Reviews from

in the past


The disappointment I felt back when this game came out was so unbelievably huge it straight up made me sell my VR headset. How the game barely improves over the predecessor; charges more; has a shorter, worse campaign; and essentially goes "Let the modders fix it" while having incredibly barebones modding tools is embarrassing. Finally, the update that finally added proper modding tools a year after release is too little, too late.

great interactivity, interesting story

My favorite part was when I made gm_construct and then I got my little internet hall of fame for a week and then the mod tools haven't been updated in nearly a year even though that was like the entire purpose of the game

It feels like someone made a very impressive tech demo, didn't change anything, and added a "story" at the very last moment. Technically, it's very impressive to have a whole dang Boneworks running natively on the Quest 2. But the story is so lame and short while the actual game design feels downright misguided at times. I liked the game -- honest -- but it was in spite of its flaws, not because of them.

I've also never hated driving in a game more than here. Luckily, that segment is mercifully short but I had to lie down and stop for a second and I play a good amount of buggy VR games with no issue.

I loved Boneworks. It's an incredibly divisive VR title for a good reason and I fully understand those that were deterred by it because it's a game that threw experimental ideas and systems at the wall in a full mostly cohesive experience that most other games in the VR medium couldn't hold a candle to even to this day. The sheer hyper polish and careful meticulously tested systems and world space of Half-Life: Alyx are something that I still adore and appreciate, but it wasn't for the same reasons as the open sandbox and freedoms that Boneworks allowed for, flaws be damned. Those feelings expanded much further as a modding community eventually came to be with Boneworks, with many of my hours spent just fiddling around with custom playermodels to express myself and move around in, guns to fiddle with, levels to just wander around in. Boneworks isn't perfect and was never really made to be, but it's a game that set a groundwork for VR that I was excited at the time to be expanded upon further with more polish.

Bonelab is not that game. It is so far below being that game that it astounds me that no single lesson was learned at all from Boneworks' release, subsequent updates, and what the community had accomplished with their own creations. I have no idea what Stress Level Zero was trying to accomplish with this game at all. It wants to be a bigger sandbox toy than Boneworks ever was, but it lacks the content and polished systems to justify time being spent here. It wants to play more with the physics systems being pushed to their limit, but goes past the line of comfort and polish even Boneworks still set for itself where stuff like drivable cars and a minecart ride are a miserable nightmare to actually sit through. Player expression was highly emphasized before launch by supporting custom player models and giving them unique stats for interesting gameplay experiences, but Bonelab doesn't give you any access to those features until you're finished with the game and those stats devolve into essentially "normal", tiny, too big, and fast. There's no interesting decisions to be made with these character stats.

Oh my god, the campaign too. I have no idea what the fuck happened here. It genuinely feels like Stress Level Zero cobbled together a series of levels within the last months of development and called it a day. Comparing it to Boneworks would be beyond insulting, and even when compared to other VR titles with shorter demo-y feeling campaigns, Bonelab horrifically struggles in being a cohesive experience of any kind even after two patches that only lightly tried to fix things. I still remember launch day for this game when nobody could figure out where the fucking campaign even was. Actually getting through that campaign wasn't any better.

I wrote a Steam review back when the game first came out that made it to the top of the store page because I felt insulted paying $40 for a game that felt so unfinished and baffling, and apparently I wasn't the only one who felt that way. At the time I felt like I was lied to after enough hype and promises alongside my good feelings from the previous entry, but now looking back there should've been plenty of warning signs from Stress Level Zero themselves. They spoke so much of mod support to the point of making the game seem like it was designed around it, but then barely spoke of the actual tools that would've been used for creating those mods. A simultaneous PC and Quest release on day one should've been a glaring red warning sign from the get-go when SLZ had stated in the past with Boneworks that their physics simulations and scale were too demanding for mobile hardware; it shows in the final release of Bonelab with how pitiful the campaign levels are.

