacking either location.
Flare Gun
The behavior of flare gun projectiles has been changed.
Previously, a single flare dealt an immediate amount of damage that was nearly fatal to most monsters.
A flare now deals two separate types of damage:
Throwable Bottles
The previous selection of throwable junk items has been simplified into a single item: the glass bottle.
It still serves as a tool for distracting and attracting enemies, but it now also has limited combat functionality.
When a bottle hits an object or creature, it deals a small amount of damage and applies a light knockback effect.
This allows it to function as a cheap emergency weapon against weaker daytime monsters.
Explosive Fuel Canisters
Fuel canisters are now explosive.
Shooting a discarded canister with a flare gun causes an explosion powerful enough to kill weaker and moderately durable monsters.
Players can also gather multiple canisters into a pile or arrange them in a line to create a chain reaction.
This can be used to establish a defensive position or destroy a creature with a large health pool.
Every monster in the game can now be killed.
However, the Doll has such a large amount of health that destroying one may require the explosion of several fuel canisters.
Damage Modifiers and Friendly Fire
Monsters now use different damage modifiers for individual body parts:
Players and their vehicles can now also take damage from other players.
Careless use of weapons or explosives can therefore result in the accidental death of a teammate.
These are only the most important changes introduced in this update.
We invite you to enter the new version of BodyRecords and experience the rest of the changes for yourself.
WHAT COMES NEXT?
The following features and improvements are planned for future updates:
Procedural generation of the Main Task list for each match
Side Tasks and procedural generation of their match-specific list
Further expansion of the combat system, including monster optimization and improvements, melee weapons, firearms, and explosives
Additional survival items, including smaller but faster healing and Anti-Rad supplies, as well as stamina boosters
Crafting of survival equipment and weapons
Weapon durability, breakdowns, and repairs
Meta-progression, including experience points, profile levels, unlockable perks, and crafting recipes
Further puzzle redesigns
Introduction of localization support, bringing the first additional languages to the game alongside English