Reviews from

in the past


boneworks but with anime boobs. needs some mods tbh

Dysfunctional and a broken mess despite being made on the same engine as Boneworks, which has worked fine for years
I'm not gonna get into all of the issues, but just know that anything you've been hearing isn't exaggerated and it is just that bad
The base is good, I just hope they fix it

Much like it's predacessor the campaign ends just as it adds it's most interesting mechanics, however this game improves on the last by adding even more post-game content and it's great! I can see the modding community becoming HUGE for this game, and I can't wait, especially with how accessible they've made the modding.

This is great, a sequel that doesn't reinvent the wheel but also doesn't need to. I've kinda not got much to say, in fact I'm going to cut this review short so I can go back to playing it.

The most fun I've had in a while and it's not even a full game


BONELAB is a competent enough game for the Quest 2 standalone, but it’s filled with drawbacks, shortcomings, and a lack of evolution that combined, make it a depressing sequel. Off-Brand

The honest truth is that BONELAB is a great game for Quest 2, and is a remarkable way to interact with Stress Level Zero’s [SLZ] ‘Marrow’ VR game engine, in all of its various modes. Being able to deliver a product that feels (MOSTLY) like BONEWORKS did for me on PC is a really insane feat that shouldn’t go unnoticed.

But beneath that, we’re left with the husk of a game that bends over backward to accomplish the goal of living on the standalone platform, and it overall made me regret that it was designed that way in the first place.

As someone who absolutely loved the story/campaign mode in BONEWORKS (and the few mini-quests in the sandbox areas), I was really delighted to jump into BONELAB and find a bit more of that. Though, there was definitely less than I was expecting or hoping for.

This expectation for a more grandeur campaign was held by a lot of the community (I believe), as BONEWORKS was strongly marketed as an “Experimental VR game engine with a short game attached”. Which led me to believe that, well, if dev time for BONEWORKS was all about laying the foundation of the engine, surely for the follow-up sequel, they would spend more time focusing on making an expansive campaign, right? Well. That train of thought just let me down. It seems as though the campaign still isn’t what SLZ would like to be developing at this time.

While it’s very clear (and understandable) that a large majority of the game is engineered to fit on a standalone headset, the game also takes a bold leap at having a very rudimentary game design as compared to BONEWORKS. Now, I don’t think this is because of the focus on standalone, but rather, I think it’s because of the dev’s desire to get users to make mods and content using their tools. In sacrificing more complex level design, it seems the devs are winking with both eyes at you, attempting to lure your mind to creativity with the basic tools they were able to code into their sandbox modes, and the advanced modding SDKs available beyond.

This is all well and good, but if the sandbox and modding were at the forefront of design, I don’t know why the game was advertised as a grand adventure game. Like everyone's expectations had them believe originally? Quite misleading, not a fan of that.

A lot of the game’s design, even beyond those two limitations was very middling, and I constantly felt like the developer’s heads were too far up their own studio to care about players. One complaint actively had in the community around the launch is that returning players from BONEWORKS are punished for remembering the old design of collectibles… where before, you had to take them to the end of an area and throw them into a “bin” to claim them for use in other game modes, now, they’re capsules, which have to be yanked open with both hands. The issue that I and many others had, is the game doesn’t tell you this… so we did the old trick of throwing collectibles in a trash can that we lugged around the first level, and when the “reclamation bin” didn’t show up at the end of the level, we lost out on all of the collectibles we were supposed to obtain. Because the developers didn’t think to explain anywhere the new way of how to obtain collectibles. The community had to come together on Steam and Reddit to be able to share this information with everyone else.

Another example of this dev-first design is there’s a puzzle in one of the levels taking place in a long corridor. Based on the music choice, it seems the developer thought it would only take a few minutes to complete, but, the song looped for me 3 or 4 times before I left the area, and even then, I don’t think I completely understood the puzzle in the room and ended up climbing on the pipes of the puzzle to solve it by brute force.

