#boneworking
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thecreativityofnostalgia · 3 months ago
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Lost Media pictures of The Amzing Digital Circus Game for Gammon 57 [FAKE]
(Parody of the Nintendo 64 Console and Cartridge) [Outdated]
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(Gammon logo belongs to the games Duck Season and Boneworks both which were created by Stress Level Zero)
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ascendingconures · 8 months ago
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throwback to the time i made a pre distortion michael shelley 3d model, put him in vr and did whatever this is
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ebicthings · 1 year ago
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Oh what up son?
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irbcallmefynn · 1 year ago
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They should invent a way to permanently blast my consciousness into the virtual world so I can live in VRchat and Bonelab
Actually wait I'm pretty sure that's like actually the plot of Boneworks basically. Damn. Arthur Ford was fuckin on to something.
Outta my way you immortality seeking cuck I'm boutta turn myself into a wolf with tits.
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firewirecompatible · 6 months ago
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babacorp mods are always named Flubble Flab Tickle Grunch and it's like a car or some shit
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racsow · 10 months ago
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dimensions of storytelling (quickly becoming a rant about interactive media)
storytelling in different mediums is something i've been thinking a lot about recently.
writing is the simplest, most direct form of storytelling. it leaves the most up to the reader. it has the fewest technical barriers - the only requirement is understanding of language. i would not call it primitive, but it is the oldest (aside from verbal, of course).
video tells a story in two mediums; sight and sound. it communicates a story through these subsidiary senses, its words are sight and sound. It can evoke imagery and sensations that we rely on our imagination to conjure with the written word, with the result that it is a more vivid experience but also more regimented, more definitive.
games are three-dimensional storytelling, but instead of involving more senses, they add an axis of interactivity - a dimension of time, almost. It is a damn shame that most game companies focus on making just that: games. The moments i most remember from video games are not usually enjoyable gameplay but evocative environments and scenes. There is so much that this medium, at a base level, has to offer. Its potential not as entertainment but as a medium of storytelling feels much less explored than anything that came before.
To me, virtual reality is the same dilemma multiplied. I cannot tell you how sad it makes me that VR seems to constrain itself to physics-based shooters a la Boneworks or low-poly minigames. Story almost never is a priority in VR titles. They are marketed as immersive entertainment.
VR has a latent sense of realism that makes it the most effective storytelling format I've ever experienced. More than film, games, or written word, when I recall VR it feels real. I remember walking through the environments, picking up objects, physically crawling through tight gaps or feeling dizzy standing at a precipice. Memories of VR blur the mental categorization of reality and media.
The result is that even though VR is painfully lacking in engaging stories, I still felt so emotionally and mentally present in my time playing them. My favorite moment of any game was from the VR title Boneworks, the 2018 pioneer of the phys-shooter. The part I remember had no enemies, no dialogue or any physics gameplay for which it's been lauded.
I had emerged from a metro ride into a grungy underground station. There was this faint pattering noise from above which I wondered about as I restored power to the station and pried off the boards that led to ground level with a crowbar I found lying around.
And I went up the stained tile stairs, rounding a corner, ascending step by step. The noise grew louder, and then I walked out into the Central Station, vast and empty with a great curving glass roof. Rain was hammering down, forming actual rivulets of water that coursed into gutters emptying nearby. The virtual city outside was engulfed in a storm, but through the deluge, framed by the station windows, I could see the looming Monogon Tower with its red lights in the mist, the end destination of the game, its huge countdown clock blazing in the turbulent sky as Michael Wyckoff's melancholy synth hummed in sync with the drumming of the rain.
I stood there for a long time. I actually laid down in real life, fully on the floor, the grungy station tiles millimeters from my face, and laid there looking up at the glass roof for something like 20 minutes.
The story of Boneworks is, well, barebones, and it always takes an immediate backseat to adrenaline-gorged combat and middling puzzles with lackluster greyboxed environments. If it were a flatscreen game, I would've forgotten about it immediately. But the innate vividity of VR has ingrained this game in my mind permanently. I think about that moment all the time, and when I do, I remember a place I've really been, not a game I played.
And by god, if that's what a greybox phys-shooter like Boneworks can do, then can you even imagine what the potential of this medium is? What experiences we can craft, what worlds we can build and explore? What emotions we can evoke? What stories can we tell with this medium? And why, for god's sake, aren't we?
