About the Game
BONELAB
Sentenced to death, you embody an outcast escaping fate. Discover a pathway to a hidden underground research facility. A series of challenging experiments and discoveries await. A road to the truth calls from the void.Physics to the core
Boneworks' realistic physics systems fully improved and polished. Interact with the game world with consistent confidence.Visceral VR combat
Using a variety of ranged, melee, and exotic physics weapons, engage enemy encounters with an entire armory at your disposal.Be anyone you want
Custom avatar importing enables you to play through the game looking however you want, with physical stats to match.Layered Narrative
After discovering an underground lab in MythOS city, you will have access to a variety of game locations including arenas, obstacle courses, tactical trials, sandboxes, experimental modes, and user generated levels. Collecting items, avatars, and clues from these locations enable you to progress through the mysterious story.Screenshots
5 images
Version Information
Steam Patch Notes
Official update history
Build 16240753
Oct 31, 2024
Updated hotfix should correct the controller tracking issue after SteamVR 2.8 update. The issue was related to OpenXR-SteamVR runtime and would not effect the OculusXR runtime.
If you switched to the SteamVR beta - Previous version in order to temporarily fix this, it is now recommended to switch back to the main SteamVR branch.
This ultimately fixed the issue:
https://i.imgur.com/P1h0zjM.gif
View on Steam
If you switched to the SteamVR beta - Previous version in order to temporarily fix this, it is now recommended to switch back to the main SteamVR branch.
This ultimately fixed the issue:
https://i.imgur.com/P1h0zjM.gif
Build 15443078
Aug 27, 2024
Patch 6
Patch 6 introduces a new circuitry system and basic fixtures to the Marrow SDK. The circuitry system enables you to implement simple cause and effect electrical circuits in your levels. Fixtures are spawnable dynamic objects that are affixed to the world (example: buttons, levers, doors, etc.). Additionally, the new Impact Properties from Patch 5 have now been deployed throughout 90% of Bonelab's content with the rest coming in Patch 7.
https://i.imgur.com/KU7bUnT.gif
See the fixtures and circuitry in action in an updated Test Chamber 07!
Circuits
By combining various simple math nodes to create inputs and outputs, you can assemble functional puzzles quickly. These building blocks tie together functionally with fixtures and events to flesh out interactive ideas. With some clever wiring this can unlock seriously powerful level showcases.
https://i.imgur.com/bB47XLp.gif
Fixtures
The workflow for fixtures has taken a lot of effort to get right, we're confident that we've cracked it and are premiering it with some simple fixtures to use with circuits. Armed with the most commonly used pieces for building electric puzzles, we expect Lava Gang to add a lot more interaction to their level creations. Patch 6 includes buttons, levers, a slider and an airlock door.
https://i.imgur.com/l0LH08l.gif
Circuits can also be triggered off zones and tagged entities.
https://i.imgur.com/3WcOiCM.gif
Different activation types greatly increase the variety of use in puzzles
https://i.imgur.com/zUmN6jc.gif
https://i.imgur.com/X2qesGU.gif
https://i.imgur.com/I0qk1mh.gif
QoL
In the SDK, modders can now directly drag & drop spawnables from the asset warehouse into the inspector. When dragging a Fixture from the asset warehouse the spawnable side and static side are positionally linked, after placing in a scene, both will need to be selected at the same time to re-position.
https://i.imgur.com/2DbVxVb.gif
https://i.imgur.com/FXUl0Km.gif
Bug Fixes
The avatar switching and bodylog switching bug from patch 5 has been fixed. Additionally the skybox not rendering in the spectator camera has been fixed. Rendering
Many rendering optimizations implemented including a focus on particle VFX, and spawning/despawning. ---------------------------
Patch Notes - PATCH 6
MODDING/SDK CHANGES
- Drag&Drop crates from Asset Warehouse
- ZoneLink creation automatically adds ZoneAggro and ZoneAmbience objects
- CrateSpawner field in SpawnDecorators now read-only instead of hidden
- More robust LevelCrate dirtying and undo records
- Added undo records for SceneChunk ZoneCuller addition or removal
SDK FIXTURES
- Button 1x
- Button 1.5x
- Button 2x
- Button 3x
- Airlock Door
- Lever
- Slider
- Switch
- Fixture poses added for setting start positions
- Circuitry nodes (Add, Multiply, Xor, Event Actuator, etc.)
