
Rise of the Tomb Raider™
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Price History
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01About Rise of the Tomb Raider™
Rise of the Tomb Raider™ follows Lara Croft on an expedition into the Siberian wilderness. Searching for the Lost City of Kitezh, she hunts animals, gathers resources, and crafts weapons while trying to stay ahead of Trinity. The described combat ranges from stealth to open gunfire, while ancient tombs offer traps and puzzles. Steam players rate the game 94% positive from 127,934 reviews. The Steam PC version supports English interface, audio, and subtitles. Released February 9, 2016.
Credits
Lowest recorded in 36 months
$2.992026-10-15 · Microsoft StoreBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | Yes |
| Traditional Chinese | Yes | Yes | Yes |
| English | Yes | Yes | Yes |
Show 11 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | Yes |
| Italian | Yes | Yes | Yes |
| German | Yes | Yes | Yes |
| Spanish | Yes | Yes | Yes |
| Dutch | Yes | Yes | — |
| Polish | Yes | Yes | Yes |
| Portuguese-Brazil | Yes | Yes | Yes |
| Russian | Yes | Yes | Yes |
| Japanese | Yes | Yes | Yes |
| Korean | Yes | Yes | Yes |
| Arabic | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Modes and controller
The Steam PC version has full controller support. It offers single-player alongside online co-op.
Language
The interface, audio, and subtitles are available in English.
03Frequently asked questions
What is the story about?
Lara travels to Siberia in search of the Lost City of Kitezh, while facing the organization Trinity.
Is there co-op?
Yes. Online Co-op Endurance lets two players work together to survive harsh conditions.
What does Lara do in the wilderness?
Hunt animals, scavenge resources, and craft weapons. The description presents combat approaches from stealth to open gunfire.
What is tomb raiding like?
Tombs feature deadly traps, environmental puzzles, and ancient texts to decipher.
“The best-balanced entry in the Survivor trilogy, folding optional tomb puzzles, stealth hunting and snowbound exploration into one solid whole”
Our Verdict
Add the six dimensions together and Rise is a game with bright strengths and honest weaknesses — not flawless, but solid enough, and the entry in the Survivor trilogy most worth returning to.
Where it sits in time and in the series
Back at its 2015 launch, Rise didn't break cleanly. It arrived first as a timed Xbox exclusive and then ran straight into the marketing juggernaut of Fallout 4, and its attention got diluted for a while. As it rolled out across platforms, though, the new Lara won players over and the word-of-mouth curve climbed. Looking back now, its coordinates are crisp: the eleventh mainline entry, the middle child of the reboot trilogy, and the best-balanced of the three.
That bridging position is the key. The 2013 reboot showed Lara becoming an adventurer on the edge of death; the Shadow finale showed the cost of her fixation; Rise lands in the human middle — already capable, not yet hardened, carrying the green warmth of the first game and the early certainty of the last. That "getting better" state makes it the trilogy's most comfortable entry point: newcomers aren't scared off by backstory, veterans get a complete arc of change. If you could only play one of the three, Rise is usually the safest answer.

Who should buy it, who should hesitate, and whether it can be replaced
So who is it for? If you value exploration and puzzle-solving as much as stealth and avoidance, and you also want cinematic staging and flesh-and-blood character growth, Rise is almost tailored to you — its challenge-tomb puzzles, skill progression and snowbound exploration keep handing you discoveries across dozens of hours. Flip it around: if you only want pure, punchy confrontation, have no patience for puzzles or collectibles, or care deeply about a long, meaty main story, it may leave you a little flat — the ten-hour campaign is short, narrative drive is its acknowledged soft spot, and combat loses freshness once the approach calcifies. Aim your expectations at "exploration and puzzles" rather than "narrative thrill" and it goes down far smoother. On editions, just grab the 20 Year Celebration; it bundles every DLC and is the cleanest pick for nearly everyone.
