Lara Croft Go
Turn-based puzzle spin-off distilling Tomb Raider into a board game.
Lara Croft Go is a turn-based puzzle game from 2015, developed by Square Enix Montreal and published by Square Enix. As a spin-off of the Tomb Raider series, it translates major franchise elements—like boulder chases and reaction-based sequences—into a board-game format where time does not pass unless the player moves. The player guides Lara Croft across interconnected nodes, taking turns with enemies and obstacles that advance only when she rests. The game adds vertical movement, such as climbing and steps, which its predecessor Hitman Go lacked. It contains five chapters with forty levels total. Enemies include snakes, lizards, and giant spiders, each with distinct movement patterns, while obstacles like saw blades, traps, and boulders require careful planning. Players can collect single-use spears to dispatch foes from a distance and activate levers to shift walls or platforms. Optional in-app purchases offer hints. Development began after the team behind Hitman Go—reduced to technical director Antoine Routon and game director Daniel Lutz—saw a Tomb Raider version as a natural next step. The average team of ten worked like an indie studio, fitting Lara into the Hitman Go framework but shifting focus from assassinations to environmental puzzles, adding more animations, and reducing the board-game aesthetic. They reconstructed the classic Tomb Raider visual style from memory, not from design documents, and replaced time-based urgency with cracking floors that worsen each turn. The game was built in Unity, designed first for the iPhone’s smaller screen, and involved collaboration with Crystal Dynamics on character outfits. It was announced at Square Enix’s E3 2015 press conference and released on August 27 for Android, iOS, Windows, and Windows Phone. A free expansion, “The Shard of Life,” arrived on November 25. PlayStation 4 and Vita versions, released in December 2016, included time-exclusive levels called “Mirror of Spirits,” developed by KO_OP.
The game received generally positive reviews. Critics praised its aesthetics, puzzle design, and faithfulness to the series, but noted its short length and disagreed on its difficulty. It won Apple’s 2015 iPhone game of the year, a 2016 Apple Design Award, and best mobile/handheld game at the 2015 The Game Awards.
Quick Facts
- Title
- Lara Croft Go
- Developer
- Square Enix MontrealMirror of Spirits developed by KO_OP.
- Publisher
- Square Enix
- Director
- Daniel Lutz
- Series
- Tomb Raider
- Engine
- Unity
- Platforms
- iOS, Android, Windows Phone, Microsoft Windows, PlayStation 4, PlayStation Vita, macOS, Apple TV, Linux
- Released
- iOS, Android, Windows PhoneWW · 27 August 2015Microsoft WindowsWW · 27 August 2015 · WW · 4 December 2016 (Steam)PlayStation 4, PlayStation VitaWW · 3 December 2016macOS, LinuxWW · 4 December 2016
- Genre
- Puzzle
- Modes
- Single-player
Facts from the source article.
Lore & Background
Lara Croft Go was developed as a spiritual successor to Hitman Go (2014), also based on a Square Enix Europe franchise. The development team, averaging ten people, worked closely like an indie team. They saw a Lara Croft version as an obvious next step after reducing the Hitman franchise to its core elements. The team chose the classic Tomb Raider visual design over the series reboot, reconstructing that aesthetic from memory rather than actual design documents. They sought to recreate moments like being chased by giant animals or boulders, replacing time restraints with floors that crack each turn to create urgency. The game was built in the Unity engine, designed first for the iPhone's smaller screen, and the team collaborated with Tomb Raider brand owners Crystal Dynamics on license fitting and player-character outfits. A free expansion called 'The Shard of Life' was released on 25 November, and the PlayStation versions included additional time-exclusive levels 'Mirror of Spirits' developed by KO_OP.
Reader's Guide
Lara Croft Go received generally positive reviews according to Metacritic. Critics praised its aesthetics, puzzle design, and fidelity to the series, but criticized its short length and disputed its degree of difficulty—some found it too easy, others too hard, and some just right. Reviewers commended its theatrical, diorama-like display and attention to detail, with one calling its graphics among the best-looking smartphone games. However, one critic criticized its departure from Hitman Go's strict board game motif, describing the art style as a 'cheap knockoff' of the series. Another reviewer was confused by the game's collectibles, finding them too hidden and not compelling. The game was named Apple's 2015 best iPhone game of the year 'for its beauty and clever design' and won best mobile/handheld game at the 2015 The Game Awards. It also received a 2016 Apple Design Award. The game is part of the Go series, which later included Deus Ex Go.
Did You Know?
- The game was developed by a team averaging ten people, working like an indie development team.
- The developers reconstructed the classic Tomb Raider aesthetic from memory rather than from actual design documents.
- The game was designed first to fit on the iPhone's smaller screen, a lesson learned from Hitman Go.
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