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Video Games
Lara Croft and Temple of Osiris

Lara Croft and the Temple of Osiris Arrives on GameNight

Mar 17, 2026

Dramatic Tomb Raider promotional key art featuring four heroes standing together in a battle-ready pose against a dark, smoky, ruins-filled background. At the center is Lara Croft, depicted in her classic look with dark ponytail, teal tank top, brown shorts, and knee pads, dual-wielding pistols with both guns firing. To her left stands a muscular man in a red shirt firing a revolver with a red energy flash. To her right is a warrior dressed in an ancient Egyptian pharaoh's nemes headdress and armor, wielding a large staff. Furthest right is a young woman in Egyptian-style robes raising a glowing blue magical scepter. Looming behind the group is a massive snarling black wolf-like creature with bared fangs, emerging from the darkness. Scorpion claws and twisted dark tree branches frame the edges of the composition, reinforcing the supernatural danger the heroes face.

Lara Croft has starred in many adventures over the decades, from ancient tombs to shipwrecked islands. While Lara can handle most of her exploits solo, she still needs the occasional helping hand – most notably in Lara Croft and the Temple of Osiris, where Lara joins with up to three companions for fast-paced top-down action and puzzle solving. With Temple of Osiris coming to Game Night, we talked with Ryan Meyer, development lead for the Game Night version, about adapting Lara Croft’s cooperative adventure.

Game Night allows players to instantly jump into a game without dedicated hardware, using their phone as the controller. What makes Lara Croft and the Temple of Osiris a good fit for the platform? I've been having a lot of fun with Lara Croft and the Temple of Osiris because of its co-op/competitive gameplay. It's a great fit for people to sit down on a couch together and play through it. You work together to beat the game, but you can also compete on things like gem count and score charts at the end of each level. It's super quick to get in and out of, and it offers a lot of moment-to-moment gameplay that makes everyone laugh, groan or cheer together.

A Tomb Raider game screenshot depicting an intense isometric combat scene set in a circular sandy arena at night. The enclosed battlefield is surrounded by wooden spike fences and tall dark barriers, with torches burning along the perimeter. At the center stands a crumbling ancient stone rotunda structure engulfed in fire and debris. Two player characters are visible — one on the upper left highlighted with a red selection ring aiming a weapon, and one on the upper right with a green ring in a combat stance. A third character near the bottom center is surrounded by a blue magical circle. The arena floor is scattered with glowing teal Zia symbol rings, purple gem pickups, a yellow arc marker, and green energy pools near the central structure. Explosions, fire bursts, smoke clouds, flying debris, and white energy beams fill the chaotic scene, suggesting a major battle or boss encounter in progress.

Temple of Osiris was not originally designed for touch screen controls; how did you approach designing the controller interface for Game Night? This was an interesting challenge because this isn't typical mobile game development. Sure, you're still playing on a mobile device, but you have to consider that the player is not looking at their phone most of the time. So, we needed to make sure the player could easily access every game action intuitively and ergonomically. The first step was mapping every action to a button on the touchscreen, then deciding on the control style and ensuring the buttons were large enough to hit accurately and reliably. Then it came down to playtesting and iteration.

What were the biggest hurdles you faced in designing and implementing the touch controls When moving to touch control, you really only want to have up to two touch inputs needed at a time. There are several inputs that work well with a gamepad that don't easily translate to touch. For example, to engage the grappling hook you need to move, aim and then hit the trigger. Then you need to hold down the trigger to keep the grappling hook connected. Then when you need to jump with the grappling hook out, that's three inputs at a time. So, we needed to figure out a solution. Do we replace the mobile controller when the grappling hook is out? Do we auto fire the grappling hook? In this case we changed the grappling hook to toggle to release.

An isometric view of a combat scene inside an ancient Egyptian tomb or temple. The sandy, torchlit environment features stone brick walls, carved pharaoh statues, crumbling columns, and a row of tall metal spikes serving as a barrier across the middle of the scene. Four characters are engaged in battle: one character highlighted with a red danger ring appears to be under attack on the left side of the spikes, while another raises a glowing orb nearby. On the right side, a heavily armored warrior character stands within a teal glowing shield ability circle, and a third enemy holds a red flare. Teal and blue magical energy effects illuminate the ground around the fighters. Wall-mounted torches and small braziers cast warm orange light throughout the dimly lit stone chamber.

Then there was the inventory. For the original design, players were all meant to share the screen when changing their inventory selections. That meant if one player wanted to swap a weapon or ring it would pause the game for everyone. With the Game Night version, we can take advantage of each player having their own device. We were able to implement a new game flow that allows players to individually adjust their inventory on their mobile device without pausing gameplay. With this change the gameplay continues smoothly and keeps the action going.

Which character is your favorite to play? Personally I like characters that have the grappling hook, so Lara and Carter. I have to confess that when the whole team is walking across the grappling hook to get to the next platform I've given in to the temptation to pull the grappling hook back. "Whoops! I slipped! I guess somebody should pick up all these gems, don't worry I'll take care of it."

A Tomb Raider game screenshot showing an isometric combat scene set in a darkened, overgrown ancient ruins courtyard at night. The multi-tiered stone environment is covered in vines and moss, lit by scattered torches and glowing blue crystals on the ground. Four characters are engaged in battle across different levels of the ruins: one character ringed in red is fighting a skeleton enemy in the foreground, another with a green selection ring is firing a weapon in the center, a third is conjuring a teal magical energy beam on the upper right, and a yellow glowing ring marks another position nearby. Swirling smoke, ice crystal effects, and magical blue light trails fill the scene. Stone archways, clay pots, crumbling columns, and overgrown walls decorate the atmospheric background, creating a haunted, ancient temple atmosphere.

Any other stories or thoughts on the development that players would enjoy hearing about? The web controller went through a lot of iteration. First, we had three buttons on each side of the web controller, each near a virtual thumbstick. We started with an “expedition” theme to the background design. Through playtesting we changed the theme to be “Mystical Egyptian,” which was a better fit for all the characters. We also moved the mine button with every iteration of layout design. Here are some of the work in progress images we went through when approaching the final design:

Smartphone mockup displaying a custom touchscreen game controller interface themed around Tomb Raider. The screen features a brown textured background with gold circular control overlays, including a directional pad on the left and a large movement control on the right. Additional icons include a pistol, a flaming torch, and a curved arrow symbol. In the upper-left corner is a portrait of Lara Croft framed by decorative wings.

A steampunk-styled UI panel from a Tomb Raider game featuring an Egyptian pharaoh character portrait at the center, framed in gold with laurel leaves. Surrounding the portrait are eight circular teal-glowing icon buttons arranged symmetrically on a bronze/brown textured background with gold trim. Icons include an ankh, a pistol with rotation arrows (weapon swap), an anchor, a compass/wheel, a lasso/rope tool, a hand gesture, a targeting reticle, and a rectangular layout button. A large golden downward-pointing arrow emblem decorates the center background.

Grab some companions and experience Lara Croft's co-op adventure on GameNight today!

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Lara Croft and Temple of Osiris
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