Maybe I should've been more wary and suspicious when the marketing material that SLZ kept releasing on the Node YouTube channel focused less on new mechanics and levels, but rather looking at one sandbox level and playing around with guns, fully playing up this shitty dudebro attitude by ogling the tits on a maid and ninja avatar built into their game. Because that's really what Boneworks needed. Big jiggling shaking tits.

Back then when Bonelab first launched, I recommended people away from spending $40 on it because of how much of a mess it was, but a part of me still had hope for the future at the time because there were still hints of the game I loved deep somewhere in there, and thought that Stress Level Zero would continue supporting it with more features and content. But that never happened. We got two patches that added some hand holding to parts of the game that clearly weren't play tested in the slightest, and nothing else truly substantial. The modding SDK is such a joke that the few modders that remain still had to resort to using MelonLoader for custom scripting functions just like Boneworks did.

Bonelab disappoints and upsets me because it not only ruined any good will I had towards Stress Level Zero and whatever hope I could have for future projects of theirs, but it also essentially forever split and destroyed a modding community that was very much alive and well for Boneworks up until this game happened. This stupid goddamn game made it harder to recommend Boneworks because part of what I loved so much about it after the campaign was the sandbox and mods, which just simply aren't the same going back to after this game came out. If Stress Level Zero ends up announcing a new game at some point in the future, it's going to be looked at with extremely wary eyes if frankly any at all after this greedy fumble of a mess. Stay far the hell away from this game.


i hate this game cuz it's such a downgrade from Boneworks the only reason why i give this game such high stars then it actually deserves is because of it's godly soundtrack

The story is not so good but the physics and graphics make it better. And it is way more fun if you have mods

A sandbox based on improved Boneworks tech, still highly enjoyable and with mod support. Kind of wish it was a larger leap though.

Having never played Boneworks, I dont know how this game compares. Bonelab is some of the most fun I have had in vr. After the campaign is complete there isn't much to do but there is an insane amount of mods available to download and play with. Without modding this game wouldn't have as high as a rating but with the addition its so fun

Bonelab is a definite step down from Boneworks, which isn't a surprise as it had to also work on the Quest 2 standalone. The campaign is much worse with the only level I revisit being Street Puncher. The improvements to playing in vr are great, with a standout being the ability to switch from standing to sitting on the fly without having to open a menu. Being able to move your hand to your body in real life and seeing your virtual hand make contact with the same part is also very cool. Though there was a downgrade in interactivity, such as not being able to turn the knobs on TVs anymore. This doesn't really kill the game for me, but it's just odd to see less interactivity in a vr game considering the genre. The sandbox is the best part of this game and the modding scene is the only thing keeping this game alive as the devs have decided to go basically radio silent and rarely mention the SDK update. I don't want them to drop the updates for the game or the SDK now, but an explanation would be nice for why updates have stagnated.

Shit campaign, don't buy if you expect the same quality from boneworks. Mods and sandbox are fun tough.

One of the biggest Vr disappointments. Honesty bewildered at how they released the game like this, just play boneworks, its better in almost every way.

these guys are going to be so surprised when they find out about level design

Bonelab is a strong VR game. The visuals are arguably better than it's predecessor, Boneworks. The story may not be yet as good, but I love the modding for this game so far. People have gotten very creative already, and I'll definitely revisit when there's more to try out. I absolutely have the heart to still recommend this, though, simply because it's just great fun gameplay wise. If you're a person of story telling, this game isn't quite for you unless you want to dig deep and really see the game at it's core.

