Arka Evren
Shadow of the Tomb Raider

GAME · 2018

Shadow of the Tomb Raider

Developer
Eidos Montreal, Crystal Dynamics, Nixxes Software
Publisher
Square Enix
Platforms
Microsoft Windows, macOS

20 archived facts 5 topics 1 source Last reviewed Sep 2026

All facts (20)

  1. #001

    Eidos-Montréal took on major development duties for Shadow of the Tomb Raider, while Crystal Dynamics, the primary developer of earlier reboot entries, provided additional development.

    PRODUCTION STORY · SOURCED

  2. #002

    Eidos-Montréal estimated development costs for Shadow of the Tomb Raider at between $75 and $100 million, making it the studio's largest project at the time. The game was built using the Foundation engine, previously used for Rise.

    PRODUCTION STORY · SOURCED

  3. #003

    Shadow of the Tomb Raider was directed by Daniel Chayer-Bisson, one of the co-creative directors for the 2013 reboot, and development was completed on July 24, 2018, when Eidos-Montréal confirmed the game had gone gold.

    PRODUCTION STORY · SOURCED

  4. #004

    Jonah had a larger presence in Shadow compared to his previous appearances, serving as Lara's moral compass and challenging her views while reminding her of the human cost of her quest for revenge. Camilla Luddington and Earl Baylon reprised their roles, providing voice and motion capture for Lara and Jonah.

    CHARACTERS & CAST · SOURCED

  5. #005

    Eidos-Montréal was given the Shadow of the Tomb Raider franchise after its levels for the previous entry were rated very highly by playtesters, which gave Crystal Dynamics confidence to pass the series to the studio.

    PRODUCTION STORY · SOURCED

  6. #006

    For Shadow of the Tomb Raider, Eidos-Montréal first studied the series' basic elements before building the game from both prior entries and its own design philosophies, as it had done on Deus Ex and Thief.

    PRODUCTION STORY · SOURCED

  7. #007

    Shadow of the Tomb Raider was designed to divide its focus evenly among traversal, combat and puzzles, which the two teams considered the franchise's three pillars.

    PRODUCTION STORY · SOURCED

  8. #008

    More tombs and puzzles were added to Shadow of the Tomb Raider because they were the most common player requests, with the tombs placed across both the main critical path and side objectives.

    PRODUCTION STORY · SOURCED

  9. #009

    Shadow of the Tomb Raider was built around a core narrative theme of fear, with the team contrasting the fear players feel in dangerous tombs against the fear Lara inflicts on her enemies in combat.

    DEEPER MEANING · SOURCED

  10. #010

    Shadow of the Tomb Raider initially included a "fear meter" that filled as Lara terrified her foes, but the team scrapped it for being too intangible and instead drew on Predator and Alien to make enemies' terror and panic visible on-screen.

    PRODUCTION STORY · SOURCED

  11. #011

    Shadow of the Tomb Raider prioritized stealth mechanics, letting players use the environment for tactical advantage, traverse the canopy for added verticality, and replace stationary "mud pits" with a camouflage system usable anytime in combat.

    BEHIND THE SCENES · SOURCED

  12. #012

    Dozois described Lara as an "apex predator" in Shadow of the Tomb Raider, with combat emphasizing repositioning so she can blend back into the environment shortly after striking enemies, while the game was still designed to be challenging because the team felt players would not feel fear if it were too easy.

    CHARACTERS & CAST · SOURCED

  13. #013

    Shadow of the Tomb Raider's main setting, the South American jungles, was chosen because the development team felt it offered a clear visual contrast with the settings of the game's predecessors and was among the world's "deadliest environments".

    PRODUCTION STORY · SOURCED

  14. #014

    Although Shadow of the Tomb Raider's setting was first designed to be "dark" and "bleak", the team later opted to make it more colorful.

    PRODUCTION STORY · SOURCED

  15. #015

    The developers of Shadow of the Tomb Raider treated the game's world as a "character" in its own right, one that players had to overcome through treacherous environments and dangerous wildlife to uncover its secrets.

    DEEPER MEANING · SOURCED

  16. #016

    Underwater exploration was added to Shadow of the Tomb Raider to bring Lara's moveset closer to that of the classic games, with these sections designed to be "claustrophobic" in the manner of Mexico's cenotes; the team watched National Geographic scuba diving videos while creating them.

    BEHIND THE SCENES · SOURCED

  17. #017

    Brian D'Oliveira composed the music for Shadow of the Tomb Raider. He was chosen for his ability with South American instruments, and he worked with native musicians at his Montreal studios to achieve the right sound for each location.

    PRODUCTION STORY · SOURCED

  18. #018

    For Shadow of the Tomb Raider, the music team kept the styles established since the 2013 reboot while adding new esthetic elements drawn from local culture and from a darker portrayal of Lara and her mission.

    DEEPER MEANING · SOURCED

  19. #019

    Martin Stig Andersen served as Ambient Sound Designer on Shadow of the Tomb Raider, focusing on the sound transition for underwater segments.

    BEHIND THE SCENES · SOURCED

  20. #020

    The Shadow of the Tomb Raider team brought back "The Instrument", a specially designed percussion instrument created by Matt McConnell for the 2013 reboot's soundtrack. It was used to convey the primal aspects of Lara's character and to reference her adventure on Yamatai in the 2013 game.

    EASTER EGGS & REFERENCES · SOURCED

Sources & editorial notes

Sources for the entries on this page

  1. Wikipedia Shadow of the Tomb Raider — WikipediaEncyclopedia · accessed 18 Sep 2026

Information from external sources is independently selected, consolidated and edited by Arka Evren. Sources are listed for verification and further reading. Encyclopedia text is used under its licence (CC BY-SA). How we work