Which leaves the core question: viewed from 2026, what about Rise is hardest to copy? The answer is the way it folds optional physics-driven tomb puzzles into a whole expanse of revisitable Siberian wilderness. Its most direct rival, Uncharted 4: A Thief's End, is the stronger cinematic storyteller, but its exploration is fundamentally a polished linear corridor — it lacks Rise's optional-tomb puzzle depth, its progression freedom, and the replay value that follows. The trophies back the weight class: a D.I.C.E. Outstanding Achievement in Character, a Writers Guild of America award for game writing, and an OpenCritic 86.4 that squeezes into the top-five-percent Mighty tier. Rise isn't the game that keeps you up all night for the plot. It's the game you keep reopening for the next tomb, the next stretch of snow — and that durable pull is exactly what so many of its peers still haven't managed to reproduce.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
If you want this game, wait and pick it up on sale. Rise of the Tomb Raider is beautiful and the opening showed promise, but the game fell off about 15% in. Much of the trouble comes from infectious game mechanics which have permeated the modern industry, but the plot was also weak and predictable (I sussed out the big twist at the 15% point.). For your convenience as a prospective buyer, I’ve divided my impressions of the game into the Good, the Bad, and the Ugly. The Good: Rise of the Tomb Raider is visually stunning. Playing it is much like watching a movie and the ‘cutscenes’ stitch seamlessly into the gameplay. The platforming is enrapturing; the free-world setup of climbing and exploration makes each area a parkour playground. It was fun just running around in the wilds of the mountains. The ambiance of the world was well established and having rabbits run from your feet before a giant cat pounces you from the brush was one of the better aspects of the game. The mini-tombs were definitively the best part of the game: encapsulated platformer puzzles hidden throughout the game gave a good breather from the (ugh) plot and made RotTR feel like a Metroidvania. The Bad: The game implied danger; in the tutorial it explained that progress would be lost between campfires. Early in the game I believed this warning and frequently returned to campfires to save my progress. However, when I finally did die I found the game reloaded not at the last campfire but mere steps from where I had failed. The game has no risk. You don’t even lose resources (ugh) when you die, because the game autosaves after each rustled bush or kicked basket. I get that players don’t like to be frustrated, but the hand-holding in this game was excessive, particularly considering the warning. The swarms of faceless “mooks” that you have to kill. The original Tomb Raider (for Playstation 1) stumbled onto a concept that was delightful… something the developers have failed to replicate even after two sets of reboots. In Tomb Raider, when you ran into another human being you knew that things were getting serious. They were few and far between, each was a significant threat (because their guns were actually lethal) and you had to strategize to defeat them. Doing so would give you a significant upgrade to your gear, facilitating the next branch of exploration. I felt no threat from encounters with the faceless “Trinity” forces and their endless numbers gave their deaths no meaning. I blame Uncharted and Grand Theft Auto for infecting modern gaming with this shoot-em-up mentality. The Leveling. Any kind of immersion created by the graphics was immediately broken by the constant stream of Experience popping up after every successful action. I have no idea why modern games feel the need to have experience points; most of the upgrades could have been distributed among plot points instead. While the leveling process could be considered an acclimation to the hostile environment, it didn’t need to be so intrusive. The Ugly: “Crafting”. For some reason all modern games feel the need to include recipe books where you assemble junk you’ve collected from “The Wilds” (trademark) into something useful. This is the noxious contagion of that Minecraft game and its ilk and it has permeated every genre now. The crafting in this game was disgusting--you have to hunt dozens of animals to get enough scraps of hide to make a quiver for more arrows which--by the way--you don’t need anyway because you can make arrows on the fly with wood and feathers (which you find EVERYWHERE). The “resources” the game employs become layers of ammunition obfuscating your actual ammunition to the point where you just stop caring about how much stuff you have. The sad thing is this mechanic could have been turned around by circumventing the crafting lists for something cinematic. Make us hunt