Brief aside about the music: The album is phenomenal. BONE TONES from BONEWORKS was literally one of my most listened-to albums for the entire year when I played BONEWORKS, and Michael Wyckoff spared no expense when he made LAB JAMS for BONELAB. The problem that I have is, because of the lack of cinematic experiences, the music in-game… actually feels kind of flat and lackluster. There is one moment in the game, in the very last mission, where the music and the set pieces and the game come together to make ONE good experience that elevates the game, but there really aren’t any other great pairings like it found throughout everywhere else, which is a shame, because Mr. Wyckoff’s talent is unprecedented… I wish they created a few more cinematic moments for the story so that there could have been a few more musically empowered scenarios in the game.

Few more gripes. Ammo in BONEWORKS used to be… well, ammo, but it was also currency. The thoughtless removal of the shops between areas makes conserving ammo pointless, which means in enemy encounters you can just go crazy with your guns instead of practicing to be more precise and conserve so you can save for a weapon you’ve never had before (which that old reclamation mechanic was another factor from BONEWORKS that incentivized you to use and carry weapons you never had before, here there is no such incentive).

The avatar switching is nothing more than a gimmick. In truth, you only need to be the really tall avatar for ease of platforming, or the fast girl (with the boob physics) for quickly running through areas with little to no drawbacks. And, I suppose the heavy, if you’re running low on ammo and need to melee some enemies, which I hardly believe would ever happen. Not only is it a gimmick, but it behaves like a gimmick: switching and using other avatars is as buggy as ever and needs some serious work. Physics and the full-body avatar worked pretty well in BONEWORKS, but in BONELAB, I found myself more annoyed with them than anything else.

The campaign is really REALLY short. Like I said earlier, most of that time is the developers trying to inspire you do use their toolsets, and the other part of the time is spent showing you the pre-installed avatars in some kinda lackluster scenarios. The final few levels are abysmal, to say the least. I am not sure why they would have you play as the slowest character in low gravity (which makes you even slower), on a map with nothing to see or collect. I don’t know why they would have you climb a huge tower without including checkpoints, so you don't fall to the start of an 8-minute climb. I just don’t know. And after all that, the game gives you an area or two more in the campaign and then abruptly ends, instructing you to play again (but now with the avatars you just got). It sort of feels like a cop-out of including a good campaign…

What might have let me forgive some of this is if there was multiplayer, or if there was an easier way to get mods into the game, or if the bugs and crashes weren’t there anymore, or maybe some new enemy varieties, bosses, new looking areas, ANYTHING, but at every turn, BONELAB feels like it’s not pushing any new ground with VR. All the praise BONELAB gets is seemingly the same praise that we gave BONEWORKS years ago. It’s not an evolution. It’s not a sequel. It’s just another way to experience the marrow game engine on Quest 2.

Which, again, doesn’t make BONELAB a bad game. It certainly has a lot to complain about (especially as a day-one purchase), and it really makes it so that I’m beyond torn about how I feel about it (believe me, I’ve written and rewritten this review 3 different times). But, I believe a lot of my gripes can be resolved with quite a few patches, and maybe even some content updates.

Though, as it stands, BONELAB is a depressing sequel that just makes me long for what could have been an incredible single-player adventure, had there not been any standalone limitations.

To that end, if you’re on PC, I recommend you play BONEWORKS if you haven’t, and if you have played BONEWORKS, I’d recommend getting BONELAB 50% off or cheaper if you’re itching for more of that (or heck, just mod BONEWORKS lol). Quest 2 users who haven’t experienced BONEWORKS I’d be more willing to recommend the game to, just so you can experience the engine for the first time. But I’m still hesitant to recommend it. Just like SLZ wants, the bread and butter will be the mods and mod support. I would wait until you see something in those creations, regardless of who you are before you buy. Maybe give it a year. Then it’ll be ripe… I’d hope.

One last remark here, my one hope is that I have not seen the future of SLZ. At the end of the game, the character played by Jimmy Wong talks about how they’re taking the player character to “the city in the void”. It’s been mentioned that it’s possible in the lore, to create anything in the void. Jimmy mentions that there are all sorts of people and creations there. Now, it’s not hard to see where all this is pointing… the (kinda poorly done) level designs posed to inspire mods and creation, custom avatars… then mentioning a populated city, with all sorts of creations… if SLZ is REALLY working on a social multiplayer metaverse of their own to compete with the likes of VR chat and Horizon worlds, well… then we really do live in the darkest timeline… Man, all I want is to be brought back to good single-player game design. All I want is a good, true sequel to BONEWORKS.

