BONEWORKS (2019)

*This article is about the real-world game. For the in-universe virtual framework, see BONEWORKS.*

BONEWORKS is an experimental physics-based VR game developed and published by Stress Level Zero. The third game released, it is set in a dystopian future. The player, as Arthur Ford, must venture through an abandoned virtual reality in order to become immortal. It was released on SteamVR on December 10, 2019, and later on the Oculus Store. It supports most PCVR headsets.

## Plot

*Warning: this contains **heavy** spoilers for BONEWORKS! Read at your own risk!*

In the 1990s, superconglomerate Monogon Industries successfully harnesses the nebulous energy of a dimension known as the Voidway. With this strange energy, they relocate time and resources into creating the titular BONEWORKS engine, which lattices with void energy to create virtual spaces. Using an artificial intelligence known as the Voidmind, Monogon uses the BONEWORKS engine to begin developing the MythOS simulation, designed for infinite livable space for work and play.

Arthur Ford is a cybersecurity director for the MythOS project as it nears completion. However, he is also a double agent for Gammon Systems, a rival company that has also discovered the Voidway. In the real world, Ford locks himself into Monogon's server rooms and plugging in a Gammon USB, which releases a virus into the BONEWORKS servers. He then enters MythOS with a hacked headset which gives him developer access.

Ford awakens in the Breakroom, where he goes about his day job of disposing or archiving anomalous objects. Eventually, he escapes by activating the Gammon USB and fleeing the room. This virus causes leakage of void particles into the simulation, triggering an automatic booting of all residents, except for Ford.

Ford escapes from his offices into the Museum of Technical Demonstration, a tutorial stage which teaches newcomers to MythOS the mechanics of movement, jumping, physics interaction, inventory, and much more. After escaping the Museum via a gift shop, Ford is contacted by a fellow employee, Hayes. Hayes is worried about the lockdown, and is confused why Ford is still in the simulation. He requests that Ford make his way to the Time Tower, the heart of MythOS which governs time and space in the simulation, unaware that Ford is the cause for the errors.

Progressing through the unfinished MythOS City, Ford solves various puzzles and encounters nullbodies, drones of the Voidmind that serve as non-sentient workers. However, through some strange error they have become aware and violent. Ford must battle through them in order to progress through the city. He also encounters the Cleanup Crew, virtual troopers sent by Monogon to eradicate the sentient nullmen and Ford himself. Ford escapes and flees into the runoff sewers of MythOS. It is here that he discovers zombified versions of himself, who attempt to prevent him from continuing on through violent means.

After escaping the sewers, Ford is contacted remotely by another employee, Alora, who has realized that he is the instigator of the virus. She deduces his goal of immortality and admits to planning something similar herself. She promises to stay silent on the condition that Ford leaves the gateway to the Void intact. Ford cannot respond but she decides to trust him. Ford continues to the heart of MythOS City via Central Station, eventually ascending the massive plazas to the Time Tower. He is contacted again by Hayes, who warns him that Monogon has discovered his real-world location and are moving in to kill him. Ford accesses the Time Tower and destroys the Core of MythOS, which causes the simulation to crumble and the Voidway to spill in. Ford enters the Voidway as MythOS is destroyed.

Ford awakens in Fantasy Land, another simulation built on the BONEWORKS framework. This simulation is unfinished and medieval-themed, and it is here that Ford meets clones of himself, who appear to be from alternate timelines. Ford progresses through Fantasy Land and stumbles upon an Arena, where a King Ford demands that he prove himself in battle in order to become the new king. After our Ford succeeds, the King is duly impressed and requests our Ford's presence in his castle, where he challenges our Ford to a duel for the crown. Our Ford is successful, and is heralded as the new King of Fords. He then breaks out of the simulation into a backstage, where him and his army of clones battle the last ditch efforts of Monogon to stop him.

Ford succeeds in the battle, and travels through a vast distance to a massive chamber simply labelled "02". Ford climbs to the top of this chamber and is able to view his real-world body. His panic room is broken into by Monogon agents, and a business executive whose face is obscured by void static executes Ford. However, since virtual Ford is still alive in the Voidway, his goal of immortality was achieved, and the game ends as Void cryptids approach Ford.