BUGFIXES
- Fixed issue with removed favorited avatar barcodes breaking bodymall
- Fixed Skybox shaders not rendering in spectator camera
- Restored behavior of suppressed guns not aggroing enemies
- Fix for mag-eject staying after previously holding a gun
ADJUSTS
- Added additional fallback protection for removed avatar barcodes
- Removed impact properties manager
ADDITIONS
- First pass and introduction of new Plug&Socket (preparation for general socket system)
RENDERING
- Rework of fizzle effect
- Spawning/Despawning no longer dependent on blip script on objects
- Effects now based on entity colliders' velocity and angular velocity
- Supports multi-rigidbody spawnables
- Added recycle callbacks to support new fizzles on SpawnPolicy pooled objects
- VFX Optimization, consolidation, organization (WIP)
- Enabled decals on more spawnables
- Updated VRS to address a potential graphics related crash
FURTHER OPTIMIZATIONS
- Various backend rendering optimizations
- Render pipeline clean up for volumetrics (WIP)
Build 15069246
Jul 18, 2024
Patch 5
Today's patch focuses on bringing impact properties and Stress Level Zero's grid wall assets to Marrow SDK 1.1.0 along a few other important features for level creation, responding to feedback from Patch #4, and further optimizing build size, overall performance and hitches via consolidating the materials that are used in game. Check out these changes in our updated Test Chambers mod: Test Chambers
Zone Aggro
Zone Aggro enables spawned enemies to be alerted to players in zones. Previously in mod levels enemies would not react to the player firing a gun, now with Zone Aggro they will be alerted.
https://i.imgur.com/ILxZoBz.gif
Surface Data Cards
Surface Data Cards are for defining the Impact Properties of colliders. For example, this determines how a surface reacts to being impacted VFX wise. Additionally, these can recommend a physics material to apply to associated colliders. (NOTE: This is so hot off the press that even we don't have the the entirety of Bonelab’s static geometry surface data card passed until Patch7)
https://i.imgur.com/l6VQMQK.gif
Spawn Force
Spawn Force decorator applies a directional and/or angular velocity force when a CrateSpawner object is spawned.
https://i.imgur.com/3vIJddu.gif
https://i.imgur.com/1va5R2N.gif
https://i.imgur.com/nuYJfh0.gif
Spawn Force even works with spawned enemies, please use responsibly
GridWalls
GridWalls, Grid Mats, GlowMats are now available for modders via our asset backlot. These are the same prefabs and materials we use to layout levels.
https://i.imgur.com/YfNnx6N.gif
Player Rig
Player Rig adjustments have been made to further improve the physicality and control. The noticeable change is that the arm's twist now factors in the range of motion and neutral of the wrist. By getting the elbow closer to your real elbow, the hand is able to better represent the desired final pose of the hand. Bonelab's player uniquely doesn't simply use IK to show a body connecting your hands to your head, instead there is a fully physical body with spine, elbow and wrist constraints that art is directly drawn upon. This has been a massive but worthwhile challenge that began in 2020 and will continue for years to come. Under the hood, some members of Lava Gang may discover that a lot of invisible changes have happened to the rig, the code and prefabs have migrated from Bonelab to Marrow, better for future development and accessibility in the SDK.
https://i.imgur.com/OUcQx9h.gif
Also, an unexposed 'Active Ragdoll' may be discovered as a work in progress for a rig that can tumble in 6DOF.
Material Cleanup Pass
All levels gamewide received a material cleanup pass to trim and reduce the number of unnecessary materials and improve visual consistency. This also has an added benefit of reducing some chunk-load hitches as the memory footprint for many areas has been dramatically reduced. The full game size is also reduced slightly by this consolidation.
https://i.imgur.com/Tev0FGQ.gif
https://i.imgur.com/yS5iFxV.gif
https://i.imgur.com/IpG8ojp.gif
VFX Cleanup
Impact and particle vfx got a pass across the board in an effort to make visuals more consistent.
https://i.imgur.com/c9ObXBw.gif
https://i.imgur.com/Nt0HAHn.gif
SDK - Surface Data Tools
In the SDK is an overlay tool to quickly apply Impact Properties to surfaces in levels, we are hoping this speeds up level updating for Patch5.
https://i.imgur.com/dPVwJWI.gif
https://i.imgur.com/7yvZCby.gif
---------------------------
Patch Notes - PATCH 5
MODDING/SDK CHANGES
- Zone Aggro - An added default component for zones that will alert enemies in a zone to the player.
- Spawn Force - This CrateSpawner decorator is used to apply a velocity and/or angular velocity when the crate object is spawned.
