

BONEWORKS
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 BONEWORKS
BONEWORKS turns physics into your way through a VR action adventure: move through environments, fight with objects and weapons, and solve puzzles by experimenting with the world's consistent physical rules. Its mysterious story follows the inner workings of Myth OS, an artificial-intelligence system. 92% of 34,173 Steam player reviews are positive. The game is single-player. The interface and audio are in English. Released: December 10, 2019.
Credits
Lowest recorded in 36 months
$21.032026-07-30 · 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 · 2026-10-19
02Before you buy
Physics-led VR
BONEWORKS is a narrative VR action adventure built around physics-driven combat, object interaction, and puzzles.
Mode and language
The Steam listing specifies single-player and English interface and audio.
03Frequently asked questions
What do you do in BONEWORKS?
Explore environments, fight with weapons and objects governed by the game's physics, and solve physics-based puzzles.
Does it have a story?
Its mysterious narrative explores Monogon Industries' artificial-intelligence operating system, Myth OS.
Is VR experience recommended?
The description recommends prior VR experience and familiarity with common VR gameplay principles.
“Ever wondered what it feels like to actually own a body in VR? It drops you into a world you can break and stack your way through. The physics nails it; the price is a thin story, shallow combat, and real motion sickness. This one's for tinkerers.”
Our Verdict
The VR Game That Asked You to Learn Its Rules

BONEWORKS mattered because it didn’t treat you like a pair of floating hands. It gave you a body with weight, momentum, and bad habits, and then it basically said, “Good luck.” That was the point. When it hit Steam in 2019, it rocketed to the top of the sales charts on day one, and yeah, that makes sense — this was one of those rare PC VR games that felt like a real milestone, not just another tech demo with a weapon in each hand. Even now, that weird, clunky, physical presence still makes it stand out. You’re not just shooting stuff. You’re bumping into doors, fumbling reloads, grabbing whatever’s nearby, and learning how to move through a world that pushes back.
That’s also why the game still divides people. If you’re the kind of player who wants VR to feel like an infinite junk drawer of physics experiments, this is your thing. If you like figuring out how to use a chair as a step stool, or turning a fire axe into a solution, or just messing around until the level bends to your nonsense, BONEWORKS gives you room to do that. And that freedom is exactly why the Steam response has stayed so strong — more than 34,000 reviews and about 92% positive tells you a lot of people bounced off the rough edges and still came away impressed. The catch is that it’s not really interested in holding your hand. It wants you to learn its systems, and it expects you to be okay with that.
That also means it’s not for everybody, not even close. If you want a clean story, tightly designed levels, or that instant “wow” comfort zone, this game’s going to feel cold and messy. The narrative is basically scraps of lore and a few live-action clips on monitors, and it never really builds to a proper payoff. And if you’re sensitive to motion sickness, this is a hard pass — the deeper you lean into what makes BONEWORKS special, the more it can work against your stomach.
So when people argue about the score, they’re often arguing about the wrong thing. This isn’t a game you rate like a polished blockbuster. It’s a physics playground, and by that measure, it’s a huge deal.
Why Alyx Feels Safer, and Why Boneworks Still Hits Hard

If you want the cleanest way to understand BONEWORKS, compare it to Half-Life: Alyx. They’re both big-name VR shooters, but they’re coming from opposite philosophies. Alyx is the polished one. It protects you, smooths the edges, and makes sure you always feel guided. BONEWORKS throws you into the machine and lets you sort it out yourself. Neither approach is wrong, but they’re not trying to do the same job. Alyx is the safer recommendation for most people. BONEWORKS is the one for players who want the mess, the friction, and the freedom that comes with it.
That’s why the review scores don’t actually conflict. A Metacritic 72 and a much warmer player response can both be true at the same time, because critics and players are often grading different things. If you’re judging it as a traditional game, the thin story, simple enemy roster, uneven checkpoints, and rough melee can drag it down. If you’re judging the technology and the physicality, it’s a different conversation entirely. Brandon Laatsch and Stress Level Zero built something that changed how a lot of us thought about VR interaction, and the sequel, Bonelab, doubled down on that sandbox-first mentality in 2022 with even more mod support and tinkering potential.
So here’s the honest buy call. Get BONEWORKS if you’re a hardcore VR player, you’re willing to learn its physics, and you want a game you can keep poking at for absurd amounts of time. Skip it if you want a complete narrative, careful level design, or a comfortable ride. And if you’re choosing between platforms or picking your first big VR benchmark, Half-Life: Alyx is the safer bet, while BONEWORKS is the wilder one — the one that still feels like it dropped you into a physics lab and told you to survive.
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.
