UNCUT is a realistic bodycam shooter. Seen through an unfiltered police camera: tense room-to-room combat against enemies that flanks, panics and surrenders - hostage rescues, bomb defusals and night operations that drift into something far darker. Every shot is on the record.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“UNCUT is a solo project with a very clear vision: a shooter that plays like real, unedited bodycam footage and that kind of feel only comes together through real player hands. The core loop, the reactive AI, the bodycam presentation and the first missions will be already in EA and fully playable, but I want to shape the difficulty, the pacing and the atmosphere around how people actually play it, not how I imagine they will. Early Access lets me build the rest of the campaign in the open, with a community that tells me what lands and what doesn't, instead of guessing behind closed doors and shipping it all at once.”

Approximately how long will this game be in Early Access?

“I'm planning for roughly 6 to 12 months in Early Access. That's my honest estimate for expanding the campaign, adding content and tightening the game based on player feedback, but I'd rather take the time to get the feel right than rush a date. If it needs longer to reach the quality I want, it will get longer.”

How is the full version planned to differ from the Early Access version?

“I plan to grow UNCUT from its current set of missions into a full campaign with more operations, environments and mission types, and to deepen the systems that are already in place. Things I'm hoping to work toward include:

- More missions and larger, more varied environments beyond the current levels
- A wider arsenal of weapons and equipment, plus more to spend your money on
- More enemy variety and further work on the AI's tactics and behavior
- Additional mission types and objectives building on the existing hostage, HVT, bomb and evidence work
- More horror and atmosphere in the operations that go off the rails
- Deeper audio, more polish, controller support and additional accessibility and settings options

None of this is a promise of a specific feature or date, it's the direction I want to take the game, and community feedback during Early Access will shape which parts grow and how far.”

What is the current state of the Early Access version?

“UNCUT is already a playable single-player experience, not a prototype. The EA version includes:

- A connected series of missions you can play through from start to a victory screen
- Reactive enemy AI with cover, flanking, suppression, morale and surrender
- The full bodycam presentation: VHS grain, lens distortion, real-time face censoring, minimal diegetic HUD
- Locational damage, armor, a shop and money economy, three difficulty levels and checkpoints
- Core mission types: eliminate hostiles, take out a high-value target, rescue hostages, defuse a bomb, and a longer evidence-gathering operation with horror elements
Realistic bandage healing, weapon looting, a death sequence, briefing/pause/victory flow
- Interface and subtitles in all supported languages
- It's a complete, self-contained experience: Early Access is about expanding and refining it, not finishing something unplayable.”

Will the game be priced differently during and after Early Access?

“I plan to start at a lower Early Access price as a thank-you to the players who join early and help shape the game. As UNCUT grows with more missions and content, I may raise the price gradually to reflect the added scope, so buying in during Early Access will likely be the best value.”

How are you planning on involving the Community in your development process?

“The community is the whole reason I'm going Early Access. I want to hear where the difficulty feels off, which missions and moments land, what breaks the bodycam illusion and what people want more of. I plan to read the Steam Community Hub and discussions, take reports and suggestions directly from players, and let that feedback steer what I build next, from AI tuning and mission design to new features. A lot of the best changes so far already came from watching real playthroughs, and I want to keep doing exactly that, in the open, with you.”
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This game is not yet available on Steam

Planned Release Date: 2026

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About This Game

Everything you see is evidence.

UNCUT is a realistic single-player bodycam shooter. You see every operation exactly the way the camera on your chest records it: shaky, grainy, unfiltered - with running timestamp, REC indicator and pixelated faces, just like real released bodycam footage. No crosshair. No hitmarkers. No HUD clutter. Just you, your weapon and what the lens catches.

COMBAT THAT FEELS RECORDED, NOT SCRIPTED

Firefights in UNCUT are short, loud and ugly - the way they really are. Enemies need a moment to spot you, shout contact, take cover and work together. They flank, suppress, advance under fire and drag their wounded out of the line of fire. Break their morale and they retreat - or drop the gun and raise their hands. Then it's your call: put them in cuffs, or pull the trigger while the camera is running.

  • Reactive enemy AI - realistic reaction times, cover usage, flanking, suppression, morale and surrender

  • Locational damage - leg hits cripple, armor stops torso shots, heads don't forgive

  • Consequences - wounded enemies bleed out, civilians are on-site, arrests are always an option

  • Loot the fallen - enemies drop their weapons; pick them up and keep moving

EVERY MISSION IS A DIFFERENT CALL

Work through a campaign of connected operations: clear a compound, take out a high-value target while reinforcements pour in, rescue hostages without hitting them, defuse a bomb with the timer running down — and search a derelict hospital for evidence in an operation that stops feeling like police work very quickly. Some things on tape can't be explained. Or arrested.

REALISM DOWN TO THE DETAILS

  • Bodycam presentation - VHS grain, lens distortion, blood on the lens, faces censored in real time

  • Realistic healing - holster your weapon and wrap a bandage under pressure; getting hit interrupts it

  • Minimal diegetic interface - objectives and waypoints styled like camera overlays

  • Death has weight - when it ends, the picture drains and your eyes close on the recording

EARN IT

Cash from clean kills, streaks and completed objectives. Spend it between and inside missions on armor, weapons, grenades and upgrades. Three difficulty levels change how sharp, aggressive and numerous your enemies are - and checkpoints keep long operations fair.

UNCUT. When the recording ends, so do you.

System Requirements

    Minimum:
    • OS: Windows 10 64-Bit
    • Processor: i5-8400 / Ryzen 5 2600
    • Memory: 16 GB RAM
    • Graphics: GTX 1660 Super (6 GB) / RX 5600 XT
    • DirectX: Version 12
    • Storage: 15 GB available space
    Recommended:
    • OS: Windows 10/11 64-Bit
    • Processor: i7-10700K / Ryzen 7 5800X
    • Memory: 16 GB RAM
    • Graphics: RTX 3070 (8 GB) / RX 6800
    • DirectX: Version 12
    • Storage: 15 GB available space
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