I kinda expected it to be more of a story driven game rather than sandbox. which made me go down one star. but still great vr game for what it is

i like the arm physics, wish that was a feature in b&s

I may as well review the last game I played before my Quest 2 broke a few months after I got and now I have to wait 2 weeks to get a replacement. Looking at the reviews for this game it would seem that almost everyone who has played it prefers Boneworks. I have not played Boneworks and cannot play it since it isn’t on the Quest 2. The first few missions of this game were top tier VR campaign missions. I absolutely loved the atmosphere and level design, being this dystopian and uncertain laboratory, with many surprises along the way. At this point the goal is unclear, but to me that’s a good thing. The soundtrack is also easily in my top 3 of any game ever, along with Doom: Eternal and Metal Gear Rising. For whatever reason I love the reload mechanic as I find it satisfying. The checkpoint system was a little scuffed and so were the puzzles but I didn’t really mind. This really was looking like it was going to be my new favourite VR game. That is until, I met the big radio man, and the game not only completely abandoned everything I loved about it, but also dropped it off a cliff, ran over it with a bus, and then set it on fire. It just completely jumped the shark and just went completely bonkers with everything, leaving its former self in an absolute wreck. The strong and fast missions were pretty cool, as at least they were somewhat loyal to what missions had come before, but the other 4 of these different body missions sucked, especially short and light. And even when I got back into the regular game, nothing felt the same having to switch between different people which was introduced for no plot purpose and only for an experiment with the game’s sandbox. From here on out, it feels like the environment was top priority, and what scraps of the story that were left were moulded in all sorts of ways to make sense of this trippy new setting, and I’m sure by the end, everyone will be furious with the direction they took things as it become less of a story and more of a test on the limits of Virtual Reality. The story was never really front and centre, but at least it was trying to be along with the action sequences, which even in the end game, we’re the stand out feature of the game. So if I hate the late campaign so much, then why have I given this a 5 star review. Well, after I beat the game, I went on to mod.io and downloaded some Bonelab mods and activated them through the Mobile VR Station, and that’s when things started to get really fun. I found so many cool weapon packs and vehicles, and even furries to kill in many ways. I still have yet to try some map mods, and when I get my replacement headset, I most certainly will. The mods and weapons are what make this my favourite VR game, despite there being many obvious flaws, but I feel in this case the pros massively outweigh the cons.

terrible compared to boneworks but an alright game if compared to nothing. Played on PCVR but could tell it had to be toned down because of the quest port

the mods saved this game, if not i dont think it couldve been that good

So, I think I actually had more fun with this one than Boneworks! In some respects. Upsides: More diverse environments and the avatar segments and puzzles were really cool. I think this one was just more fun to play in general, aside from the kart race and roller coaster ride. Those were nauseating as all HELL. Thank god you could just run right through the race at the very least. The roller coaster was really fun to look it but I did feel pretty queasy by the end of it lol. I also notice more music variety in this one, which I REALLY appreciated! The only things that Boneworks' campaign does better is in length and story. I like where this game went, what with expanding on the Lava Gang and introducing Dead FM into the plot, and the bits with Jimmy were fun also. Had lots of fun! Just be warned if you get VR sickness like me.

story was mid but at the same time so perfect

Probably the quickest I stopped having fun with a sandbox game. and the campaign is pretty awful too.

Replayability of the game goes down after the story is completed, but I enjoy the physics and I like hitting things

bonelab modders are doing some amazing shit and within the next year or two this will definitely be the best vr game ever created the modding scene just needs a bit more time to cook

I was already not the biggest fan of Boneworks to begin with but this is something else. Level design has went from disjointed to nearly non-existent. The game has its moments but it's overshadowed by boring, frustrating and confusing levels. It's biggest selling point was its mod support but I believe that's something Blade and Sorcery has already done perfectly.


honestly... boneworks was better as a base game, but the mods are crazy and make you feel like a god sooooo

Definition of a mixed bag- Campaign was mediocre and so was post game content, only thing keeping this game from being trash is modded content (which they have also failed to keep supported) only now can I recommend this game but only if you are planning on heavily modding it.

lacks content without mods and it has some annoying ass bugs

This game was made for modding, and I gotta say, I'm glad it was. It's so fun doing completely random shit.