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The hunt for the pieces of the Scion takes Lara Croft across four distinct regions, each tied to a different ancient civilization and presenting its own environmental challenges. The developers have built these settings in Unreal Engine 5, with photorealistic surfaces, dynamic lighting, and detailed architecture intended to make each location feel distinct. Areas that appeared only as flat background imagery in the 1996 original are now fully realized 3D environments in the reimagining.

Confirmed Regions
Region | Description |
|---|---|
Jungles of Peru | Dense South American jungle terrain and the Lost Valley, the opening setting of the original Tomb Raider’s adventure, reimagined here with modern visuals and rebuilt gameplay. Rooms that were self-contained in the original now open into semi-connected spaces, and the area is filled with secrets, collectibles, and reimagined puzzles such as the returning cog puzzle. |
Ancient Ruins in Greece | A region of ancient Greek ruins, with weathered stone architecture and sites tied to the broader Mediterranean world of the Scion's history. |
Deserts of Egypt | An Egyptian desert setting featuring ancient structures, sun-drenched courtyards, and the environmental extremes of a vast arid landscape. |
A Mysterious Mediterranean Island | An island described as shrouded in myth, with its exact nature and contents left unrevealed ahead of the game's release. The setting is tied to the Atlantis mythology that gives the game its subtitle. |
Peru’s Lost Valley
The first region shown in depth is Peru’s Lost Valley. The developers describe rebuilding its puzzles from the ground up: where the original moved the player from one self-contained room to the next, the reimagining opens those spaces into semi-connected environments that can be traversed and approached from new angles. Every space is designed as a real place first, rich with secrets, collectibles, and resources to reward exploration. Returning favorites such as the cog puzzle come back reimagined and grounded in the surrounding world. Dinosaurs are confirmed to play a prominent role in this region, redesigned with feathers to match current paleontology, including feathered velociraptors and a red-feathered Tyrannosaurus rex.
In hands-on coverage the Lost Valley itself contains no combat, putting the focus on finding a way through an area full of side paths, collectibles, and hidden items. A wrist-mounted grapple is used to haul a massive cog into place, redirecting water flow to clear a path deeper into the jungle.
Environment and Presentation

Unreal Engine 5 enables detailed stone textures and weathered architectural surfaces across every region, with dynamic shadows and ambient lighting that shift as Lara moves through torch-lit corridors, open-air ruins, and underground chambers. Each region is designed to feel geographically and culturally distinct, giving the broader treasure hunt a sense of real-world scope. Scott Amos has described the visual upgrade as taking spaces that were once flat background images and rebuilding them as full 3D environments players can actually traverse.
Whether the locations are structured as discrete levels, open zones, or a mixture of both has not been confirmed ahead of launch. Further details about interior layouts, environmental hazards, and specific landmark sites within each region are expected closer to release.