## Mechanics

*BONEWORKS* is an experimental physics-based game. It utilises a fully physics-based virtual body, which uses inverse kinematics to simulate real movement.

#### Player Body

The player body uses the hexabody system developed by Stress Level Zero. It is named after the six main components that make up the body. Firstly, the Controller Rig makes a basic skeleton based on the player's real-world position, as well as the HMD and motion controller transforms and inputs. This skeleton is known as the Skeletal Realtime Rig, and it acts as a bind between the Controller and the Simulated rigs.

The player's movement input is passed through a highly frictionized rigidbody sphere, which allows for realistic slowing and accelerating, as well as cheap but accurate ledge detection. A series of colliders (one for waist, torso and head), make up a primitive collision skeleton. This is known as the Physics Rig. It does not account for arms, which are handled by:

The Simulated Rig is the final product, the skeletal mesh seen ingame. It is influnced by the PhysicsRig and RealtimeRig, and produces the output actually seen.

## Development

After the release of *Duck Season,* Brandon Laatsch wanted to create a 'more mainstream' game with the goal of pushing the medium of VR forward, with a particular focus on physics-based gameplay. They decided on a first-person shooter due to its mainstream appeal. *Half-Life 2,* a FPS created by Valve in 2004, was a source of inspiration due to its physics-based interaction. Laatsch felt that since then, input had barely changed, with almost all games either utilising a game controller or keyboard and mouse. SLZ decided that virtual reality was the most promising choice to further game innovation, due to its immersive nature.

The concept for *Boneworks* began in 2017, with Laatsch working on a physics-based virtual body. By 2018, Stress Level Zero was actively developing the title in Unity. The content outline was not finished until a full year of development had passed, during which time the physics and mechanics were fleshed out. According to Alex Knoll, the core premise of *BONEWORKS* remained strong while the setting, story and progression changed constantly. The original premise was called *Hall of the Mountain King*, set in an abandoned mining facility. It then changed to *DeadFM,* where players would take the role of Jimmy. Eventually, the story and characters of *BONEWORKS* arrived, and the previous two concepts were shelved as future titles.

During development, the YouTube channels BrandonJLA and Node released several devlogs describing and displaying the mechanics.

### 1.1 - Post-Launch

Following the release of *Boneworks,* Stress Level Zero put out an announcement on Steam. Thanking players for their support, the studio promised to commit to long-term updates for the game. Post-Launch was made in 12 days, and was primarily designed according to player feedback, removing dozens of bugs and glitches. Laatsch added that sandboxes, weapons, physics tools, collectibles, and vehicles were all coming in future updates.

### 1.3 - Save Spots

The untitled 1.3 update was a response to player feedback, adding most importantly stations at which players can save progress. Until then, exiting the game would revert progress back to the beginning of the chapter.

### 1.4 - [REDACTED]

1.4 introduced three new sandbox maps; RedactedChamber, Tuscany and the Handgun Range. Updates were also made to firearm physics, as well as a new pistol. 1.4 was released on April 10th, 2020.

### 1.5 - Zombie Warehouse

The 1.5 update, titled Zombie Warehouse, was headed by Cameron. It adds a second Arena map, the titular Zombie Warehouse. Players utilise the unique Board Gun to fight zombies. The enemy AI was updated and modified for this update, allowing enemies to climb walls and slide down railings. Game modes include survival, waves, and the Cure (retrieving batteries to power a cure-all device.)

### 1.6 - Bone Junkers

1.6 was a crossover event with Stress Level Zero's first game, *Hover Junkers.* It adds a massive sandbox level designed to fly the hovercraft prominently featured in *Hover Junkers,* as well as several new items from the game. Stress Level Zero stated that the merging of properties was a design exercise for the studio, aiming to adapt different game styles, both aesthetically and mechanically, to identify whether a physics-based sandbox style such as *BONEWORKS'* was viable across different genres.

## Gallery

Boneworks - Release Date TrailerThe release day trailer for BONEWORKSThe player fighting omniprojectors. Taken from Steam page.Ford facing off against a Crablet. Taken from Steam page.Steam page art for an early version of *BONEWORKS*, featuring a bearded Ford.
1. ↑ Hayes' final message