BONELAB

BONELAB

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Venn Sep 30, 2023 @ 2:22pm
BONELAB HAS BEEN BROUGHT BACK FROM THE DEAD!
new post from bonelab dev team
"We’ve been 100% focused on Marrow/Bonelab development, prioritizing it over PR, emails, and a fifth SLZ title, but since today is the one year anniversary it made sense to take an hour to make a post.

Thank you for your enthusiasm for Bonelab, SLZ, and VR in general. Anticipating a content drought, one of our major goals with Bonelab was to make a title that would keep you engaged as we work towards making it possible for Marrow content/titles to be made more efficiently. We’re happy to announce that while playtime, refunds, and active users were great for Boneworks, after one year Bonelab currently has 3x the median playtime, 1/3rd the refunds, and 10x the daily active users of Boneworks. The team is motivated by the overwhelming response, but our VR work is still just getting started.

Our goal is still to get the next update for Bonelab out as a beta this year. We’ll talk about it more in the upcoming months, but here are a few bullets:
This update is very different from what most would expect, but we thought and think it is best for the long term.
The Marrow SDK will receive level authoring focused features.
The focus is on the core tech, optimization, polish, and the Marrow SDK with a few exceptions. Rather than rapid feature release, VR needs a more stable physical foundation for long term growth.
The content team has been rebuilding the existing content invisibly with new systems as they come online.
Our goal (while it won’t be fully realized for many years and many games) is that the Marrow SDK is the same externally and internally.
Tons of work has gone into a long term goal of unifying the player and the humanoid NPC’s, still years from completion, but it’s worth pursuing.
The player can now use a full body animation as input, is more physically complex than ever, and is 38% lighter on a Quest 2 CPU than Patch 3.
The future of VR gaming is bright, but incredibly labor intensive and expensive.


Attached is a WIP clip of a torso track being integrated with locomotion and crouch from 5 months ago (not IOBT).



As always, only purchase Bonelab as it currently is and not based on what it may be.

Back to work,
Brandon and the entire SLZ team"
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Showing 1-15 of 17 comments
Fundraiser Sep 30, 2023 @ 3:19pm 
so they confirmed thatt they have spent more time on stablity than sdk
Venn Sep 30, 2023 @ 4:35pm 
Originally posted by Rogu:
so they confirmed thatt they have spent more time on stability than sdk
you seen Bethesda's games? you dont want a game to be buggy.
Fundraiser Sep 30, 2023 @ 4:37pm 
Originally posted by ThatOneGuy:
Originally posted by Rogu:
so they confirmed thatt they have spent more time on stability than sdk
you seen Bethesda's games? you dont want a game to be buggy.
the game is rarley buggy. they worked a year just fixing minor stuff or trying to make an sdk with level authoring which is like 1 feature
Solinarius☕ Sep 30, 2023 @ 8:29pm 
Nice title for YT bait.
someone Oct 1, 2023 @ 4:16pm 
where did you find this exactly?

Originally posted by ThatOneGuy:
new post from bonelab dev team
"We’ve been 100% focused on Marrow/Bonelab development, prioritizing it over PR, emails, and a fifth SLZ title, but since today is the one year anniversary it made sense to take an hour to make a post.

Thank you for your enthusiasm for Bonelab, SLZ, and VR in general. Anticipating a content drought, one of our major goals with Bonelab was to make a title that would keep you engaged as we work towards making it possible for Marrow content/titles to be made more efficiently. We’re happy to announce that while playtime, refunds, and active users were great for Boneworks, after one year Bonelab currently has 3x the median playtime, 1/3rd the refunds, and 10x the daily active users of Boneworks. The team is motivated by the overwhelming response, but our VR work is still just getting started.

Our goal is still to get the next update for Bonelab out as a beta this year. We’ll talk about it more in the upcoming months, but here are a few bullets:
This update is very different from what most would expect, but we thought and think it is best for the long term.
The Marrow SDK will receive level authoring focused features.
The focus is on the core tech, optimization, polish, and the Marrow SDK with a few exceptions. Rather than rapid feature release, VR needs a more stable physical foundation for long term growth.
The content team has been rebuilding the existing content invisibly with new systems as they come online.
Our goal (while it won’t be fully realized for many years and many games) is that the Marrow SDK is the same externally and internally.
Tons of work has gone into a long term goal of unifying the player and the humanoid NPC’s, still years from completion, but it’s worth pursuing.
The player can now use a full body animation as input, is more physically complex than ever, and is 38% lighter on a Quest 2 CPU than Patch 3.
The future of VR gaming is bright, but incredibly labor intensive and expensive.


Attached is a WIP clip of a torso track being integrated with locomotion and crouch from 5 months ago (not IOBT).