- Added SurfaceDataCards - These allow users to set the effects used by Impact Properties.
- Impact Properties - Updated to have a more concise set up and use SurfaceDataCards.
- Avatar Surface Data - Option to set SurfaceDataCard for avatars.
- Mod.io Connect - Mod.io connect url with code filled out automatically copied to copy/paste buffer on Quest. On PC the web page is automatically opened.
- Mod Repo Json Change - Side loaded mod repositories no longer require the “types” dictionary to be present in the repository json file.
- Better Pallet Editor - The Pallet Editor now dynamically shows which DataCards to create
BUGFIXES
- Stream Session fix for chunk scene loading leaking into the next fix a bug where the scene starts before loading screen finishes
- Fixed tensor calculations, better mass merge algorithm
- Fixed stabslash when joints are broken
- Fixed joint accumulation in loading guns
- Fixed bullet shell accumulation when reloading
- Fixed un-held weapon mag eject bug
- Fixed missing audio mixer
- Fixed Clippie achievement bug
- Fixed Pillar Occlusion issues
- Fixed glowstick grip
ADJUSTS
- Player Rig - Arm twist now factors in wrist neutral and range of motion.
- RigManager - all scripts are now in Marrow instead of Bonelab, invisible but important for the future.
- Materials Pass - Materials visually unified; some textures updated or replaced, remaining instances of non-LitMAS shaders replaced. Renamed and organized under more consistent conventions. Usages within levels made more consistent and optimized.
- VFX Pass - Some particle systems updated and visually polished. Some decal textures updated, and a new optimized decal projector system was implemented.
- VFX Pass - Added import processor to skinned mesh imports to generate posespace data
- VFX Pass - Baked Level lighting now affects cubemap reflection contribution
- VFX Pass - Minor bug fixes
- Grid Walls - Cleanup Pass
- Grid Walls - Colliders optimized and made more accurate
- Grid Walls - Some minor normal and UV fixes
- Grid Walls - Added Goofy planes
- Fixture Standardization (WIP)
- Physics Material Pass (WIP)
RENDERING
- Quest 3 now uses PC transparent materials
- Shader Cache Validation - Further optimized the shader cache start up step to skip if it has already been generated for the current build and driver version.
FURTHER OPTIMIZATIONS
- Build Size Further Reduced
- Material reduction pass reduce some level hitching
- Further audio clips set to proper play settings for improved performance
- Unnecessary Barcode allocations removed from crate spawning
Build 9979078
Nov 21, 2022
https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/42287774/cf3f75c0187db1da9ba1cb9de6e44a3ae530a672.png
We’re excited to release our second patch for BONELAB! Since launch the team has primarily been focused on listening to collective feedback to best prioritize quality of life fixes and bugs, but we’ve found some time for some additional secrets and items as well.
Interaction received a tune pass and some bug fixes. Near field tracking and occluded controllers are now handled better resulting in better gun handling and body slot interaction. Shouldering has been improved and will continue to be improved in the future. The player is perpetually a work in progress: Boneworks was year 3, Bonelab is currently in year 6, we have many years to go. Thank you for participating in the journey, the ceiling for VR interaction is so high.
We re-tuned Index grip interactions to take better advantage of grip force for holding objects.
Saving has been improved. The Hub will now persist your inventory from the last campaign level you’ve completed. This will improve the experience of replaying the campaign after you’ve already beat the game.
Keycards are now functional. Each ID badge can unlock a hidden developer room, each with at least one new unlockable object. We hope you enjoy finding what secrets they reveal!
https://i.imgur.com/BLda948.gif
We’ve added new collectable spawnable items, including a M1 Garand with a fixed bayonet. Enjoy using these props to get creative in sandboxes!
https://i.imgur.com/H2x6gU3.gif
The majority of levels have received some tweaks including encounter adjustments, lighting, bug fixing, optimizations and easter eggs. Sprint Bridge received a large rework adding enemy encounters including a helicopter to avoid.
https://i.imgur.com/Gsc8XP7.gif
View on Steam
Overview
We’re excited to release our second patch for BONELAB! Since launch the team has primarily been focused on listening to collective feedback to best prioritize quality of life fixes and bugs, but we’ve found some time for some additional secrets and items as well.
Interaction received a tune pass and some bug fixes. Near field tracking and occluded controllers are now handled better resulting in better gun handling and body slot interaction. Shouldering has been improved and will continue to be improved in the future. The player is perpetually a work in progress: Boneworks was year 3, Bonelab is currently in year 6, we have many years to go. Thank you for participating in the journey, the ceiling for VR interaction is so high.