ONE deer to make our first quiver and then shelve that mechanic! Lazy Lore. Superfluous content added to give the game more meat for 100%. Some of the early murals actually depicted the Prophet performing great deeds in historic venues. But… after about 15% progress the “murals” became nothing more than wall diamonds with generic text which Lara would read to fill a Language meter. That’s not a mural, it’s a plaque. If all of those little hidden “murals” had been combined into a single one with an actual image relevant to the dialogue it would have been much more satisfying. The plot. Ugh. The plot was boring, predictable, lacked character development or motivating factors, frequently forgot important details (Oh hey, where’s Jonah? Oh, the game’s almost over, I guess I should remember I left him on the mountain now!), leaned too heavily on an infinitely powerful “secret” organization, and also depended too heavily on “That was you!?” shock drama. The sad thing is that the plot could have been salvaged with a second pass; characters had established details which were not explored and another draft before production could have improved it. By the last stretch I was so fatigued by the tired conflict I just wanted to roll credits. What I would've done (WIWD): One: Cut the crafting. If the player goes up to a sapling and breaks off branches, just put regular arrows into their inventory. Special ammo? Using a resource node adds it to the pouch. Make ammo upgrades single-hunt side quests. Resource crafting tables are dull and need to go away. Two: The plot. Ana’s illness should have been the driving force for Lara to seek the Source; attempting to save her step-mother’s life instead of trying to redeem her dead father’s name would have helped to make Lara more admirable and would have added some literary barbs to later events. Lara also needed to put more focus on reuniting with her friend Jonah; once she fell from the mountain she completely shrugged off her concerns for his safety… this made her unlikeable and was sloppy considering the relationship established between them before that event. “Trinity” was entirely unnecessary; Konstantin could easily have misappropriated a government force or even a private organization to suit his ends instead of being part of a faceless illuminati organization which was frankly unbelievable (any group with as many resources as were mustered in this game could not remain invisible to world governments). Three: The mooks. Konstantin should have brought an elite force of mercenaries (like… a dozen) to the mountains to seek the Source. He didn’t need hundreds of expendable minions who were all apparently willing to fight to the death. He also didn’t need to maim them as a means of demonstrating how gruesome he was. This point also applies to Jacob; the resistance could have consisted of him and his daughter and still had meaning; in fact it would have been more moving if there were only a handful of them instead of the dozens the game presented (those dozens effectively rendering their losses faceless and meaningless). Tomb Raider shouldn’t be about clearing a bloody battlefield with an assault rifle. It should be about tombs. The game’s notes did establish backgrounds for a handful of unseen characters; if these had come around as boss fights the story’s cohesion would have been improved greatly. It would also have made the fights more memorable (I honestly can’t remember several of the zones because they were run-and-gun). Four: The collectibles. More tombs, fewer ‘hidden item’ counts, but more meaningful finds when you come across them. If the murals had been more significant, with each improving the language skill by one instead of slowly filling a bar, encountering them would have been more exciting and thus more memorable. The game suffers from not being memorable. It’s a pity, because it easily could have been.Show moreShow less
Can't even play this game in full volume because everyone thinks I'm watching porn since Lara groans and moans 99% of the time. 10/10Show moreShow less
Rise of the Tomb Raider's opening is pretty great. It starts out with a tutorial in Siberia to teach you the basic navigation controls, then you're moved into a beautiful green landscape with a decently large tomb with a few puzzles, a few texts to read, and a few artifacts to nab. For these brief moments, the game feels like they really did listen to peoples' comments about the first game, and were actually working to make the game feel more in line with the original games. Then the first of many explosions kicks off, and you realize that isn't the case. The primary theme of Tomb Raider 2013 was survival, and in that sense the primary theme for this game is also "survival" because Rise of the Tomb Raider is essentially just a rehash of a reboot. It