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goabmeal · 2 years ago
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First post!! Hello!
I know I made this account today and everything but two days ago I celebrated my birthday and made a pretty self-indulgent piece based on one of my favorite videos :]
I'll make an introductory post later HOORAY!!
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soniathesquishy · 7 months ago
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Nothing out-of-place or strange in MythOS today! Nope!
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wordrc · 2 years ago
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SPOILERS FOR THE AMAZING DIGITAL CIRCUS, just to be safe.
ok so just watched the amazing digital circus pilot and i have to point out a couple similarities i have found between it and bonelab/boneworks.
so in both of them the main character is someone that in some way put a headset on and both canonically take place in a digital world.
the both feature a void, which looks, voidish
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boneworks has some focus on that kind of colorful playful color aestetic as well. featuring that kind of, of course, digital mood.
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the both feature quirky headsets with 90s computers
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with bonelab also having a more colorful and saturated feel... i don't know how to describe it to be honest.
i felt like some soundtrack pieces felt similar too. /pos
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thecreativityofnostalgia · 3 months ago
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EXIT DREAM LEGACY Edit: [ENHANCED UPDATE]
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About Us:
Exit Dream Legacy is home to many independent video game creators dedicated to sharing creative ideas and trying new things to change the face of gaming forever. Founded in the year 2024 by a group of six friends, [P̶̣̼̝̖̳͉͖̮̫̑̐͑̈́͌̓̌͘͜͝a̵̡̦̹͛̍́̈́̆͜͜r̸̢͉̬̃k̸̦̇̽̐̈́͑͘͝é̷͉͕̣̿̅͐r̵̰̰͔̠̝̓̓̀͆̒̕ ̵̛̗̤̹̭̀̈́̄͆͗̊̾̂̉̄J̶̦̺̟̟̼̘̱̘̪͔̞̯̌̉̂͐̐͠o̴̢̨̯̖̗̲̯̫̣̞̊̑́̅͋͗͜ń̵̨͚͈̹̜̱̗͕̓̇͛̓̈͘̕͜e̵͓̝͈̬̽̀̒͆̅̀̀̚s̴̛͚̈́̌̎̀̍̒͛̊̀̕͠,̴̧̡̛̰̘͔̖̈́̓̈͝ ̷̛̖̖̟̦͙̖̐̎̔̽͂Ŗ̶̨͉͇̦̩͓̳͓̖͙̃́́͋̓̚͝ͅe̶̛̟̪̤̻̗̜͚̲̻̞͖̿̊̃͐̓̀̆̕ͅb̷͎̓ͅē̸̢̡̬̜̳̟̺̣̥̑̍̆͑̒͝ͅc̶͙̲̬̹͕̗̭̫͔̘̃̌͛̏̐͐c̵͖̭̯͇̲̥̜͚̠͕̈̈́̈́̄̂̇͜͝a̴̧̞͚͈͉͉͙̋̄ ̸̛̩̘͋͐̒̏̀́̎͘̚͝S̵͓̀̍̔̾͝u̶̢̨͙̞̘͖͂̐̅̓̾͒̀͜ş̶̛̹̺̯͓̣̤͔͆̎̂̒͐̏̽͜͝ǎ̵̧̤̼̮͈̰͓͉̗̼͚̈̓̃̈́͜͠͝͝n̸͙̰̠̈́̍͂̈́̄͝,̷͚̞̜̭̥̀̑̏̉̃̀̅̓͘͝ ̷̭̪̼͍̱̖͓̻̒͜J̴̛̳̟̰̗̲̘͙͊̅̓͠ͅṍ̴̫͚͍̟̺͕̙̻̮͓̖͕͌͊͂̎̀͒r̴̝̬̻̟̅̓̄̈́͊̔̿d̵̡̗̫̘͚́̿ä̴̪̥̱̝͍̫́͜n̸̖͔̫̤͓̯̳͍͌͋̀̒̎̑́́̐͠͝ͅͅ ̷̧̧̡̢̛̤̙̗̮̯̣̦̞̀̄́́̆͠͝͝͝͝S̸͎̲̻͐̿̍̀̂̔͘͝ͅm̴̨̻̟̱̼̤̦̠͈̒͒̈́͑͘į̶̱̻̮͇̈́͊̅͌̓̃̃t̷̨͎͓̻̩̱̫̙̑̌h̴̨̡̧̠̰̺̮̣̄̐,̵̱͔̰͊ ̷̨̛̬̹̦͈̗̣̫̳̬̲͍̅̅̾͌̃̔̉̕͠͝͝Z̵̳̟͕̬̤̐̒͐͜͜e̴̛̖̠̪̮̝̦͈̅̌͗̓͊̀̈́̂͛̕͜͠l̷̨͈̥̤̻̤̖̍̄͑̊̑̅͑͘͝d̷̡̪̰̭̪̬̀̑͌͒̿̋̎̉͗̚͝͝a̸̰̘͊ ̷̨̧̰̻͔̠̘̠̹̉͂̌̒͆̊̈͛F̷͇̘͖̫͔̝̩̝��̜̆̄̉͂̍̔̅͜ͅr̴̰̮̀̀́̏̑͊̚͠͝ȩ̴̠͈̼̖̣͕͎͓̤͒̆͊̒̓͘͘͝e̶̥͍̬̦̋͒̌ṃ̶̡̝̥̠͆̃̅͐̌͊͜͝a̷̢̼̼̜̦̩̺͎̭̜̝͕͂̿̆̏̑͘͝͝͝n̸̫̼̺̝͓͉̝̱̈́̃́͠͝͝ͅ,̶̖͙̬̮͓̼̟̝͕̰̰̙̍͌̇̓̄̒̈͘ ̵̼̈́͛̈́́̃̒K̴̡͕̳̙̔̈́̾̆͋̅͑̚͜ḙ̷͓̜͖̘̭̔̃́ṽ̶̳̤͎̺͓͍̣̕͝ͅï̶̧͖͈̯͍̞̲̩̩͍̺̋͌̉̊̄̑͆͛̃̏͘n̷̻̊ ̸̡̫̝͍̥̱̠̝͖̈́̽̌͊̈́͂̄̇̀͘A̸̢̻͖͔͖̻̯̤͉̍̑͌͆̒͝ņ̸͙̜̜̹̞̤̤̰̙̮̓̂̔̓̓̐͂̓͊̇̕͠ţ̸̰͈͈̙͕͙̗̳̩͈̋͛̌̏̇͛́̍͗͛ǫ̴̡̧͉̠̦͙͙̫͐͊̈͑ͅñ̸̢͓̦͔͍̥̙̼̕į̶͙̪̌͊̀͆͑o̴̡̨͇̗͎͂͑́̋͋͗̐͝,̷̡̤̻̪͙͎̙͙̏ ̵͓͇̤͕̤͔̞̖̹̎͆́̓̏̓͂́̐͘͜͝a̶̘̟̥̤̱̰̙͐n̴͈̞̜͎̫̬̖̱̦̽̂͂͜d̸͕̭̟͉̎̍̄̀ ̴̢͓͔̼̠̰͓͎̭͍̣̻́̓̅̿̒̉͐͐̔̕G̸̬͖̬̘͔̊͆ṛ̶̔͝a̶̡̫͖̼̦̖̽̒̈́̆̈́̀́̈́͋c̵̛̯̬̩̈́͂̐̅̀̌͑͝͠ȇ̶̻̺́ ̵̲̖̖̞̖̬̝͌͜R̵̩͖̙̮̒̈͌̐o̸̝̰͚̺̓̎́̉̂̌̂̏̄̊̃̈́s̶̤̙͚̞̎̂͑̒̈́̒̐͑e̶̬͋́̊̈́.̸̦̙̼͇̜̑͌͊] what started as a small business soon involved into massive success.
We at the team have taken a certain risk when it comes to experimenting and creating something that would engage audiences alike. We like to stay somewhere in the middle of PG or PG-13 rated games. It's always best to avoid making games that are too offensive or gruesome to the player's eye, especially when it comes to our humor. unlike when we made a mistake making "Rocky's Bad Wool Day."
When it comes to good games, we always do a little playtest to be sure that it's playable. When we think it's ready, we go to the next step when it comes to making a story. We like to surprise players with what we come up with, and when it comes to horror games, we like to sprinkle little hints of "LORE" into the mix, as a little secret story hidden in the backgrounds.
We made many partnerships with a few small businesses to help promote some of the projects we are currently working on. And with some of the cash we received with the acceptance of merch, most of it will go to charity, while the rest goes straight into the works of other stuff, so we can do more big and fun things in the future.
