

BONELAB
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About BONELAB
BONELAB is a VR physics action game set around an underground research facility. Explore its arenas, obstacle courses, tactical trials, sandboxes, experimental modes, and user-created levels; use ranged, melee, and unusual physics weapons against enemies. Custom avatars can be imported, with matching physical stats, while collected items, avatars, and clues advance the story. Steam player rating: 82% from 18,892 reviews. Listed languages: English. Released: September 29, 2022.
Credits
Lowest recorded in 36 months
$31.782026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | — | Yes |
Steam PC edition data · 2026-10-16
02Before you buy
VR combat and physics
The game centers on physics interactions and combat with ranged, melee, and exotic weapons.
Avatars and locations
Custom avatar importing changes your appearance and matching physical stats. Locations include arenas, obstacle courses, tactical trials, sandboxes, experimental modes, and user-generated levels.
Language and audio
English is listed with full audio. English full audio is listed; consult the store listing for interface and subtitle details.
03Frequently asked questions
What is the story premise?
You play an outcast escaping a death sentence and discover a hidden underground research facility in MythOS city.
How does progression work?
Collecting items, avatars, and clues across locations lets you progress through the mysterious story.
Can players create or add levels?
The description includes user-generated levels and custom avatar importing.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
bonerlabShow moreShow less
how tf do you build your game around the idea of modding and not have the workshop for itShow moreShow less
boobs have physicsShow moreShow less
Index user, Coming from boneworks I had high hopes that this was the game to beat all other games "set a new standard". After 2 hours of trying to play and finding where the main quest is (jezus...), I have a few positives and cons. Pos - being able to switch from frame to frame is implemented good, good innovation. Wolf hunter from hoverjunkers is amazing. - Prologue was quite good aswell, very pleasant experience. Cons - Floor not correctly aligned. - Index controller is a mess atm, as heard on different discords, the grab button fails, cocking a weapon gets your hand stuck, and for some reason you can go into bullet time for well, eternally, because of a bad registration of presses with the index. - The game is not as optimised as boneworks, and looks overall foggy, litterally every room has fog in it, making it look grey, dull and bland. Boneworks was WAY more stunning visually. There is also no slider in the menu to try to make the game look a bit darker and less grey. - This is my most hated point, why in the world, do the devs decide to HIDE THE MAIN GAME, behind minigames. For the love of god, this is not a good idea at all, and the person that decided that it WAS a good idea, you basically have the entire comunity on steam raging about the fact that they cant find the main story. Some people even asked if there really was a main story in the game, so this for me is about the worst decision that could be made. However, this is the state of the launch, and as we have learned lately games at launch are not "finished", let alone polished. And this game will need lots of it. For index users especially, dont expect the experience you had in boneworks just yet, somehow the controls are a big mess. For people thinking about buying the game I would advice to wait a couple of weeks/months. My hype was big and my love for boneworks is even bigger, and to feel kinda bummed by this one is not a good feeling. The only thing I can think of now is the game is a mess, but I want to play it anyway. I'm gonna have a rough time because of the wonky controls and the weird dreadfull mist in every room, but I'll manage. ----- This review will be rewritten when patches come out and the game is as polished and optimised as boneworks is. And for crying out loud, when the index controller is fixed.Show moreShow less
Guys. There's boobs. 10/10 Would Recommend.Show moreShow less
I wanted to like Bonelab. The game has its moments, but it doesn't feel like a cohesive playtested game. It seems like there was a group of programmers that each took turns making whatever they thought was cool, without any thought into how mechanics should be explained or introduced to the player. The story has a strong opening escape sequence with the player being lynched by an angry crowd. Their apparent leader throws a burning lantern down a massive pit below the hangman's platform, as mysterious robed figures observe proceedings. When the platform trap door is released, and the noose tightens on the players neck a magic dagger appears for cutting the rope, accompanied by a disembodied voice. The player severs the noose and fall down the pit escaping from certain doom. The great fall is broken by landing on a pile of discarded corpses of former lynching victims. The player is left with many questions: how did the disembodied voice know that I was in danger? Why was I saved, but not the countless in the corpse pile? How was my hyper combat competent character captured to begin with? None of these questions are answered. The whole escape sequence was really enjoyable, and set a good first impression. I liked the stone tablets explaining the ideology of the angry crowd, and the discarded bodies, and torture