brings back all the obligatory cookie cutter modern survival game mechanics; you'll hunt a few deer, craft a few handbags, and scavenge a few glowing plants. They don't go much further than the bare minimum in mechanics despite most of the game taking place in frozen wilderness, so outside of having to gather firewood a single time you never have to worry about heat or hunger and are free to remove your winter clothes entirely and explore the frozen wastes in an ordinary shirt and pants if you so desire. The game retains both the stealth encounters and the explosive shooter encounters, each with AI bad enough that on the default difficulty you don't even really have to bother with things like cover or healing. The game was said to have more optional tombs than TR 2013, but I didn't notice, and if it did they're still to few and far between to feel like the game is actually about tomb raiding and not shooting up a private army. And of course, the Uncharted influences are as strong as ever, so you can expect plenty of thrilling "hold forward to not die" sequences and that one setpiece where lara slides down a slippery surface that they did like 50 times in the first game. The problem with this game isn't that it's bad, it's just that it's incredibly uninspired. None of the gameplay mechanics really work together with each other, and even though each bit has had slight additions since 2013 it's not enough to actually make me care. The story is noticeably less interesting than the previous game, with very few characters to actually care about. Even though the game still poses itself as a survival game you never get any real sense of danger, and your survival throughout the entire game feels overly scripted. It quickly begins to feel less like exploring and searching for rare artifacts and more like running around with the map open collecting dots that lead to more dots, as if you're just doing Indiana Jones's grocery list instead of playing a video game. If you loved TR 2013 and are okay with more of the same, this game might be worth it on a sale. If you weren't a fan and were hoping this one would change your mind or if you're just a fan hoping they've made a fresh new game, I don't know that I could recommend it at all unless it goes to $10 or $15 eventually. Rise of the Tomb Raider is the most boring game I've played in at least several months, and even though these tricks might've worked in the first game they're going to have to think up some new ways to excite me if they plan on going through with the obvious sequel hook they placed.Show moreShow less
everytime lara falls or get hurt my family in the living room thinks im watching por n 10/10Show moreShow less
Lara's boobs are smallerShow moreShow less
Did you like the first Tomb Raider reboot? You'll like this. Debating which one to get? Get the first reboot first, then get this. This Tomb Raider game is great - it is gorgeous, it does everything the first game did, and more. To compare the two: Rise of has way fewer (almost no) quicktime events. Rise of is easier. You have all the weapons and abilities of the earlier games, but now you can "craft" grenades and powerful hollow point or explosive ammo on the fly. Armored enemies don't matter. Rise of doesn't have the same character development. Lara is pretty much a badass at the beginning, and a badass at the end. (Vs the original reboot, where she starts as a whimp and learns to be tough). If you are debating a cheap version vs a digital deluxe or something... Baba Yaga: The best type of DLC - adds an additional level to explore, gives you a comical outfit, and unique weapon. The weapon is not overly super powered (but Rise of is a pretty easy game), but it is fun. Blood Ties: It's pretty much "Gone Home," with Lara Croft. You explore her mansion, looking for a information to keep her evil uncle from evicting her. There's a lot of exploring, and reading, and audio logs, but no combat. I guess its ok if you are into lore. Endurance Mode: I didn't try, because I hate that stuff. I gather it is some sort of Minecraft where you gather resources and see how long you can live. Extra outfits/weapons: I found "Rise of..." to be a pretty easy game, so using pay-to-win weapons and outfits felt extra cheaty to me, and I didn't use them. Remanant Resistance: Adds some fetch quests that you can do midway through the game. They're not bad, but again, since the game is pretty easy, getting more powerful rewards felt cheaty to me. Cards nonsense: The game lets your replay levels for points. You can use "cards" to give yourself buffs, debuffs, or cosmetics that change your points for the level. I guess its ok, if you are looking to play this games for hundreds of hours, but otherwise they are skippable.Show moreShow less