- There was a turret down the street keeping me from crossing - I put a trash can over myself and ran blindly to the other side - I lived - I didn't clip through the trash can - PhenomenalShow moreShow less
i love this game but holding things with the vive controllers is actual torture please fix it, it wasn't this bad in duck season if you have index controllers go for it but if you have vive wands you'll get hand cramps and drop items constantlyShow moreShow less
Wow... It actually lived up to the hype. Amazing physics. EDIT: The update makes it even better.Show moreShow less
This isn't a general "I don't think anyone will like this" review, but more of a "I didn't like this and if you're like me, this is why you might not like it." I suspect that, for the time of its release, Boneworks was a really solid game and a pioneer on many fronts. There was clearly a lot of innovation and love put into this game, including many things I wish more recently release games had. However, as someone who jumped onto the VR train a bit later, I just couldn't get into it. The core gameplay is fine, but you're constantly battling against the game in odd ways. Mounting is a struggle and asked of you constantly, you'll lose grip on objects while climbing randomly, your arms will get stuck in objects or between poles with no feedback to let you know what's happening. It's... very janky; I think I just prefer a well polished experience with less to offer when it comes to VR. It's a cool idea, and when it works it can be nice, but it just wasn't for me and I ended up dropping it before finishing it. I suspect for players who really enjoy a good sandbox game where they can mess around, Boneworks will be right up their alley, but given the hype surrounding this game I was surprised by how disappointed by it I ended up being. It's probably worth a try for VR enthusiasts but if it doesn't click right away, it probably won't more than a few hours in. Edit: Given most comments in the section were off topic, or unrelated to contents of the review itself, I have turned them off. Pro-Tip: If you seriously like a game, and want someone to check it out or give it another try, telling someone their opinion is wrong isn't a great way to go about having a constructive conversation.Show moreShow less
Seriously the best VR game I have ever played, the perfect combination of melee, gunplay, physics, and everything else in between. Just seems like they grabbed a time machine, went 2 years into VR future, grabbed it and released itShow moreShow less
It is with sadness that I leave this negative review. Boneworks has, hands down, the most immersive VR controls and world interactions of any game on the market. Yes, they can be janky, but you learn to deal with its eccentricities. Unfortunately, the incredible movement, gunplay, and interaction mechanics are paired with a campaign that actively punishes you for wanting to enjoy those mechanics. The 6-8ish hour campaign has a handful of cool physics puzzles, a few really memorable combat encounters, and some interesting set pieces for you to maneuver through and explore. However. The devs don't want you to just have fun with this. They want you to avoid as much of it as possible. You see, the ammunition you're feeding into your weapons to mow down the enemy? That's also your currency. There is a finite amount across the entire game, and you need 90% of it (!) to unlock the best items for the sandbox mode, one of the biggest draws of the game. I'm not talking fun skins or easter eggs, I'm talking ♥♥♥♥ that's in the launch trailer that you can't earn any other way. How do you get enough ammo/currency to unlock everything? 1. Don't buy ANY items during the campaign (no matter how fun they look) 2. Shoot absolutely as few bullets as possible (you can only expend a handful of clips over the entire campaign before damning yourself to too low of a score) 3. Crawl through every nook, corner, destructable object, etc. in every single level to Hoover up as much ammo as physically possible. These are not fun hidden zones, they're just random closets and storage rooms that are sometimes difficult to reach. That's the game they actually want you to play. Don't shoot things, don't move through the levels in a smooth, brisk pace, crawl around in random corners of the map picking ♥♥♥♥♥♥♥♥♥ up. You know, like chores. Oh, also, while you're doing this, look for capsule and objects you haven't seen before, which you must clog up your very small inventory with until you can find a drop off point that unlocks them in sandbox mode. This process can take hours per level if you want to be thorough, and if you miss one ♥♥♥♥♥♥♥ thing, you have to do the whole level over, because your progress is based on your best run of the level. In other words, if you find a piece of ammo the first time, but miss it in your second run, you have to do it again to re-earn that ammo. Oh, and while all of this is happening you're being shot at by hitscan enemies who you cannot return fire on, because, you know, the ammo is money. Why am I so salty about a mechanic designed to encourage extra replay value? 1. Using incredible VR shooting and parkour mechanics to squat around supply closets on a stupid easter egg hunt is not what I paid for. I paid to do the cool ♥♥♥♥ in the trailer. 2. If I don't do this, I don't get the very best items to have fun with in sandbox mode, you know, the thing where you can use all your shooting and parkour mechanics. 3. Let me re-iterate, there are very meaningful gameplay mechanics (the suction cups, the gravity gun) that are locked behind the scavenger hunt mechanics. So I have to do this ♥♥♥♥ or cheat to experience the parts of the game I actually want to play. In short, this is a VR FPS that punishes you for shooting and an exploration game that wants you to spend the lion's share of your time in the least interesting parts of the game world. Can you bypass this by downloading a save? Absolutely. But let's be clear, that's asking me to download a file that let's me skip the game. I hope Stress Level Zero will find a better way to do unlockables in their future projects, because somewhere buried in Boneworks is a great game. Unfortunately, they just really ♥♥♥♥♥♥♥ hate you playing it.Show moreShow less
