How to get this version of the game: I used this chrome extension and selected the earliest version I could find on the oculus site. chrome.google.com/webstore/detail/downq/clocmpojdjmikkaepgkmplgooejmnchb Just empty the folder containing the bonelab files (Must be oculus store version) and replace them with the files you got from the downgrader tool. There's a quest version but I am not 100% sure how to do it on there.
to play it on quest you need this program called sidequest. after you're done setting it up add the bonelab apk and restart your headset. i have not tested this so this could not work. indepth tutorial comment coming soon
@@Brainlersbecause people are inpatient and they actually just beg then, the developers released a unfinished version because the fans can't wait and when that comes out they complain about it
3:40 Fun fact: you can actually get cursed ammo in the current patch version of the game. If you pick up the three ammo boxes in mine dive then go far away so the chunk unloads (eg. the mine cart platform) and back again, the ammo boxes will be back but grabbable.
Fun fact, you can still clip out of the noose in the final build of the game, I did it in my second playthrough while screwing around, and I wasn’t using a custom avatar.
I do think there’s some truth behind the multiplayer theory. But when I saw microphone I wonder if it could’ve been a feature that makes it to where you talk that the void entities can hear you and knows where you’re at. Kind of like the walking, dead saints and sinners.
1. The vending machine is just a prop, it was in BONEWORKS 2. This build is from april 19th, so decently late in development, it wasnt all they had, it was a demo probably (for content creators) 3. The quarantine door locks you in on retail also, is just something you dont usually notice 4. The exact build that content creators got right before release (which was the full game pretty much, made only 8 days before release) is also downloadable in the same way this build is, so someone should probably check that
2. The demo doesn't seem to be for content creators, as the physics at this state were terrible. It seems to be more for showing to oculus what's possible on quest. 3. I don't think it does? I double checked for this video, so if it does then it does it later then it does in this build. 4. On it.
@@MinibattleLop 2. Why else would it be public? And in the about section it states its a vertical slice build, so something you show to people/investors, who else would they be showing it to? FunPlus? i personally dont think they would care but idk 3. I personally have seen it happen, but it only closes when you get right up to the elevator
@@burro8372what? bro there is a TON of builds private (dev only) on oculusdb, just check "Show all versions", as oculusdb by default only shows the public ones
There's actually a little more to the beta than mentioned in this video, one of which being a completely cut NPC. Cut Levels: Armwalker Showcase (will discuss this later) Andy Stress Test (most likely just a dev test scene) TruckChase_AI_WIP (probably another dev test scene, no clue what the Truck AI is though) Maze (categorized as 'experimental', cut sandbox level most likely) there's several more levels but most of them are just test scenes for physics, textures, etc The most interesting part of the beta is the Armwalker, this is pure speculation, do not take it as confirmed info. In the files for release build, there’s a “Armwalker” AI behavior, however it is just an empty gameobject. There’s also a “Arm Worm” (I used to speculate this to be an attack it has, however in the beta build it is under the NPC category, meaning it is a separate NPC) that is in the files as well, however iirc it was also just an empty. There’s no model or texture of the Armwalker in any public version of the game, however in longrun there’s a poster with a ball of arms holding some stuff on it, it matches the description pretty well. The Armwalker Showcase level was most likely used to demonstrate the attacks and functionality of the NPC. I speculate that the NPC would attack the player using nearby props/weapons, reason being the Armwalker in the longrun poster is holding shields, swords, and a couple other objects.
@@Digit4lSpacethere's pictures of the arm walker it is arms that walk . And they had ai learning and threw stuff at you then split up into different worms
About the Baseline Secret Josalt mentioned in his video. He actually replied to me about it. Said he didn't know why he mentioned that lmao. Simply said there *is no* Baseline secret
This build actually seems newer than the teaser trailer judging by the Nullbody texture looking the same as it did on release, while they look way different in the teaser.
How could enemies hearing you is creepy there’s a mod in blade and sorcery where enemies can hear you if they add that feature to bonelab it would be awesome
@@ReallyRA1N its as accessible as possible. I dont see SLZ adding multiplayer as much as id love for them to do so. also everyone can get fusion, u can use t8defusion if you dont have a pc
I am from the future of 2024! Yes, this game looked very different from now today there’s patch 4 and there’s huge differences. I’m glad that we could see a beta version of this game. It’s very impressive.