Bought the game for VR, only one room is VR compatible and it does not say this on the store page whatsoever.Show moreShow less
I cannot help to call this reboot of Tomb Raider in 2013 nothing but remarkable. Do not get confused with my playtime, I already have played this game on Xbox one. Rise of the graphics: First of all, this game looks absolutely stunning. This is without doubt one of the best looking games out on the market now. Whether it is the lifelike snow where you can see the miniscule ice crystals, the way the sun rays shine through a massive cave system or the elegant painted on the walls of ancient tombs… It simply is just gorgeous. But also the small details will make you fall in love with this game, like Lara wringing her hair out after taking a swim. Rise of the gameplay: Rise of the tomb raider has smooth controls, comparable to the previous title. It plays the same but you have more options now: for the first time you can climb in trees (hello assassin’s creed) and more weapons are available. Especially the bow and arrow feel really good compared to the one in Tomb Raider 2013. By improving previous features and adding new ones, Rise of the Tomb Raider plays like one of the old tomb raiders but still has a pleasant fresh feeling to it. Rise of the tombs: In the previous titles, tombs were small caves where you could find some extra ammo or some goodies, or a little experience if you’re lucky. The tomb design in this game is really powerful and makes me wonder why they are optional. They all contain memorable puzzle that will provide variety from all the action. Don’t expect any mind-bending puzzles that force you to look up a guide, but they all are gold-grabbing-finger licking good. Rise of the conclusion: Crystal Dynamics created a dazzling exciting adventure which exceeds her predecessors in every aspect. A magnificent action-adventure game with more freedom, both in exploration and gameplay. The real Lara has risen!Show moreShow less
Disclaimer: no doubt this is an amazing game, great and enjoyable game even comapred to many of the games out in the market. However, compared to the previous installment, the TOMB RAIDER, I felt I should do the justice of telling where it lacks compared to it. -------------------------------------------- Before I carry on, for those who have never tried the TOMB RAIDER Franchise, this section is about what kind of game it is (you can skip if you tried before) TOMB RAIDER is a action based TPS(Third person shooting), puzzle solving game. You will play as Lara Croft, archaeologist (student-kinda) solving mysteries by adventuring unknown territories, surviving the drastic conditions, fighting a huge organisation that goes opposition of your course. -------------------------------------------- Rise of the Tomb Raider (ROTTR) has multiple, significant in fact, improvements compared to the previous installment launched 3 years prior. 1. Improved Graphics This is a obvious expectation considering that the game came out much later. But the difference is significant, I have to say. The movement of hair, arm, motion in general, they look realistic and natural compared to the previous one. 2. More contents to enjoy Definitely the previous Tomb Raider was great, but definitely it was not sufficient to suffice our cravings. In the ROTTR, there are more resource types, optional objectives that can fill us. (But this also has some asterisks..) 3. More enriched background lore Unlike the previous game that based the storyline on Kamakura period Japan, this has reference to the medieval Byzantine(East Roman) Empire. A rahter new culture that is not usually referenced to. And surprisingly, they actually did quite a good job in bringing the records sensibly. The story spans from the Byzantine Empire to Mongols, all the way to Soviet Russia. And the references are very well palnned, making it rich. ------------------------------------------------- However, there are some parts that they have done better in the previous installment. 1. Bad game mechanics, programming. Unlike the previous game that had very intuitive (not obvious but it comes naturally) featuresin gameplay, that is not the case in ROTTR. For example, if I am escaping a burning temple, the game clearly shows which way I am supposed to go most of the time. If I do fail those jumps, I do know that it was my lack of understanding the timing not the game's bug or glitch. But in ROTTR, even the most obvious jumps tends to fail and grabbing of ledges fail not due to your skills but the weird timing of the icons and not so intuitive hints. First off the escape route is hard to differenciate from fail route, does not jump on ledges due to small angle discepancy, and the grab icon is still there when your chance to press the 'grab button' is actually over. The Tomb raider 2013 had no issues in these. That's what made the gameplay so much in line with the story being told. But in ROTTR, the gameplay disrupts the stroytelling. 