---{Game-play}--- ☑️Try not to get addicted 🔳Very good 🔳Good 🔳Nothing special 🔳Ehh 🔳Bad 🔳no. ---{Graphics}--- 🔳Masterpiece 🔳Beautiful ☑️Good 🔳Decent 🔳Will do 🔳Bad 🔳Awful 🔳Paint.exe ---{Audio}--- 🔳Fascinating ☑️Very good 🔳Good 🔳Decent 🔳Not too bad 🔳Bad 🔳die. ---{Audience}--- 🔳Kids ☑️Teens ☑️Adults 🔳Everyone ---{PC Requirements}--- 🔳Check if you can run paint 🔳Potato ☑️Decent ☑️ Fast 🔳Rich boi 🔳Ask NASA if they have a spare computer ---{Story}--- 🔳Doesn't have one 🔳Something isn't nothing ☑️Not greatly told 🔳Average ☑️Good 🔳Lovely 🔳Will make you cry or smile a lot ---{Difficulty}--- 🔳Just press a few buttons 🔳Easy ☑️Significant brain usage ☑️Easy to learn / Hard to master 🔳Not so easy 🔳Difficult 🔳Dark Souls ---{Grind}--- 🔳Nothing 🔳Only if you care about leaderboards/ranks ☑️Isnt necessary to progress 🔳A little grindy sometimes 🔳Average grind level 🔳A bit grindy 🔳Spend the rest of your life grinding ---{Game Time}--- 🔳Short 🔳Average ☑️Long ☑️Depends on you 🔳Endless ---{Price}--- 🔳Free 🔳Just buy it ☑️Worth the price 🔳Wait for sale 🔳Maybe if you have some spare money left 🔳Not recommended 🔳if you enjoy throwing money into the trash ---{Bugs/Glitches}--- 🔳Never had any ☑️Minor bugs/glitches 🔳Few bugs/glitches 🔳Can get annoying 🔳Ruining the game 🔳The game itself is a big terrarium for bugs/glitches ---{?/10}--- 🔳1 🔳2 🔳3 🔳4 🔳5 🔳6 🔳7 🔳8 ☑️9 🔳10Show moreShow less
I've been looking forward to this game for a while and was putting it aside because I was overwhelmed with other VR titles and wanted to get used to locomotion movement before I get into this. I was looking forward to play it, because it promised a fun realistic experience in a story driven gameplay. Unfortunately the experience didn't hold up to my expectations. It took just few minutes for me to realise that it might not be what I was hoping for. Some aspects are pretty nice (like destruction physics or gravity play). Unfortunately the rive for realism made the game experience very annoying at times, especially when it comes to the players body. To put it simply, Boneworks made me fully realise why Half-Life Alyx (HLA) has just hands: body gets in the way in ways it doesn't in real life. You cannot bend over a table, you cant punch stuff near the ground, you cannot jump with your physical (real) body, etc. I tried this for an hour and I had enough. The immersion experience (putting graphics aside) in HLA is much stronger for me, often forgetting I'm in VR, because nothing gets in the way of the experience, while in Boneworks I'm being constantly reminded that this is just a game, because guns get stuck in my body, I bend over table and my body moves away, I crouch and my body doesn't go up again, and so on. It goes against intuition, but game is a game and has to be treated that way in order to feel real. Boneworks fails that by trying to be too real and finding itself in the VR game equivalent of "uncanny valley", which is a pity :(Show moreShow less
I'm pretty sure nobody scrolls down so far to read reviews, so I'll say I'm gay.Show moreShow less
-- I hyped this game a lot, but I have to be honest: I can't recommend this game until a few things are fixed, because this game was supposed to setup VR to be a legitimate platform 1) The hands NEED to clip through the world when not in view. Too many times do they get stuck on everything, like doors. Walking through doors can be a pain if you open them towards you. They get stuck climbing. They get stuck grabbing. They grab random things... and so on 2) Climbing is... janky. Again, hands get caught on everything and the legs just glitch everywhere 3) The inertia-mass physics for melee weapons is not the way to go. Mass should be conveyed by the effect it has on the world, NOT by slowing down my hands to the point the virtual representation is no where near where I have them in real life. Why are we going through SO much effort to get such precise tracking just to have developers ignore it? It feels like I have to swing my arms as fast/hard as possible to get any effect, and the enemies barely move at all when hit... but my hands are slowed down for some reason 4) STOP moving the camera/view outside of the player's movement. It's annoying, and, take a look at how much time I've spent in VR. This is the ONLY games that's every made me a bit sick. STOP moving the camera everytime I touch anything 5) For the love of god... where do I SAVE?! I had to start over "Streets" twice because my hands got caught on things and glitched out 6) Griping on the Index Controllers is too sensitive, I have to open my fingers out way too much all the time to let go or make sure I don't grab anything This game CAN be great, but I feel like the developers put TOO much emphasis on the "hands should never clip" and the "slow the player's hands down to convey mass" ideas and completely ruined itShow moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.