Tomb Raider’s 2013 Reboot Is Hitting Phones For $20

Tomb Raider's 2013 Reboot Is Hitting Phones For $20 - Professional coverage

According to GameSpot, the 2013 reboot of Tomb Raider is launching on iOS and Android devices on February 12, 2026, with a price tag of $20. This mobile version will include all 12 DLC packs from the original release, adding outfits, upgrades, and a Challenge Tomb. Developer Feral Interactive states the game is optimized for touchscreens with a customizable interface and includes controller support and gyroscopic aiming. The game can be pre-ordered now on the iOS App Store or pre-registered for on Google Play. This announcement comes as the franchise prepares for a comeback, with two new games—Tomb Raider: Catalyst and a remake called Tomb Raider: Legacy of Atlantis—having been recently revealed.

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Mobile Port Madness

So, a decade-old AAA console game is coming to your phone for twenty bucks. That’s the trend now, isn’t it? Ports like this are becoming a major strategy. For publishers, it’s basically found money—a way to squeeze more value out of an old, paid-off asset. For players, it’s a double-edged sword. On one hand, getting a full, premium experience like Tomb Raider on a device you always have is pretty compelling. The inclusion of all DLC is a nice touch, too. But on the other hand, you have to wonder about the actual experience. Even with “expert optimization,” can a game designed for controllers and big screens truly feel at home on a touch interface? The controller support is a crucial admission that, yeah, maybe touch isn’t ideal for this.

Franchise Revival Context

Here’s the thing: this mobile drop isn’t happening in a vacuum. Crystal Dynamics is clearly stoking the fires for a full Lara Croft resurgence. We’ve got the two new console/PC games in the pipeline and a live-action series with Sophie Turner. Re-releasing the game that successfully rebooted the character in 2013 is a smart play. It puts Lara back in front of a massive, casual audience right as they start ramping up hype for the new stuff. It’s a reminder of why people cared in the first place. For twenty dollars, it’s a decent entry point for a new generation of players who might have missed it. But is it a must-buy for existing fans? Probably not, unless you’re absolutely desperate to raid tombs on the bus.

The Price of Portability

That $20 price point is fascinating. It’s a premium ask in a mobile market still dominated by free-to-play and cheap indie titles. Feral and Square Enix are betting that the Tomb Raider brand and the promise of a complete, no-microtransaction experience is worth it. And they might be right for a certain audience. But it’s a gamble. Will people pay the equivalent of a Netflix subscription for a single, old game? It positions this as a “premium” product, which is good, but it also sets a high bar for performance and polish. If the port is janky or the controls are frustrating, that price will feel like a rip-off immediately. The success of this could dictate whether we see more big-budget, paid ports of this caliber—or if publishers retreat back to subscription services and cloud streaming for high-end mobile play.

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