We re-tuned Index grip interactions to take better advantage of grip force for holding objects.
Saving has been improved. The Hub will now persist your inventory from the last campaign level you’ve completed. This will improve the experience of replaying the campaign after you’ve already beat the game.
Keycards are now functional. Each ID badge can unlock a hidden developer room, each with at least one new unlockable object. We hope you enjoy finding what secrets they reveal!
https://i.imgur.com/BLda948.gif
We’ve added new collectable spawnable items, including a M1 Garand with a fixed bayonet. Enjoy using these props to get creative in sandboxes!
https://i.imgur.com/H2x6gU3.gif
The majority of levels have received some tweaks including encounter adjustments, lighting, bug fixing, optimizations and easter eggs. Sprint Bridge received a large rework adding enemy encounters including a helicopter to avoid.
https://i.imgur.com/Gsc8XP7.gif
Please take the time to rate and review or update current reviews, your feedback is read by the team and is very helpful!
Patch Notes - PATCH 2
- ADDED: Keycard functionality added
- ADDED: s added to s
- ADDED: 1 Unlockable Avatar
- ADDED: 2 Unlockable Guns
- ADDED: 2 Unlockable Melee weapons
- ADDED: 30+ Unlockable Props
- FIXED: NPC Skeleton is now unlockable
- FIXED: HOME - Fixed objects disappearing and potentially breaking the rig during taxi ride
- FIXED: HUB - Fixed crane spawning incorrectly
- FIXED: Magazines can no longer be inserted from above the gun.
- ADJUSTED: Shouldering plane moved back by 6cm. Long term the plan is to instead gain this additional reach by extending the neck to reduce held objects penetrating the torso, but this is a good short term improvement.
- ADJUSTED: Non-stocked guns are now more resilient to being affected by locomotion.
- ADJUSTED: Improved handling of controller tracking when out of camera’s view. Now the controller will guess better when only tracked with the IMU.
- ADJUSTED: Body remapping tuning improved. Hands should no longer move when open/closed when not in proximity of each other.
- ADJUSTED: Save system updated so that hub inventory updates after every level
- ADJUSTED: SPRINT BRIDGE 04 - Reworked level and added encounters
- ADJUSTED: NPC Ford visual tweaks
- ADJUSTED: Memory optimization tweaks
- ADJUSTED: Improve interaction on various props
- ADJUSTED: Descent - Level tweaks
- ADJUSTED: Hub - Level tweaks
- ADJUSTED: LongRun- Level tweaks
- ADJUSTED: MineDive- Level tweaks
- ADJUSTED: StreetPuncher- Level tweaks
- ADJUSTED: MoonBase- Level tweaks
- ADJUSTED: Pillar - Level tweaks
- ADJUSTED: Big Anomaly- Level tweaks
- ADJUSTED: Ascent - Level tweaks
- ADJUSTED: Big Bone Bowling - Level tweaks
- ADJUSTED: Container Yard- Level tweaks
- ADJUSTED: District Parkour / Tac Trial - Level tweaks
- ADJUSTED: Drop Pit - Level tweaks
- ADJUSTED: Dungeon Warrior - Level tweaks
- ADJUSTED: Halfway Park - Level tweaks
- ADJUSTED: Mirror - Level tweaks
- ADJUSTED: Museum Basement - Level tweaks
- ADJUSTED: RoofTops - Level tweaks
- ADJUSTED: Tuscany - Level tweaks
- ADJUSTED: PCVR- Added variable rate shading (VRS). Dramatically improves rendering performance. Only supported on Turing or later NVIDIA GPUs (GTX 1630 and above).
- ADJUSTED: PCVR- Added radial density mask as a fallback for cards that do not support VRS. Works similarly to VRS, but less effective.
- ADJUSTED: STEAM - Added Reverb G2 Mixed Reality interaction profile
- ADJUSTED: STEAM - Index controller gripping action improved by factoring in grip force. (Improved gripping without trigger)
- ADJUSTED: STEAM - Improved defaults for unsupported hardware. (More devices fall back to Quest bindings when unknown)
- ADJUSTED: STEAM - Improved resilience to 3rd party hand tracking interference.
