User Score
8.5

Generally favorable reviews- based on 136 Ratings

User score distribution:
  1. Negative: 15 out of 136

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  1. BFM
    Dec 14, 2019
    3
    The game falls short to it's hype.

    If you want to purchase it, ask yourself: Am I willing to pay this price for a sandbox that will get boring after a few hours? Because you should not even count the campaign - the actual game that is delivered here. it is very short, has boring and dumb enemies, bad puzzle design on the level of mediocre community created portal maps, and is just
    The game falls short to it's hype.

    If you want to purchase it, ask yourself: Am I willing to pay this price for a sandbox that will get boring after a few hours?

    Because you should not even count the campaign - the actual game that is delivered here.
    it is very short, has boring and dumb enemies, bad puzzle design on the level of mediocre community created portal maps, and is just ugly like hell.

    Half of the game looks like an old source engine test map with the infamous orange test textures, while the other half looks like someone's very first map, with missing lighting and moronic architecture.

    You will have fun trying and mastering a few moves and stunts, until you have done them once.
    Then you try a few combinations of them. Then you are done with the game and have seen everything it has to offer.

    Without the hype and expectations, this could have been a nice surprise for an afternoon.
    But as it is, it speaks more to the desperation for new VR experiences by those who bought into the hype, than actual talent and artistry from a game design perspective.

    Oh, and no:

    It is not like Half Life.
    It is not remotely like it.
    It is not connected to it.
    If you like Half Life, that will not make this vr toybox program any better to experience.

    Oh, and you will probably puke if you don't have extremely strong VR legs.
    I can take pretty much everything at this point, and some of the rides and slides in this made me physically sick.
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  2. Dec 18, 2019
    3
    Game has almost no content, feels like a demo. The campaign is very short and the enemies are terrible, the sandbox was fun at the start then got boring fast.
  3. Dec 29, 2019
    4
    Player controls as terrible as the character in Jurassic Park Trespasser. But thats not the wost part.

    This game is not fully enjoyable for left handed players. Instead of implementing an option to swap the complete controller layout they just let you swap the analog sticks... good job. Now jump is on the same controller as moving which is even worse than standart controls. SteamVR
    Player controls as terrible as the character in Jurassic Park Trespasser. But thats not the wost part.

    This game is not fully enjoyable for left handed players. Instead of implementing an option to swap the complete controller layout they just let you swap the analog sticks... good job. Now jump is on the same controller as moving which is even worse than standart controls. SteamVR input binding can't be changed sinced they didn't label the buttons to their corresponding sides of the controller. Again I feel discriminated as a lefty. They promised support but it will take weeks. As a lefty I want to play on release and not month later.

    Just sad.
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  4. Dec 31, 2019
    4
    Important: If you suffer any kind of VR sickness, I would recommend avoiding this. There are times where your viewpoint appears to be mounted to jello, and behaves erratically.

    A Half Life clone with the physics engine of Surgeon Simulator For the good, there some interesting environments and world building, art and assets are all good. There's some references to other properties
    Important: If you suffer any kind of VR sickness, I would recommend avoiding this. There are times where your viewpoint appears to be mounted to jello, and behaves erratically.

    A Half Life clone with the physics engine of Surgeon Simulator

    For the good, there some interesting environments and world building, art and assets are all good. There's some references to other properties which are pretty neat, and the humour seems on point (except towards the very end).

    For the bad, first, the combat is boring. Enemy AI is bad, they regularly all pile into a wall and get stuck there, sometimes fail to aim at you, often just fall over by themselves and pose little to no threat. I have been using the guns almost exclusively since the game gave me them and I ended the game with 10000 bullets in reserve. I could use these bullets to buy things at the in-game vending machines, but they're mostly just the same guns or melee weapons that I already have, making the purchase kinda pointless. One vending machine toward the end has actually interesting weapons you see in the trailers locked behind the currency system that were so expensive they would require grinding to get. I had 10K just from playing the game, these items cost 15-25k each (Correction, looking up some stuff after, turns out the total ammo you have at the end of each level is saved and adds up to give you enough ammo for this point in the game. This means you need to collect most ammo pickups in all levels prior to this and not use (i.e. no shooting) any of it and finish the level. Which means you need to melee your way through these levels so....)

    Melee is also just not fun. Weapons regularly get stuck and tangled in enemies and it's just not satisfying. If you've ever hit someone with a partially inflated balloon sword, that's pretty much what it feels like.

    Level design leaves a lot to be desired. Puzzles are fairly standard physics puzzle affairs and the level are quite linear. The few non-linear areas there are to explore seem to lead to nothing, or just contain some random physics objects to play with, or ammo crates. The secrets there are don't feel rewarding and are often a complete nightmare to try and get thanks to the physics engine.