clunky ass physics based vr game makes me nauseous as hell not fun at all

As someone who only really got into BONEWORKS and it's lore like... a day before bonelab launched, this game blew me away. it legit feels like if gmod had a story mode a la LBP or mario maker 2. i'm not gonna say its perfect, the campaign does kinda just end, and at least pre-update levels 9 and especially 11 were a damn chore. but, in spite of that, this is easily the best game on the quest 2. if you have a good PC then this is a bit of a harder sell at $40 compared to the prior, larger entry's $30, but i feel this is gonna be easy to find on steam sales for at least that much.

easily the most fun ive had in VR since playing H3.

the game is very fun and if youre willing to mod it and be creative and find your own fun in sandbox it's great as the story is slightly lacking (although v fun despite the shortness). the main issue is the community is immature 12 year olds

Way too much hype but still a solid title. The physics system it boasts is good but a bit flaky, glitching out quite often. The main campaign is also kinda unclear at times.

I got this nearly instantly and enjoyed every second of it, not as good as boneworks' story, but sandbox wise; modding wise, etc, its better. Definitely a hard recommend.

Fun but don't play without a nearby vomit receptacle. Absolutely no regard for player comfort which is cool in some ways but nauseating in most.

Joguei o jogo 2 vezes, uma nativo no Quest e outra pelo PC, de início, no anúncio da compatibilidade com o Quest nativo teve um grande hype, mas no lançamento, me decepcionou muito, além de lags constantes, bugs como: não conseguir segurar items, fases que não funcionavam, lista de mods demora mais de 7m pra abrir, e as físicas que como sempre, bugadas, e por ai vai. Após alguns meses de zerar no quest, decidi baixar no computador, além de gráficos 10x melhores, não tive nenhum dos problemas anteriores, além da física ainda um pouco zoada.
A campanha é pequena mas te introduz e te direciona aos mods da comunidadade, com uma trilha sonora EXPLÊNDIDA (fiquei quase um mês ouvindo "Don't fence me in"), e um combate delicioso e satisfatório (após dominar o jogo), fica irresistivel não querer abrir só pra lutar na arena (já passei 2h só jogando lá com os bot)

not as good as boneworks, wish it was longer

$40 for a broken expansion pack for boneworks. there's nothing different except the game is jankier, more unoptimized, and even uglier than the original with miniscule differences from the original (apparently you get a body swap mechanic sometime in the game but ive played for 4 hours and havent come across a single fucking thing related to this).

dont waste your money, just get boneworks.

This review contains spoilers

I am very conflicted on BONELAB. Its... more BONEWORKS, essentially. The story mode very much feels like it was made explicitly to show modders what they can do, as opposed to being a proper story mode. And even then, its kind of bad at it. The game's central mechanic, the avatar switching- isn't fully given to you till level 13- the second last level.

There is a certain level of jank to it, but as someone who loved BONEWORKS I was able to quickly accept it and move past it, but sometimes it feels almost worse than BONEWORKS. Thankfully I have not encountered many game-breaking bugs, performance issues or crashes that others have.

The level design is fun, but I just wish the watch was introduced earlier. Level 9 and 11 are both utter garbage though, and I don't know who's idea it was to put acceleration of the Go-Kart on holding forward with the right stick but they're an idiot. Its rather hard to keep track of your surroundings, you may say "Turn your head!" but the locomotion is set to the direction of your head, either that or the direction of the controller which for regular gameplay can be worse. Some of the puzzles were kind of frustrating, particularly in what I think was Level 3. Another thing about the level design is that its definitely a lot smaller, we knew this going in but its certainly a disappointing compromise from the more vast levels of the previous game. I felt that the levels in BONEWORKS were sometimes far too big, so I don't mind them being smaller. But I wish they were less linear, Warehouse in BONEWORKS is excellent in giving heaps of player choice and interactivity, if every level was more in that vein I'd love smaller levels. Of course that's far easier said than done.

A lot of people, myself included, were hoping that this would feature a more story focused (ie having an intelligible story without watching Youtube videos after you beat the game) and varied campaign. But that's not what we got, we got a decent story mode and several minigames and now its an open playground for modders to fill in the rest of the content. I think a lot of people, and even myself, thought this would be Half-Life 2 and Garry's Mod wrapped into one. But upon playing it, I've come to realise that BONEWORKS itself was Half-Life 2, and BONELAB is Garry's Mod if it had a HL2 styled campaign where you only get full access to the tool gun for the final 2 levels.