2, Awkward storyline In Tomb Raider 2013, there was a clear goal and storyline. Escape the island, save your friends. But in ROTTR, I see attempts to show the struggel of Lara, but I see only a vague goal of Lara. Getting the "DS"? For what? For what of her father? It all seems very unclear in the main objective and even the side objecteves too. This made me lose the urgency and tension I had in the previous game. 3, Bad planning contents Yes there are more contents to enjoy, which I like to have. However all these simply distracts from the main storyline. TOMB RAIDER is a game with linear storyline, but it expects us to play it like a open-world game. This isn't. The more various resources require you to scavange around the place for the resources and upgrade, which distracts us from the main storyline and lose the tension. The previous game had less type of resoures, which gave us allowance to collect our resources on the way of the journey and it was sufficient enough to keep us on par with the enemies getting stronger. This kept us on track and retained the tension, that "Lara might lose a friend". Also, the there was a joy in "upgrading of tools" as I proceeded with the game. However here, it seems I am stuck with the same old thing with minor improvements from start to the end. 4. Unnecessarily repetitive puzzles Sigh.. unlike the previous puzzles which were mostly unique, less travelling but was about being resourceful, the puzzles here are requiring multiple trials just to find the correct timing. Resourceful, yes there are, but compared to previous installment, I honestly cannot erase the thought that the puzzles are not as good as they used to be. ------------------------------------ In summary, ROTTR is a good game, with good amout of contents for you to enjoy. You will have fun in this game. However, the game isn't as good as the previous installment. The element of immersive story though intuitive game planning isn't as good as the previous one. So if you have played the previous installment, you may be disappionted. Thanks for reading. +++ Wow,I never thought I will get this much comments. Thanks for the attention, regardless supportive or opposing. I understand both sides of the story and really thankful to both critics and the compliments. So I thought I might add on some clarification since it is catching some attention. ---------------------------------- 1. Is the game good? YES. Should buy? yeah. The reason why I gave a "not recommended" is to kind of "balance out" to show my impression of the game. How I feel about this game is (kinda) 75% yeah 25% nay. Definetly worths a thumbs up. But the overall review is like 90% yeah 10% nay (not accurate but sorta), which doesn't represent how I feel about this game. Right now, I am limited to thumbs up and down only in steam (sadly). Still, I wanted the game to have the review similar to how I feel in overall. So to have my overall feeling conveyed, I felt that I should give a thumb down, but explain to the full extent why this is a good game but had to give a thumb down to fit the overall impression. 2. Disappointed? yes. We expect the new installment ot be better or least have the same magic as the previous installment. But when it doesn't deliver the expected, obviously we are disappointed. ROTTR has some of those and I am disappointed in some areas. But again I make it clear, it is still a good game in overall. Some magic is still there. 3. Intuitive: Need guidance for all, always need help? A typical Millenial Gamer.. Well, may be. What I've meant about being intuitive is rather different actually. For example, If I jump to a ledge, I expect Lara will hold onto it. In TOMB RAIDER, I had no worries if the system will recognise it. In ROTTR, I was always worried if this was the correct timing, angle and distance. When a building is collapsing, In TOMB RAIDER, I can see the way out, the step I need to take in the very next second.With or without the survival instinct. In ROTTR, many times I was confused. This is what I've meant about "hints". I don't think the strength of Tomb Raider series came from trying again and again to find a way to clear. This is not Dark Souls or Cat Mario (not the best reference but you know what I mean) we are talking about. ------------------------------------- TLDR: 1. Good game, recommended, but steam thumbs up and down system is limited, overall is alr more positive than I think it should be, gave thumbs down but recommend the game in the description. 2. I am disappointed. Good game, but expected better. (I guess I have high expectations of the game) 3. What I've meant about being intuitive might not have been clear enough.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.