Build 9764158
Oct 20, 2022
BUG - Fix to stop the ammo pouch and gun fighting over the magazine
BUG - Fixed issue with volumetrics getting garbage data and becoming randomly colored
ADJUST - Bonelab version added to log
ADJUST - Device ID updates when using different controllers
ADJUST - Devtools spawnable if you have them unlocked, no longer requires developer mode
ADJUST - Level selection available through progression
ADJUST - 1911 made default unlock
ADJUST - Added gacha poster instructions
ADJUST - Nimbus gun disables leaderboards
BUG - HUB - Fix for potential progression skip
BUG - HUB - Fixes for potentially stalled progression when going from Hub to Ascent
BUG - MINE DIVE - Various Triggers fixed
BUG - MONOGON MOTORWAY - Trigger tutorial fixed
BUG - LONGRUN - Dynamic railing colliders fixed
BUG - BIG ANOMALY - Invulnerable health fix
BUG - TUSCANY - Fixed complete button
ADJUST - HUB - Crane instruction UI added
ADJUST - HUB - Crane reset button and button labels added
ADJUST - HUB - Various UX and affordances tweeks
ADJUST - HUB - Improved funicular sound effects
ADJUST - HUB - Map is more direct, Lists core keys, and tells player what they should do.
ADJUST - MOON - Avatar Gacha capsule has beacon
ADJUST - MOON - Arrow pointing in gacha direction
ADJUST - MOON - Added jump pads
ADJUST - PILLAR - Checkpoint at middle of level added
ADJUST - PILLAR - More weapons added
ADJUST - PILLAR - Grip added to elevator platform top surface
ADJUST - PILLAR - Boids can no longer forcibly change your avatar
ADJUST - PILLAR - Added visual damage to the boid ball
ADJUST - PILLAR - Reworked upper arena area
ADJUST - STREET PUNCHER - Jukebox headphone made dynamic
ADJUST - DUNGEON WARRIOR - Closed gap in environment
ADJUST - ROOFTOPS - Various small UX improvements
ADJUST - DISTRICT - Zones adjusted to fix enemy pop-in
ADJUST - DISTRICT - Some material and lighting changes
View on Steam
BUG - Fixed issue with volumetrics getting garbage data and becoming randomly colored
ADJUST - Bonelab version added to log
ADJUST - Device ID updates when using different controllers
ADJUST - Devtools spawnable if you have them unlocked, no longer requires developer mode
ADJUST - Level selection available through progression
ADJUST - 1911 made default unlock
ADJUST - Added gacha poster instructions
ADJUST - Nimbus gun disables leaderboards
BUG - HUB - Fix for potential progression skip
BUG - HUB - Fixes for potentially stalled progression when going from Hub to Ascent
BUG - MINE DIVE - Various Triggers fixed
BUG - MONOGON MOTORWAY - Trigger tutorial fixed
BUG - LONGRUN - Dynamic railing colliders fixed
BUG - BIG ANOMALY - Invulnerable health fix
BUG - TUSCANY - Fixed complete button
ADJUST - HUB - Crane instruction UI added
ADJUST - HUB - Crane reset button and button labels added
ADJUST - HUB - Various UX and affordances tweeks
ADJUST - HUB - Improved funicular sound effects
ADJUST - HUB - Map is more direct, Lists core keys, and tells player what they should do.
ADJUST - MOON - Avatar Gacha capsule has beacon
ADJUST - MOON - Arrow pointing in gacha direction
ADJUST - MOON - Added jump pads
ADJUST - PILLAR - Checkpoint at middle of level added
ADJUST - PILLAR - More weapons added
ADJUST - PILLAR - Grip added to elevator platform top surface
ADJUST - PILLAR - Boids can no longer forcibly change your avatar
ADJUST - PILLAR - Added visual damage to the boid ball
ADJUST - PILLAR - Reworked upper arena area
ADJUST - STREET PUNCHER - Jukebox headphone made dynamic
ADJUST - DUNGEON WARRIOR - Closed gap in environment
ADJUST - ROOFTOPS - Various small UX improvements
ADJUST - DISTRICT - Zones adjusted to fix enemy pop-in
ADJUST - DISTRICT - Some material and lighting changes
Current Release
Not available
System Requirements
OS
Windows 10
CPU
Intel i5 7600 3.5ghz+
RAM
8 GB RAM
GPU
GTX 1070 / 1660TI (6GB VRAM)
How to Install
1
Download all files
2
Extract the .RAR file to a folder (use WinRAR or 7-Zip)
3
Run BONELAB_Steam_Windows64.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
10.9 GB
Password: cracked-games.org or 123
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View AllDownload BONELAB for PC with a direct link or via torrent. Get the full version of BONELAB for free. BONELAB is a Action released by Stress Level Zero.