Deathmatch is Bodycam's free-for-all mode: every player fights alone and the first to reach the kill limit wins. Since update V0.8.7 (3 September 2026) the limit is 40 kills, up from 30.
What it means for your stats
Deathmatch usually produces the highest kill and death counts per match, because you respawn and fight constantly. Your K/D here says a lot about aim and positioning and nothing about teamwork. The higher kill limit also makes matches longer, so kills per match after V0.8.7 are not comparable with older matches.
Tips
- Every player is an enemy, so a fight you win often leaves you exposed to a third player. After a kill, move or reposition before reloading in the open.
- Bodycam has no crosshair and no HUD. Fights are decided by who sees the other first, so slow, quiet movement around corners pays off.
- Judge your Deathmatch form over 10–20 matches. Single matches swing a lot depending on spawns.
What to watch in BC Stats
For Deathmatch, start with the mode breakdown on the Charts page instead of your all-mode total. The most useful combination is cumulative K/D, K-D differential, kills per match and deaths per match. K/D tells you how efficiently you trade kills for deaths. K-D shows the actual surplus or deficit of kills across a session. Kills per match shows volume, but after a score-limit change it must be read with more care because a longer match naturally creates more opportunities.
A high-kill Deathmatch can look impressive while still being inefficient. For example, 25 kills and 22 deaths produces more total action than 12 kills and 6 deaths, but the second match has the stronger K/D. BC Stats keeps those questions separate: the bars show volume, while the ratio and cumulative lines show efficiency over time.
Compare the right periods
The V0.8.7 change from 30 to 40 kills is an important break in the data. If you compare kills per match from before and after 3 September 2026 as if the rules were identical, the newer period can look better even when your level of play has not changed. Compare Deathmatch with Deathmatch, and use K/D or K-D alongside kills per match when you cross the patch date.
If you have enough saved matches, use a recent range such as 20 or 50 and compare it with your longer history. A short run can move quickly because spawns and third-party fights create large swings. Judge form over roughly 10–20 matches rather than from a single result.
Use map breakdowns to explain the trend
If your overall Deathmatch K/D changes, the map table can help explain why. First check which maps make up the recent sample. Then compare their K/D, win rate and average kills with your broader results. A strong run on one frequently played map can lift the mode average, while a run of difficult maps can pull it down without any change in your underlying mechanics.
That is why the useful question is not only “Did my Deathmatch K/D go up?” but also “Where did it go up, over how many matches, and did deaths fall as well as kills rise?” BC Stats stores the underlying match rows so those questions can be checked instead of guessed.