As we continue to evolve and remain as an independent family business, we look forward to making something special that'll help to inspire others.
Let us find an exit to a world of imagination!
Games we made:
— Little Runmo (2024)
— Battle Gods (2025)
— Bongo-Chewy (2025-2026)
— Rocky’s Bad Wool Day (2026)
— Silvereye 427 (2027)
— The Amazing Digital Circus (2029) [Purchased the right from C&A after canceling and putting the game on sale.]
— Kingers’s Manor (2030) [Spin-off to The Amazing Digital Circus]
— Legend of the Magic Doll (2031) [Spin-off to The Amazing Digital Circus]
— Perfect Heart (2031)
— Jax-Ware (2031) [Spin-off to The Amazing Digital Circus]
— The Amazing Digital Circus (VR) A New Digital Life (2031)
— Gangle Stardom (2032) [Spin-off to The Amazing Digital Circus]
— Martian Planet (2032)
-- More to come soon...
Game Publisher:
— Gammon Inc.
What happened to the original founders?
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After finishing their last game, “The Amazing Digital Circus”, they tragically passed away due to an unknown disease. We were all really heartbroken knowing that the founders had gone away too soon. We would’ve shut down and disbanded the team, but luckily for us, the head founder of “Exit Dream Legacy” asked to write a written statement as a final request before they go. And this is what she has to say:
“While our demise was sudden and unexpected, we enjoyed being the developers of The Amazing Digital Circus along with the other games we created. Randle was our biggest inspiration for the games we’ve created and we wouldn’t want our legacy to end on a tragic note. This is why we’re passing this company down to him. From the day Ŗ̴̨͇̼͓̲̩̺͈̤͌̋e̸̢͖̞͙̪͗̐̾̊̈̈́̀͝b̴̨̥̩͍̙̫̝͚̼̳͑͋͛͋̉̒̈̚͠ē̴̙̯̟̱̮͉̘̯̣̩c̷̖͍̥̈́̄̋͗c̵̨̮̝͇͙̥͋̑a̴̬͑̔̑̓́͘̕ and I adopted him, we knew he would be someone very special. As for the rest of the team, we’re forever grateful for making Exit Dream Legacy possible. Thank you from the bottom of our hearts.”
- P.J
It’s truly sad to see them go. The head founder was truly like a mother figure we all wish we had. She’d listen whenever we were going through hard times, she helped when someone was in need, and she knew what to say when we all struggled. She’s truly someone we should all aspire to be. Let your legacy live on while the company grows strong.
Who’s the new owner?
Randle Jones, the founder of the company, also requested the team to guide her son and show him how things work. It was a struggle at first after the passing, but he’s starting to manage a little.
[No matter the struggle and hardships, Exit Dream Legacy will live on for generations to come.]
—EDL
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ascendingconures · 3 months ago
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are you a bonelab person. how did you find my bonelab post
you could say I'm a boner of sorts. I got curious if there's any boneworks/labs content on tumblr so I searched it up lol
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ebicthings · 9 months ago
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Another one
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bluberri37 · 1 year ago
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Whether or not Bonelab as an actually good VR game is debatable, like I think it was a really fun time. Not to say it was perfect, far from it. getting to the rest of the campaign was obtuse and Moon Mission/The Pillar were... definitely there alright. Despite all that there was some proper Boneworks action, and any game where I get to beat the shit out of cops with an electric guitar is an immediate 10/10. What I actually loved about Bonelab was it's story. Which sounds insane if you've played either but I promise if you pay attention Bonelabs story is very cool and some really neat themes to it.
Like the ending of Bonelab was far more emotionally cathartic for me then Boneworks. It's climax feels so much more personal and cohesively tying the themes of the game together ending it off with the wonderful Don't Fence Me In. BW's ending is.. pretty good but due to the fact that a lot of BW's story is obscured. It gives a lot to think about after and theorycrafting to engage in but personally I wish it had more emotional impact. Also the ladder climb is cool the first time but the antic-climax that is the final cutscene and the lack of challenge really takes the oomph out of it. Although punching the king was fun.
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firewirecompatible · 6 months ago
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being a bonelab autist sucks like the community is mostly children and i am constantly losing my mind over environments and lore and i know like. 2 people who are into it like me? and also the bonelab tag is dead as hell i can't do everything myself around here
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worldlydesiretemple · 2 years ago
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the recurring dream.
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Only real boners remember!
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