As always, only purchase Bonelab as it currently is and not based on what it may be.

Back to work,
Brandon and the entire SLZ team"
Orgvi Oct 1, 2023 @ 4:51pm 
Originally posted by Heavy Weapons Guy:
where did you find this exactly?

Originally posted by ThatOneGuy:
new post from bonelab dev team
"We’ve been 100% focused on Marrow/Bonelab development, prioritizing it over PR, emails, and a fifth SLZ title, but since today is the one year anniversary it made sense to take an hour to make a post.

Thank you for your enthusiasm for Bonelab, SLZ, and VR in general. Anticipating a content drought, one of our major goals with Bonelab was to make a title that would keep you engaged as we work towards making it possible for Marrow content/titles to be made more efficiently. We’re happy to announce that while playtime, refunds, and active users were great for Boneworks, after one year Bonelab currently has 3x the median playtime, 1/3rd the refunds, and 10x the daily active users of Boneworks. The team is motivated by the overwhelming response, but our VR work is still just getting started.

Our goal is still to get the next update for Bonelab out as a beta this year. We’ll talk about it more in the upcoming months, but here are a few bullets:
This update is very different from what most would expect, but we thought and think it is best for the long term.
The Marrow SDK will receive level authoring focused features.
The focus is on the core tech, optimization, polish, and the Marrow SDK with a few exceptions. Rather than rapid feature release, VR needs a more stable physical foundation for long term growth.
The content team has been rebuilding the existing content invisibly with new systems as they come online.
Our goal (while it won’t be fully realized for many years and many games) is that the Marrow SDK is the same externally and internally.
Tons of work has gone into a long term goal of unifying the player and the humanoid NPC’s, still years from completion, but it’s worth pursuing.
The player can now use a full body animation as input, is more physically complex than ever, and is 38% lighter on a Quest 2 CPU than Patch 3.
The future of VR gaming is bright, but incredibly labor intensive and expensive.


Attached is a WIP clip of a torso track being integrated with locomotion and crouch from 5 months ago (not IOBT).



As always, only purchase Bonelab as it currently is and not based on what it may be.

Back to work,
Brandon and the entire SLZ team"
Steam?
Mc_Lovin09 Oct 1, 2023 @ 9:53pm 
"The content team has been rebuilding the existing content invisibly with new systems as they come online." im kinda curious what they mean by this/what it is gonna be
They're going to further questify the game, PCVR is dead so get ready for downgrades.
Mc_Lovin09 Oct 2, 2023 @ 10:40am 
Originally posted by Habitat Non-Fabric Office Chair:
They're going to further questify the game, PCVR is dead so get ready for downgrades.
If they pursued the pcvr side more than the quest, the questies would say they are pcvring the game.
Originally posted by Mc_Lovin09:
Originally posted by Habitat Non-Fabric Office Chair:
They're going to further questify the game, PCVR is dead so get ready for downgrades.
If they pursued the pcvr side more than the quest, the questies would say they are pcvring the game.

SLZ were founded on PCVR not quest, i can't blame them for expanding to a larger audience, but clearly going from PCVR which can deal with larger enviroments, better physics due to better cpu processing speed and generally things which mobile VR can't do is going to be a downgrade

It's a situation where you can compromise, but no matter what PCVR players will receive downgrades, we see that from boneworks to bonelab.
Last edited by Habitat Non-Fabric Office Chair; Oct 3, 2023 @ 2:40am
WitheredVirusN100 Oct 3, 2023 @ 6:37am 
"Back from dead"
>only posts one news with one gif

Yeah... Okay?
Mc_Lovin09 Oct 3, 2023 @ 10:37am 
Originally posted by WitheredVirusN100:
"Back from dead"
>only posts one news with one gif

Yeah... Okay?
so do they need to have two or three gifs? they said that they would post more info in the coming months.
BBqWoa! Oct 3, 2023 @ 11:15am 
Yeah... Okay? [/quote]
so do they need to have two or three gifs? they said that they would post more info in the coming months. [/quote]

More than two small patches a year after release would probably be nice.
Mc_Lovin09 Oct 3, 2023 @ 11:49am 
Originally posted by BBqWoa!:
Yeah... Okay?
so do they need to have two or three gifs? they said that they would post more info in the coming months. [/quote]

More than two small patches a year after release would probably be nice. [/quote]
I wi agree with that but they already said how they wanted to go about the updates. And when I say they I mean slz
backdoorbaron Oct 3, 2023 @ 5:15pm 
Uhh what is the chance that they're hinting at native multiplayer support?
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Date Posted: Sep 30, 2023 @ 2:22pm
Posts: 17