Wait how do you get this SHITTY version? Because I want to mess around in it also the utilities menu for the spawn gun are the same as in boneworks also the null bodies look different so how do you get this version
I always love seeing what the game would have had in the final release but was then scrapped, probably due to performance, not being fun, or just why this was scrapped it would've been cool.
The reason for SLZ to make the physics identical for both games is because it's a physics based game, you wouldn't wan't to miss on that sweet sweet physics ;) also the microphone lines could have potentialy been for pheraps avatars or elements that would react to microphones inputs, would have been so cool !
6:46 IKR? I tried looking for something only thing i found is that you can fall through the killzone to the bottom of the map and second you can see some kind of gravity thing grab you for a millisecond if you fly aroun the map wiht nimbus gun
This is probably the build that they gave to content creators to hype up the game Which makes it even more confusing with how they all said that this game was going to be the ultimate leap forwards for the platform lol
It was definitely a leap forward. SLZ just has to make a story driven game with the massively improved engine to please the story normies who can't handle pure sandbox fun for whatever reason that may be.
man i remember beating the game just over 2 hours and being so pissed that I could not refund. if it was not for the lab and moon levels I probably would have done it, I only found out how to beat the lab because I was climbing around trying to sequence break and found the crane controls im also mad that they advertised the game around modding when: 1: we still dont have the full sdk 2: they dont have a built in mod manager and you have to go to a third-party site. I gave up on the game right there and went back to boneworks.
Unfortunately it doesn't seem like this will be in an update or anything. All traces of multiplayer is completely wiped in the final build and on top of it, it seems as if it could've been cut due to some other issue.
@@MinibattleLop NAOHDAHHHHH it would be so fun thooouugh, without the jank of the mod and with actual official support it'd be so great :( i'm still gonna be on the lookout for official multiplayer cause im a silksong fan and extremely stubborn thanks for pointing the possibility out atleast!
@@MinibattleLop idk why they didn't just scrap all the levels in bonelab and make it a single player story game like boneworks when the multiplayer didn't work out, because its so obvious that every single level was made for multiplayer. Legit as soon as I got into the hub, I was thinking that this was more for messing around, sorta like what you would do in multiplayer. But we don't know for certain if it was made for multiplayer or not.
@@MinibattleLop "there's a disabled gameobject with a interval spawner on it" "idk what it has since I dont have working scripts but it might be something thats in the release baseline aswell"
@@MinibattleLop how do they do it with bonelab? in the discord of entangelment there were saying something thats called fusion and its gonne release tomorow
@@MinibattleLop I spent a lot of time and game too but I do more hunting and I've actually gotten the legs to do a lot of what I wanted. As an example, I can do a running vault over waist high objects, something impossible in Boneworks, and get the legs to act the way I'd expect. But even more interesting if I run at a concrete barricade or a box and then grab the top and then hold the jump button, the legs automatically clean toward the top of the concrete barricade, and I can use that to do a super-super jump to a third floor. (Requires slow-1, slow-2 for even more power but timing is difficult). I actually use this to get up the stairs on the street puncher toward the key card area. You can actually on command have the legs either help you or stay out of the way Boneworks style depending on where they are positioned in terms of crouching or not crouching while climbing. The stay out of the way is actually between all the way down and all the way up it really just depends on context you have to do make the occasional adjustment. All the way down (standing) has them support you so that you don't fling around bone work style but only if you're touching the wall, though it cooperates with both going up and down, since all it does is support your weight. If you have them tucked all the way in (crouching) what they do is they actually try to help you get a boost upwards when climbing. When you have them all the way up you can actually use them to jump off of something any opposing direction of the platform that they are on you can actually look away from the climbing surface and aim toward another surface that you want to jump to, and mostly get it to cooperate. There's a limited range, though, but if you have two climbable surfaces together you could wall hop back and forth. No getting yourself to fall over in the way that you do usually requires an avatar a trip which is actually supposed to be part of this 6dof thing, but tends to happen much more with bigger avatars that have really big feet, especially anything over 50 meters tall. Never seen it happen to a peasant before but, Kevin from Robo recall likes to do that, and I've had at least a couple of different human-sized avatars trip. Tripping is kind of wild. But when it does happen with a human sized Avatar it tends to look a little more natural than the sideways floaty thing that you got that that was more of a Kevin from robo recall situation.
If I had too say there was a secret on baseline it would have probably been the dog from duck season… but if that were the case I would uninstall this fucking game immediately 😂