
BONEWORKS is an Experimental Physics VR Adventure. Use found physics weapons, tools, and objects to fight across dangerous playscapes and mysterious architecture.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 884 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I love this game so much. The fact that there IS a lesson about this whole game: the ability to realize there is a way to escape the darkness, you just have to let the *light shine through*
this game is one of my favorite vr games i've ever played. i got bonelab before i got this game and i used to think this game would be bonelabs but worse and i was wrong. this games campaign is better than most of vr games i've played and this game is just kind of relaxing to me too. if you're thinking of getting this game then get it
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 887 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I feel odd negatively reviewing Boneworks. I liked it, and you can have a good time with it. I think the Hammer-esque grid textures and graffiti are a cute aesthetic, the gunplay is fun enough, and the puzzles are stimulating without being overlong. The physics are robust, and this does have the most consistent and reliable gripping and climbing out of any game I've played with the Index Knuckles' weird capacitive pads. The Ladder proved this to me perfectly, only Boneworks could make that work for me. However, Boneworks is no longer the gem of VR I assume it was in 2019. Other games have learned what it has to teach, and its innovations are no longer as stunning. Furthermore, my playthrough highlighted for me all the moments it wasn't living up to. Melee combat is limp and inconsistent, with the amount of force required to deal damage (either barehanded or swinging something) feeling near random, and trying to mantle ledges led to a lot of awkward swimming motions at walls trying to get my virtual legs underneath me. This lends an almost insulting air to the "advanced VR users only" disclaimer, with its 'advanced' mechanics coming off as quaint at best. It's also not helped by the barebones and directionless story, difficulty appreciating the sandbox mode due to very stingy unlocks, and a lack of quality of life features I had gotten used to in similar systems (Blade and Sorcery comes to mind). The more I sit with it the more all the little annoyances come to the surface, and I begin to wonder if this was worth the $30 asking price. It walked so later games could run (almost literally with popularizing joystick movement) but the rough edges show now more than ever, and it is most valuable today as a museum piece, no longer the leading edge. You're buying more of a history lesson in mass-market VR than anything, and you have to be prepared to meet it halfway .
I’m mixed about this game. But although it has a bunch of flaws, they never prevented me from enjoying the game overall. It is important to note as well that I’m not familiar with physics sandbox games or particularly care about them. I never played Garry’s mod, for example, or its VR equivalents if any. And I didn’t even play sandbox mode in this game. So it might be entirely possible that I miss the whole point of this game. There is a story campaign however. This is what I played and this is what I’m reviewing. This game has probably the jankiest VR controls that I’ve experienced yet. Sure, some amount of jank is to be expected from a VR title. But this takes the cake. Part of it might be because it’s old. Most of it, I assume, stems from the games physics based nature: 1. Your hands constantly get stuck inside objects. Even simply crouching with your hands down may cause them to clip through the floor. 2. Tables, shelves, boxes and trash on the ground aren’t simply static objects. They have physics attached to them. Which means you can attempt to move them. Move the table to make a barricade, or crash the shelf onto the enemy, for example. Which sounds cool in theory. But you never really need to. And in practice that means that when you try to pick weapons, ammo or keys from the table you end up grabbing a whole table instead. EVERY. SINGLE. TIME. I could never get used to that. 3. Also, just because you can move an object in theory doesn’t mean you’ll be actually able to. Objects have weight. And most of the time the game decides that they are too heavy for you. So you just end up awkwardly jerking them around. This most often happens with doors. Where you try to push the door open, but end up pushing yourself away from it instead. 4. Similarly I could never get used to climbing ledges. The way it works is that you come up to a ledge. Put both of your hands on it. Make a pulling up motion. Now you’d think that you need to simply move forward to finish climbing, but you outstretched legs get in the way. So you press crouch to tuck them in, but they are still in the way half the time. And it takes a lot of wiggling to actually climb up. Half the time you end up pushing yourself back down. Now I’m not sure, I might’ve missed some tutorial message in the beginning. Or this might not be an intended mechanic at all, and only works as a result of physics collisions being the way they are. Which would be cool. But if it is not intended, I have no idea how to do some of the harder platforming challenges this game provides. And if it’s intended, then it’s more janky than I would like. 5. Melee is also based on physics collisions, it seems. On one hand that sounds great, as anything can become a weapon. But in practice, swinging an object comes with inertia, which is based on the object’s weight. This means objects in-game move with a delay and slower that I can swing my hand in real life. This creates disparity between my movement in game and in real life, pulling me out of the experience. Also objects moving slower means they deal less damage. Which means you end up pointlessly waving your hands in front of you a lot of the time. If you two-hand the weapon to mitigate this issue somewhat. But it doesn’t go away completely. Also, like hands, melee weapons tend to get stuck on objects, enemies included. 