dungeons showing how unmerciful they are. This environmental story telling was really engaging, and with some follow through would make the rest of the game as a whole far more memorable and enjoyable. Past the escape sequence the story is almost nonexistent, with little justification for how one level leads to the next. One puzzle is a strange crane mini-game based around moving orbs to receptacles in the hub area without any guidance. One level will be a roller-coaster turret sequence, followed by parkour across a bridge, the a wave defence melee level, followed by a go-karting track. The protagonist has no motive for riding around in a go-kart, or copying the rooftop escape sequence from the matrix, or fighting orange polygon men in a medieval arena. These sound like they might be optional side quests, but no. They're all required for the main story progression. There's no strong motivation for any of the characters such as the protagonist, or the radio man. It's like there was no dedicated writer in the team. The level for introducing the "short character" involves traversing around an empty moon sandbox level where gravity is low, and it's difficult to walk anywhere. There were no mechanics in this level showing off the advantages of the short character. There is no flow to the level, and the creator resorts to just telling the player where to end the level on a map on the wall at the beginning. The only thing the player can do to entertain themselves is spawn a 3 types of NPC (all of which bug out in the low gravity), and some items found in capsules. This feels like it should be an optional level, not part of the campaign. The next level is the sadistic "pillars" level, in which the player has to climb a parkour course built around a single 10 story pillar. The catch is that any mistake in parkour can result in the player falling down to the very start. This level is supposed to introduce the "tall character" except that you won't be playing as him during this level much. There are numerous extremely fast and bullet dodging neon bird enemies that swoop down and cause damage to the player, and change the player's character between a large set of different handling characters all with different speed, weight and reach. Imagine having to complete a race course where any mistake can send you back to the beginning, and your car will randomly change its speed, braking, and steering mid course, often during moments that require great precision. This is paired with physics based movement which makes jumping, running, and climbing feel inconsistent when playing as one character. When involuntarily swapping between many characters successfully making a jump feels very luck based. Upon spending what felt like an hour climbing to the top of the pillar, I was killed almost instantly by a hither unintroduced fireball throwing enemy instantly after being swapped into the fragile anime girl avatar by the neon bird. This impossible to predict ambush by a mystery enemy felt cruel and cheap. This game did not tutorialise it's elements very well, and left me frustrated far more often than having fun. These levels are set pieces that often require great trial and error to complete, have no thought put into how to reduce motion sickness, and are often ugly grey box levels with little effort put into decoration. This is a big let down after the excellent medieval levels that led to corporate offices that made the intro sequence so interesting. All the common enemy designs are almost identical to those found in the half life 2, with head crabs, zombies, and glowing eyed gas masked SMG wielding soldiers all making an appearance. Some more unique physics based enemies like a poltergeist that throws physics items at the player, to encourage the player to pay attention to movable items in the environment, or perhaps an enemy that carrys loot and climbs on walls to encourage the player to climb on various surfaces to catch them and grab the rare loot could make the player engage in the well put together gameplay systems more. There's so many opportunities to make enemies that match the VR experience here. It's disappointing to see flat screen game enemies from 2004 copied over without any progress. Bonelab feels like a mismatched collection of tech demos and set pieces strung together without any dedicated writer, inside mostly ugly grey environments. There has been little concern given for how this would be a cohesive single game, rather than a collection of "most popular maps in Gary's Mod." For a collection of VR tech demo set pieces, with more polish, and an actual story I would recommend Half Life Alyx. Despite being a half life 2 prequel, it's enemy design has more variety and feels less like it's rehashing half life 2 less than bonelab does. The characters all have motivations, and have dialogue that's full of personality. There's also an excellent modding scene with entire voice acted campaigns available for download. The team at stress level zero are obviously talented programmers. I do admire how ambitious they're being as an indie team. I'm sorry to rag so hard on a small company. I hope that this criticism does not discourage them to produce quality content, but instead positively impact their plans to improve in the future. If we don't hold VR games to the same standards of quality as flatscreen games, then VR games will never be more than a gimmick. I look forward to seeing what stress level zero will make in the future, but I simply cannot recommend what they have made today.Show moreShow less
