Tomb Raider: Side-Scroller Edition - Hands-on and interview with co-creator Delca
Blast-Processing with a braid
Tomb Raider in 2D has existed for a while, ever since its debut on the Game Boy Color in 2000. But Tomb Raider: Side-Scroller Edition elevates the concept in a way that has kept me playing since its May 1 release. It's available for free on PC, though you can use apps like GameNative to run the game on Android devices. It's made from the tools that the community has had since the Room Editor was made available to users in 2000 with Tomb Raider: Chronicles on PC. For those unaware, this was Core Design's way of making levels back in the day.
Yet it's seen plenty of improvements since then, leading to some fantastic levels and custom games running on the older Tomb Raider engines. This now includes Tomb Raider: Side-Scroller Edition, developed by Delca and Tryxe, both of whom have been in the space for years. In addition, Delca was responsible for many of the textures in Tomb Raider: IV-VI Remastered, while Tryxe handled the coding.
Having played a bunch of this 2D Tomb Raider take, I reached out to Delca about how the project came to be, and what could be coming in future updates.
Princess of Persia
What spurred the idea of 2D TR to begin with?
Delca: The series has had 2D entries before, such as the Game Boy games from the early 2000s. However, they look and play quite differently from the Tomb Raider games on PS1. That's what we wanted to achieve with this Side-Scroller Edition, keeping the look and gameplay very close to the PS1 Era but in 2D. I want to clarify that this game is not meant to replace the 3D games. It's really an experiment and a "what if" idea. The 3D games remain the best way to experience Tomb Raider, but if you want a fresh take on the classics, this fangame is for you!
For those unaware, how does this work? Is this fully created from using the tools stemming from the Editor 26 years ago?
Yes, it originates from the Tomb Raider Level Editor (TRLE), which was officially released in 2000. Of course, the tools have evolved over time, and we can now create much more complex games than before. For Side-Scroller Edition, we used the TR5 engine as a base and reworked many aspects of it to make this fangame possible. In the end, we created a unified engine to combine traps and enemies from all classic games into one engine.

Was it a fun challenge to pick the 10 levels for this? Did any not make the cut for this release?
We felt that 10 levels (11 if you include the hidden post-credits level) was the right number to showcase a good variety of environments, from jungle to snow, and from modern cities to an abandoned castle. It also seemed like a reasonable scope, so we would not overwhelm ourselves - adding more levels would have meant more months of development.
The original selection of levels was slightly different. We began some work on Atlantis (TR1) and Louvre Galleries (TR6), but those levels were quickly cut. We couldn't really make them work in a 2D format like the others.
Did you both encounter any challenges getting the game to work in this way?
Developing this side-scroller was actually pretty straightforward. We know the engine well, so we already had a good idea of what would and wouldn't work, but enemies were probably the hardest part to get right.
This feels like an ideal addition to the Remasters - has Crystal/Aspyr reached out?
Releasing it as a free fangame let us have complete creative freedom. I believe it should remain that way to preserve its essence.

The game has received huge acclaim already - has this surprised you both this early on?
Super happy about it. I knew there was interest in a 2D Tomb Raider, but the most important thing was seeing if people would actually enjoy playing it. So far, people seem to really like it! This game isn't for everyone's taste, especially with the old tank controls. But if you're nostalgic for classic Tomb Raider, it's a fangame you shouldn't miss!
What are the future plans for it? Perhaps more levels from other titles or even from TRLE?
No immediate plans. A bit exhausted after this massive release!
Challenge Mode has been made available for TR I-III Remastered to a disappointing reception, mostly down to its bugs - what are your thoughts on this patch?
We learned about the Challenge Mode update at the same time as everyone else. A bit saddened by the current state of the remasters after this update. These remasters were originally about preservation and keeping the spirit of Classic Tomb Raider, something our team really cared about, while making them available on modern platforms.
It seems the new developer who took over and worked on this update has completely shifted that direction. As a result, the new outfits introduced with Challenge Mode look out of place and not in line with the classic spirit. The numerous bugs can always be fixed, but the new -questionable- outfits seem to be intentional. The new developer seems disconnected from what players want and what the remasters actually need.
Has Aspyr been in touch with you and the team to help fix Patch 5's outstanding issues?
No, they haven't.
My thanks to Delca for taking the time to chat with me.

I've been playing Tomb Raider: Side-Scroller Edition non-stop since its May 1 release, and it's no surprise as to why. It's Tomb Raider in 2D that's powered by the original engine - that's it. Assets, music by Nathan McCree and Peter Connelly, it's all here. Side-Scroller is simple but straightforward, and yet again, it makes me wonder why there hasn't been an effort by Crystal Dynamics and Aspyr to look into something similar.
All ten levels offer something different, and while I won't spoil what each one is, I was very surprised to see a take on Lud's Gate - but it translated perfectly here. The original Tomb Raider was inspired by Jordan Mechner's Prince of Persia games, and Side-Scroller does this without making it obvious. From the running jumps to the enemies, everything works. Even having TR3 mechanics in a couple of TR2 levels made it seem like those were always there to begin with - you can tell how much passion Delca, Tryxe, and the game's testers have for the series.
All I'd suggest to Delca and Tryxe is a way to restart the level after a death, as well as a time-trial mode to see how fast someone can beat the game. In addition, I've had a few readers reach out to me to figure out how to remap the controls. A player has published a helpful guide here for Dual Shock 4 owners, but a better way to do this directly would be welcome.
Otherwise, I'd love to see some more levels appear down the line - especially from the TRLE community. Back in 2025, the TR29 event in Derby hosted a talk where some involved explained their history with the tools, and it was a fascinating listen. Side-Scroller feels like a perfect opportunity to put a spotlight on these creators in a way that wasn't previously possible.
Nevertheless, what Tomb Raider: Side-Scroller Edition offers now is nothing short of impressive, and I'm looking forward to what else could be planned in the future.

