
Explore NervBox, the multiplayer VR physics sandbox where imagination is your greatest tool. Continuously evolving with new tools and community-driven features, NervBox invites you to build, break, and reshape the boundaries of virtual reality.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 20 reviews with recorded playtime.
Reviews
I'm going to review what's here, not what will be. As of right now, 4/14/2023, this game is not worth your money. If you're like me and you're desperate for anything remotely good in VR, this will not suit your needs more than likely. Unless you and a friend are okay with wasting money on a thing you'll probably play for 20 minutes, then, I don't recommend this game. The physics is... fine, some notably janky issues such as ANYTHING that supports some weight under any part of your body makes your entire character model collapse? I held an M4 at a 45 degree angle such that the mag pressed slightly into my under-arm, and my character crumpled. Also stabbing a character on the ground with a sword. It's better than most other VR titles, and the full body part is the best aspect of it. However, meleeing with anything feels very bad, there's no sense of impact or collision. You can stick things to other things and make weird things, so in that way it's like GMOD but with like 3 tools. Gun, flight, and sticking things to other things. In it's current shape it's not worth the price of admission, and I couldn't convince any of my friends to get this game, so this is a review from the perspective of someone who put more hours than I'm willing to admit into single player GMOD. Edit: The main issue with physical presence in the way this game aims to tackle, is that any missteps towards selling that physicality are far more noticeable, for instance, if you hit a crate with a crowbar, every time, you hear a gentle thud, but if you hit the ground, or a wall, or a shipping container, there's no sound at all, no feedback, nothing. That being said, one of the bigger selling points of this game is the physics and physicality, but if a crate hits you in the face, nothing happens. You can sorta punch AI and knock them down, but the impact sounds like less than if you were to slap smooth rock. I grappled an AI, flew into the air, and swung him into the ground, and all I hear is a gentle thud, and he stands right back up, when this guy should be a splotch on the pavement. Edit: This paragraph seems to be alleviated [strike]The interaction spheres appear under alarmingly specific circumstances, the gun interactions are bad/very inconsistent. Even holding things seems wonky, since I picked up two things with one hand, which I don't believe was intentional, because when I dropped both one permanently was stuck to my interaction button, so if I tried to take a mag out of my pocket, it would send me flying toward the corner of the map, since the 'jet' thing was still bound to my hand despite clipping into the ground never to be found again. I experienced this bug within like 15 minutes of play, and it happened to *both* of my hands. It seems like too big of an oversight. [/strike] However, I realized some of my issues. The interactions spheres are when you point at something with your palm rather than most other titles where you use your normal hand pointing direction, this isn't an issue, just something to get used to. The issue is that sometimes if there's too many items, or under seemingly random circumstances, you cannot pull an item towards you. I could not always recreate it, and thought it was because something was in the way, but it didn't seem like moving those obstructing objects away helped. I also experienced a new bug, where all I did was take the grapple hook out of my right holster, and my entire body crumpled to the ground. I had the jet gun in my left hand, and could fly around, but my feet were in my face, and my body was compressed. If I tried to let go of the jet gun in my left hand, the ENTIRE GAME would lag, and it would stick to my hand, also freeing the M4 on my back so I could walk around it like it was frozen in time. Very strange. That being said, if this game got workshop support, fixed their interactions, upgraded melee, and allowed people to make some mini-levels to coop through with your friends (puzzles, combat, etc) or even had a miniture proof of concept coop campaign or even a wave mode, this game might begin to be worth your time and money. I went in with pretty low expectations, and even those weren't met. I'm not the biggest fan of Boneworks/Bonelab, but this game needs a few more months of [b]core changes[/b] to come even remotely close to the level of physics and interaction those games achieve. I understand this is likely a much smaller dev team with far fewer resources, but there's a lot left on the table for them to address. I hope it gets there, I do, and I'll be watching this game for updates, I'll try to re-review as more things get pushed out. Best of luck to the Devs.
game
This game does need more features and a lot of polishing it is really good and I might make some mods for it when it gets support
now supports odyssey+ controllers! (thank you devs :D)
pretty nice multiplayer sandbox game, this really is a thing vr needs more
If Bonelab is the Gmod of vr this is the Jbmod of vr
Originally bought this on sale after having it wishlisted for a while. It was unplayable and I eventually refunded it since I couldn't play it. The devs sent me a review copy to help test patches and the very next patch fixed all my issues with the main menu, making the game playable. Now that the game's playable, I can confirm it feels like a multiplayer tech demo. It needs a lot more time in the oven. It's promising, though! Reminds me of a Unity VR framework called Hurricane+Hexabody with a multiplayer add-on and a few tools to make things fun for non-devs, but I know it's not so easy to make this, even with that framework, so bravo, devs! The experience is very smooth. If they improve the AI and provide mod support (in the works already), it could be a ton of fun, but it has a long way to go toward being a hit VR title that rivals VRChat, Neos, and all the other VR multiplayer apps out there. It has some advantages over VRChat in terms of gravity and gameplay mechanics, and it needs to lean into its locomotion options more. Some things I'd love to see in the near future: 1. playground and camp items to make swings, jungle gyms, ziplines and similar fun experiences 2. player scaling so we can have big and small players 3. level design tools, terrain sculpting/painting, scalable/tiled boxes I'll update this review after every major update.
This game is the game to ever be made. It physics. Multiplayer. Guns. And Ragdolls. Possibly one of the vr games to be made, next to bonelab. 0/10.
Boneworks Entanglement if it wasn't a mod
This game isn't to good, just wished there was less jank and there isn't a bit amount of content. But its still fun to mess around in with yourself and friends. Plus the devs are really cool and you should help out this game by checking out their discord server.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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