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UNCUT

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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Latest Contributor: IGF TeamEdit notes
Search Google: Who developed UNCUT?Developer scaleThe operating scale of the game's developer.
Search Google: Who published UNCUT?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is UNCUT self-published or published by OneDevEmergency Games?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is UNCUT and OneDevEmergency Games funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for UNCUT and OneDevEmergency Games?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of UNCUT?Release statusWhether and how the game has been released.

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About the 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.