    Speaking of the physics engine, its like Surgeon Simulator decided to become a FPS. Regularly your hands or something your holding will get caught on object in the environments, like the rungs of the ladder you're climbing or the boxes you're smashing. Optional puzzles for secret items are generally gated behind a physics based puzzle, which are frustration filled messes that repeatedly made me get mad, move on and leave the secrets behind. The game feels worse for its commitment to having a fully physics modeled body for your character, and the commitment to the physics engine in many other aspects. There was a moment toward the end where one of the last enemies killed themselves by falling down, standing back up, and seemingly colliding with their own headwear.

    The inventory system is neat, with you having to reach points on your body to equip/unequip weapons and store ammo and items, but regularly it will take up to 5 tries for me to pull a gun off my back, and way too often will I accidentally pull an ammo clip out of the hip holster when trying to grab a nearby object, only to then be unable to place the damn thing back in the belt (Some of these may be a result of tracking on the Oculus Quest, but I've used similar mechanics in other games with ease before)

    Some other things that bothered me where the enemy variety feeling lacking (its mostly "zombies" that walk/trip and fall at you, or dudes on rolling balls with guns) which is exacerbated by the AI, a "ha gotcha" moment where you're climbing something only to have it fall apart and have to climb all the way back up, climbing in general is very finicky with your arms r legs regularly getting caught on objects around you, and generally uninteresting weapons and items.

    Overall, the game feels complete to me, but the many of the design decisions feel misguided, or, possibly they just don't gel with me personally, the overcommitment to the physics engine being the main perpetrator. If you were interested in this, I would recommend looking elsewhere to games like Superhot, or the VR mod for Half Life 1.
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  5. Jan 15, 2020
    4
    Another VR game with no proper left hand support and developers who doesn't care or threaten with a ban when asking for this option. They even suggested to refund the game. Well it seems they don't really care about customers. The issue that SteamVR Input does not know witch button belongs to which side is often ignored since the answer is always "Use SteamVR Input" which you can't asAnother VR game with no proper left hand support and developers who doesn't care or threaten with a ban when asking for this option. They even suggested to refund the game. Well it seems they don't really care about customers. The issue that SteamVR Input does not know witch button belongs to which side is often ignored since the answer is always "Use SteamVR Input" which you can't as mentioned before! Even if one of the devs is left handed you would assume they have played plenty of other VR games an came across the "Left Hand Mode". Never encounteres such unfrieldy developers after asking a legit question for us leftys. The game may be good but beeing used to the left hand controls scheme for years it's very unpleasant to play. You can swap sticks ingame which is a step in the righ direction but jump will be on the same controller and will make this setup obsolete. As said before you can't configure your buttons ingame nor in SteamVR Input.

    So if you are a lefty, wait before you buy.
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  6. May 19, 2020
    4
    The framework of Boneworks (e.g the physics and the hit detection) is the only good aspect of this game.
    The same can't be said about the single-player and bad performance optimization.
    Every level's design is the same: - Big Boxes with grey developer texture (like literally anyone's first Hammer Map in Counter-Strike, no kidding) - High-Quality Models sprinkled in (idk why they
    The framework of Boneworks (e.g the physics and the hit detection) is the only good aspect of this game.
    The same can't be said about the single-player and bad performance optimization.

    Every level's design is the same:
    - Big Boxes with grey developer texture (like literally anyone's first Hammer Map in Counter-Strike, no kidding)
    - High-Quality Models sprinkled in (idk why they scale the models into to comical levels)
    - Enemies are placed in the world carelessly and do nothing until you hit them
    - AI does not know how to move to your location and gets stuck at walls till you shoot them away
    - No Narrative, serious you really have no clue what's going on or what to do to progress (it's fine at the beginning where you learn the mechanic/environment but if you progress 4 hours and still feel like this then the game lost me)

    Boneworks is overpriced at 30$ with what it offers.
    It would be a better product if the ...
    -> Narrative (what they advertise the game with) was much more believable and more fleshed out with some memorable character.
    -> Puzzle ... just remove them ... none of them were enjoyable and I do not mean they were hard to solve , practically the usually "put that thing to a position on a map with your wibbly-wobbly body".
    -> Inventory system would actually give me the item I needed in battle. Why the Developer thought to put your ammo under your pistol slot was a good idea is a mystery. Either leave it empty so you are able to grab ammo or navigate into your inventory screen every time you need ammo .
    -> Weapons gave any indication of ammunition depletion like a slightly transparent number hovering around the gun (seriously the empty ammo only blinks like a Christmas tree if you wanna shoot the gun. You never know if you have bullets left).

    I can't believe people actually giving this product a higher rating than Half-Life:Alyx.
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Metascore
72

Mixed or average reviews - based on 6 Critic Reviews

Critic score distribution:
  1. Positive: 3 out of 6
  2. Negative: 0 out of 6
  1. Jan 7, 2020
    60
    Despite its frustrations and some half-measure design, Boneworks is still a game that is easy to recommend for VR fans. There's a lot about its immersion that other VR games could learn from, and hopefully build an overall better game around.
  2. Dec 20, 2019
    75
    With a really impressive engine that shines from physic awareness and realism, Boneworks brings a nice VR experience but fails to deliver a complete and bug-free game.
  3. Dec 19, 2019
    70
    Quotation forthcoming.