Boneworks (2019), the physics-based shooter from Stress Level Zero, just got its 1.5 update, bringing along with it a new arena-style map inspired by the Nazi Zombies game mode in the Call of Duty franchise and a few other goodies too.

Called ‘Zombie Warehouse’, the update includes a number of challenges that should keep you on your toes. Zombies can now zip-line in to your location, climb large obstacles, and assault you through your warehouse windows.

You won’t need a hammer and stack of lumber though to board up the open windows, rather you’ll have access to a new boardgun, which lets you point and extrude boards wherever they’re needed.

In addition to the new physics weapon and map, the update includes five Zombie Warehouse modes, multiple difficulty options, experimental enemy AI, various weapon loadouts, and even new music. Stress Level Zero also says its improved player character physics and performance in its 1.5 update.

Boneworks launched on Steam late last year on SteamVR headsets, including HTC Vive, Oculus Rift, Windows VR, and Valve Index.

In our review of Boneworks, we felt the campaign mode left something to be desired. While the game served up a rich sandbox of physics-driven interactions, the game seemed less about offering the user something challenging out of the box, and instead giving users the tools to generate their own fun. It’s good to see Stress Level Zero experimenting and drilling into these more bite-sized game modes using its robust system; you never know when a hit mini-game will become the basis of a new project, ala Nazi Zombies.

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 4,000 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • 3872Orcs

    I really wish I could love this game and this is certainly a cool looking update! But the performance has always been horrible on my system for some weird reason. It’s fine in most other games so I think it’s something weird going on with this game.

    My system:
    PSU: Corsair RM750
    Motherboard: GIGABYTE Z390 AORUS PRO
    CPU: Intel Core i9 9900k
    GPU: MSI GeForce RTX 2080 Ti Duke OC
    RAM: 16GB G.Skill TridentZ DDR4-3600 CL16
    SSD: Samsung 960Pro M2 SSD
    CPU Cooling: NZXT Kraken x62
    Case: Fractal Design Define R5

    • Adrian Meredith

      I think thats more your system, my specs are way way inferior (skylake, gtx 1080), yet I can’t recall any performance issues…

      • I do have a bit more RAM than you, Orcs, but everything else is waaaay inferior and it plays fairly fine for me, unless there are a ton of rigidbodies on screen at once. Maybe reintsall? are you overclocking?

    • Baldrickk

      Because it keeps coming up as an issue, check your RAM speed matches what you expect and set the correct xmp profile if not.

      I can’t think of anything that would stop it running smoothly…
      I assume you’ve disabled overlay apps like OVR Toolkit etc.

      • 3872Orcs

        XMP profile has been set, though it did gave me a blue screen until I set some values manually. Not sure yet if I should go higher as I don’t want to screw anything up.

        Though could this be the problem?

        I don’t have any overlay apps running. And I frequently keep my system clean and up to date.

  • Bumpy

    Sweet. This is in my top 3 for favorite VR games.
    Boneworks is truly in a class of it’s own and should be a must play for all VR fans.

  • impurekind

    I still just hate the way the “physics” on melee weapons is handled in this game. I do not at all like the current trend of adding this horrible overlapping lag/delay motion when you swing melee items to convey the sensation of weight. It doesn’t feel good or fun, and to me that is more important than trying to [badly] simulate real-world physics. Gameplay in this case really should trump some attempt at trying to push some technical innovation. Just turn off the delay convey the impact and weight in another way, and using these items might actually be fun and they won’t get stuck on your body and scenery and feel like they’re limp noodles!

    • I agree that overlapping/lag on the body shouldn’t exist, but I actually don’t mind the weight on heavy items. To each their own, though.

    • as

      you mean you hate realism? lol its not some lag/delay, its how fast physics can move

      • impurekind

        This is not realism; this is crap and clunky and unsatisfying. It’s a classic example of trying to do something “smart” rather than just doing it right–and by that I mean in a way that’s actually responsive, accurate and most importantly of all, fun!

    • Baldrickk

      If you don’t simulate the weight inertia etc, you end up being able to fling heavy objects around like they don’t exist.

      “Lean into” the simulation more, ptetend that you’re actually lugging weight around and it’ll do wonders.
      If you try moving your hands as fast as you can, then of course it’s going to feel odd. Move them as they would with the real weight in them, and you’ll find it lining up.

      • impurekind

        Trying to fake slow my motions down in real life it not the solution. That’s just bad design as far as I’m concerned. And, even trying that, it never quite works all of the time or feels entirely satisfying. Personally, I’d rather the weapons actually mapped to my swing properly and they just showed the impact on whatever enemy or object being bigger or smaller depending on what you’re swinging. Satisfying and accurate (to my actions and responsive control is FAR more important to me, and indeed the fun I have with a game, than just trying to be all simulationy or the sake of it.

        • Baldrickk

          Good Job. You have just fairly accurately described how some of the earliest implementations of melee in VR worked.

          How were they to play? Not great. You can’t have proper physics with that.
          It led to the most effective attacks basically being to thrust your weapon in the general direction of the enemy and just flail around. The faster you go, the more damage you do.

          Not very realistic. Not very fulfilling.

          • impurekind

            They were better than this. The melee combat in something like Vanishing Realms was/is an order of magnitude more responsive and intuitive and fun–and that’s what matters most.

    • impurekind is retarded

      You’re fucking retarded go play skyrim vr. I think that’s your type of game lmao.

      • impurekind

        Or I could just play something like Vanishing Realms, a game where I actually enjoy the melee.

        • impurekinda gay

          yeah go play that you beta male

          • impurekind

            OK, I will. Thanks.