I enjoyed it quite a bit, but I don't blame people for being disappointed. I'm hoping that mods can take this game to the next level and utterly cram it with content. But that will take some time. For a release day experience, its not fantastic. If you are really aching for more BONEWORKS right this second and don't mind the hefty price tag and having to wait for mods to come out to fill out the game a bit, then go ahead. Otherwise wait a couple months for the modding scene to get going, and/or wait for a sale.

It's both better and worse than Boneworks. It's a lot less janky, I get caught on things less, precision is a little easier, there's procedural assistance when climbing onto ledges, switching between standing/seated is easier, and there's some genuinely significant VR tech in it. BUT, there's still noticeable jank, I still get caught on stuff sometimes, it still feels kind of imprecise, and climbing onto ledges can still feel weird.

The big issue is it doesn't tell you a lot of basic mechanics, and some Boneworks logic doesn't carry over. There's no reclamation bins, no bullet shops, and you're thrown into side stuff immediately rather than at the end of the campaign. Objects are unlocked by capsules you have to pull apart, which I figured out early but could definitely go over players' heads until they're close to the end.

...assuming they even know there's an end, since you're thrown into a hub early on & it's not immediately clear how to progress from there. I and most people on Steam got confused & assumed progression was behind side content, but it's not. You have to do an elaborate crane game to unlock progress, and you have to do it again as you approach the end.

It's also a lot shorter. There's a lot more side content to compensate, but I really wanted a more fleshed-out campaign. Where Boneworks was a great singleplayer in way too janky an engine, Bonelab is a much more fleshed out engine in a lackluster singleplayer. I enjoyed my time overall but waiting for a sale is recommended.

Pretty fun, mods are gonna rule.

Do not accidentally flip your go-kart in Bonelab. Worst mistake of my life!

BONELAB showed me that games about making games can be done with the amount of polish and fun a AAA could deliver.

Bonelab is interesting to me. Because by all means, compared to it's predecessor, it SHOULD be better gameplay-wise and modding functionality. I played and beat this at launch, the story was pretty short, and at the time there were no directions on how to progress, causing a LOT of confusion. As of recently it's updated to have more tutorials and directions, so at least they fixed that. My biggest problem however, is the lack of polish. When it comes to physics-based VR games, and VR games in general, polish is incredibly important, as it helps prevent motion-sickness, and potential seizures as well if an object bugs out and starts glitching like an object in gmod trying to clip through the floor. Bonelabs is lacking a LOT of polish, and if anything I think it should be a priority for future updates. The whole importing of models, and the game automatically assigning it stats is very impressive to me, and being able to swap between 6 at a time is nice as well.

Bonelab isn't terrible, but it isn't great either. Essentially, if you liked Boneworks, you'll probably like Bonelab, as it is quite literally a standalone expansion for Boneworks.

This review contains spoilers

Beautiful, Takes everything BONEWORKS does and makes it even better, if it were not for the less open and more claustrophobic level design, this game would be a masterpiece, the appearance of Jimmy was a surprise for sure.

I threw up a couple of times, but it was fun.

Absolutely love the new bodylog mechanic, I think it's probably one of the coolest things I've seen in VR, but I think the campaign for the game was slightly weaker than Boneworks, less open ended exploration and cool nooks/crannies to look through and more linear closed off spaces.


Clearly not as good as the first one, but still a solid VR experience, you just need to go in with the right expectation.

mechanically, this is a step up from boneworks in every conceivable way, but the campaign is so clearly an afterthought that it is almost insulting.

could've been a little bit more

My heart aches for not loving this as much as I did Boneworks. The devs here made THE best VR physics sandbox out there. They have created what I believe to objectively be the most immersive gaming experience on the market right now. But damn do I wish they found the same type of expertise they had in engineering this damn thing into designing a narrative campaign!

Bonelab is a sandbox first and foremost, and while it's a fantastic sandbox, I'd love to be tasked with things to do in it. The campaign they've got just feels like a tutorial for how to use the tools at your disposal, but not a true journey or adventure in using them.