it's bonin' timeShow moreShow less
Extremely mixed bag, and that thoroughly disappoints me. If you haven't played Boneworks, you really should just play that first, it's cheaper and goes on sale semi-regularly and is in a much more polished state than this game is at the moment. Bonelab genuinely makes Boneworks look like a fluke of success because while there's improvements to the movement and physics, there's so many other baffling design choices made here that vastly outweigh the positives. Why is the campaign locked off until after the intro mission until you go play mediocre to straight up bad minigames? Why are the avatars, the game's major selling point, locked off until hours into the campaign? Why have the campaign levels been made so much smaller in scale compared to Boneworks, and why do they lack so many of the fun puzzles and freedom that the previous game managed to nail? I'm sure the sandbox modes and especially the official addition of mod support will be a whole lot of fun, but why even give access to the sandbox from the start when the player will have nothing noteworthy unlocked to actually make it fun? And why are we still using the obtusely hidden collectibles in levels to actually get those items to spawn? I appreciate that we don't have to do the ridiculous item collection at the drop-off at the end of a level like Boneworks made you do, but the game also does a horrific job of explaining the new system of having to grip the capsule with both hands and pull. And while mod support is built-in, where is the SDK itself? Where's the documentation for it? Why are custom avatars actually disabled and non-functional at the moment in the game itself? Bonelab really needed more time in the oven, and Stress Level Zero desperately needed to hire more playtesters that could actually experience the game from start to finish because it genuinely feels like nobody there actually did. It's thoroughly unfriendly to new players, and even veterans of Boneworks are going to be thrown for a loop here. Bonelab actively sets out to create the worst possible first impressions imaginable before slowly starting to open up hours later and become interesting. I pray that updates and patches can try to improve the game because there's still something here buried within the layers of obtuseness, but it needs to happen sooner rather than later. Quick edit because more people are seeing this: I'm aware that custom avatars are now working; they previously weren't on launch day but they seem to be now after a 1GB update was released the next day. It still doesn't solve the fact that official documentation is completely absent and the rest of the issues I have with the game.Show moreShow less
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I don't like to write negative reviews! But I gotta say it. You guys ♥♥♥♥♥♥ around! This game, in its essence, is Boneworks. There's very little differences between the two. The body swapping- I can respect it. It's a cool idea, and the in-game body to real life body matching up is really cool, and the more absurd body types are fun to play around with for a bit. That being said, it could have easily been a Boneworks mod on its own. It seems that SLZero took their good reviews from Boneworks and said: "Yeah, this is some good ♥♥♥♥. We did it. Okay, next one." without addressing any of the issues with the first game. Melee weapons? I know this isn't blade and sorcery, but ♥♥♥♥♥♥♥♥♥, guys. Why are the melee weapons like this. I will physically refuse to pick up a crowbar, and I would sooner beat a plank off a door frame with my bare hands as the smallest model in the game. It's not very good, and it never was. Guns are ALMOST on the same level, not quite as bad, but ALMOST. I had troubles aiming anything other than a pistol because your torso won't turn and it throws off where you're trying to actually aim the thing. Physics interaction is fantastic with the game, and the engine is optimized well for it, on this scale. It's just that the implementation of the full body collision is still a miss, for me. I can't hardly climb up a ladder without a foot getting stuck and making me slingshot the complete opposite direction at 609.6 cm/s. This was especially bad in the parkour level, where I got stuck behind some walls and went to climb around them, and kept getting hung up on a pipe, and would eject out the complete opposite way to my death, respawning back at the stuck point. If you thought Boneworks lacked direction, don't even bother looking at this. They put very little effort into showing you where to go, what to do, etc. The story is about on the same level, if not less. I won't spoil it because quite frankly, I can't. I like stories, but this one was extremely hard to follow. The enemies! They're the same! Really? Nothing new? With that little story of yours, you couldn't really conjure up something crazier? This would have been like if HL: Alyx launched with the EXACT same enemy roster as the other games. Instead they have VARIATIONS, earlier/different model of combine. That sort of basic thing. Here, we still have null bodies. The funny projector guys... Turrets.... That's it? If you want my take, this feels like a lazy 'remake' of the old game that is built to allow people to bring over VRChat anime girl/femboy models and obsess over their virtual persona bodies more, as if they didn't do that enough. Titty physics. Sure. Cool. But what about the rest of the game?Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.