6. The only thing that feels good control-wise is shooting mechanics. It’s not as deep and detailed as in “Into the Radius”, for example. But it’s functional, works most of the time, and I had fun while shooting things. The game is not about just shooting however. There is some exploration from time to time. There are puzzles to solve, keys to collect and some platforming to be done. Some of it is optional, but welcome. And it was fun finding secrets here and there. The rewards tend to be a bit underwhelming though. More on that later. There are also a bunch of one and done mechanics as well like wall climbing with sucker cups or gravity manipulation. But I assume they play a bigger role in sandbox mode. Saving is weird in this game as well. It’s done manually at specific save points. And I have a sneaking suspicion that each point works only once. You CAN attempt to use it multiple time, but it never seemed to actually update my progress after that. Also their placement is a bit uneven. Especially near the end you have to play huge chunks of the level with no save. Reloading your game can be an issue as well. Upon reload all enemies respawn, but the ammo pickups don’t. So you may run out of ammo if you’re not careful. Not only that, but ammo is also used as in-game currency. So you might want to save it for some purchases. The story itself, it’s setting and location design didn’t impress me. Sure muddy-gray and untextured walls might fit the unfinished virtual environment setting, but it’s boring to look at. There are some nice and memorable locations, but most of the time it’s just boring tunnels and sewers and the like. Oh, I liked the music, though it doesn’t play often. It is worth noting that a lot of sandbox content seems to be locked behind the story mode, where you need to find or buy certain things for them to become available in sandbox. Some of those things seem ridiculously expensive, so it might even require multiple playthroughs to unlock. Again I might be missing something, but that is what it seemed like to me. And this is also when most secrets come into play as they simply contain unlock capsules for sandbox mode. Like I said. I haven’t played the sandbox, so I might’ve missed a whole heap of fun because of that. But despite all it’s flaws I enjoyed the story mode overall. I think it’s worth to play it once at least. As long as you don’t expect Half-Life levels of polish and variety, and maybe wait for a sale.
This game is so good! If you don't have this game yet GET IT. It is so worth it to get this game, you will have the most fun in your life the first time you play the campaign or sandbox mode. Trust me you need to get this game. The first time you play the campaign fully, OH MY GOD it is SOOOO GOOOD!!!!!!!!!!!!
This game is OKAY. My biggest problems are that the campaign is ultimately kind of soulless, and the movement is really sluggish. I can give a lot of the game's problems a pass because it's one of the earliest VR games. I wouldn't pay more than $15 for it though, if you can help it.
its good but... Mods are way better in bonelab and the game runs VARY GOOD
this game is one of THE best vr games out there and if you want a good realistic physic based vr game this is for you.
best campaign in a vr game, when i first found the zombies in the sewage trench i felt fear i have not felt in a game (it didn't help this was my first vr game). storytelling is amazing
Boneworks is a fantastic VR game, genuinely felt so good and fun to play. Huge variety of levels, puzzles, combat scenarios. It gives you that incredible feeling of solving a puzzle in some weird way and thinking "oh yeah I'm so good, you didn't account for that, devs!" even though I imagine devs fully expected that. The only 2 issues i'd point out is that tutorial puzzle is so bad I'd imagine a lot of people would abandon the game there, and the whole "carry item to the end to unlock it in sandbox" mechanic made inventory management such a chore. So often I'd throw out cool useful items because I found some ball with a rectangle and of course I have to secure it, no way I'd find that stupid ball elsewhere, while a cool gun could appear later. So by the end of the level, 4 slots of your inventory are dedicated to stupid useless balls, and only 1 actually has a weapon.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $59.8K | 378 | 81% | $5.99 | |
| $1K | 5 | 60% | $9.99 | |
| — | 0 | — | — | |
| $28.7M | 20.4K | 82% | $31.99 | |
| $3.7M | 7.6K | 80% | $24.99 | |
| $269.3K | 698 | 64% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $25.4M | 128.2K | 97% | $9.99 | |
| $25.4M | 52.6K | 94% | $19.99 | |
| $25.4M | 42.9K | 47% | $29.99 | |
| $25.5M | 56.2K | 82% | $19.99 | |
| $25.2M | 27K | 75% | $39.99 | |
| $25.2M | 312.4K | 90% | $4.99 |