Tomb Raider Angel of Darkness Fan Remake feature

Tomb Raider: Angel of Darkness Remake Demo in Unity Engine Released

Now here is something that completely passed under my radar. In 2021, we informed you about an upcoming fan remake of Tomb Raider: Angel of Darkness in Unreal Engine. However, it appears that a similar project was in development for the Unity Engine. And, from the looks of it, there is a demo that you can download and play.

This pre-alpha demo features only one level from Tomb Raider: Angel of Darkness. It also comes with proper gameplay mechanics, meaning that you can climb ladders, use a flashlight, explore the environment and fight an enemy. It’s a pretty basic tech demo. Still, this is something that may interest some of our Tomb Raider fans.

Tomb Raider: The Angel of Darkness originally came out in 2003, and it’s considered one of the worst Tomb Raider games. That was mostly due to poor controls, weird camera angles and combat issues. The game also had a lot of bugs at launch.

Now from what I’ve seen, there are no plans to turn this Unity Engine project into a full-fledged project. After all, its creator has been inactive for the past two years. Still, it’s a cool tech demo for you to try.

On the other hand, the Unreal Engine Remake of Angel of Darkness is still in development. That remake has better graphics and a higher-quality 3D model for Lara. However, there is still no ETA on when it will come out. We also don’t know whether or not we’ll get a demo/beta version of it in the future. Still, the fact that the project is still being worked on is at least good news.

Anyway, you can go ahead and download the Tomb Raider: Angel of Darkness Unity Engine Remake Demo from this link. Although this tweet is from 2021, the download link still works.

Have fun!

Tomb Raider: Angel of Darkness Unity Engine Fan Made Remake Demo (URaider) - PC RTX 4080 Gameplay

13 thoughts on “Tomb Raider: Angel of Darkness Remake Demo in Unity Engine Released”

  1. I would like a total remake with extreme graphics of TR 1-2-3 but it’s not going to happen. The demo of tr2 was very good.

      1. first off Anniversary is a remake to core’s tr1 legend and underworld are soft reboots that distance itself away from the source material and what was established by core design the canon and source material. legend and underworld is it’s own separate timeline – legend’s timeline. the hard reboot 2013 is just 1000% fan fiction that has nothing to do with canon lore and source material while changing lara entirely a character that square and crystal didn’t even create but try to damn hard on trying to change the character every chance they get. just like this trash fanmake because it’s not official and it also deviates from lara’s actual design.

  2. It looks to have almost every problem the original game had and then some new ones on top. The main issue is the glaring dissonance between the “realistic” architecture and the classic TR movement that revolves around simple box shapes. There’s metal rails everywhere and Lara can grab SOME of them but not all of them. There’s 3D modeled ladders with collision sticking out of a wall so now instead of simply running against the wall (which would have been textured to symbolize a ladder in a classic TR game), here you get snagged on the side of the ladder unless you carefully approach it from the front. Annoying and a clear downgrade in usability. This is the sort of problem a remake should fix, not repeat. The added visual and collision geometry makes the levels less readable and more cumbersome to navigate. In gameplay terms the attempts at more fidelity were a strict DOWNGRADE. Every earlier TR game is automatically better because it doesn’t confuse the player with places that should be climbable but aren’t, or stop the player’s flow with annoying collision geometry. Speaking of which, it’s for good reason that later 3D platformers would make you automatically snap to ladders from a step away, or would simply remove the collision between ladders and the player. Both solutions return us to the ease of use of classic TR, the developer just has to recognize the problem and pick one of the viable approaches to solving it. Another example: The gate and the low wall at 0:50 should all be climbable. Solution: Put spikes on top of the gate and fence in the side wall as well, don’t leave a big gap that looks like the player should be able to enter where he can’t! Spikes would also solve the grotesque roof platforming route where Lara has to shimmy along the ledge for ages instead of just climbing up and over the rail like any normal person would. Not only does the rail pose no intuitive obstacle, in reality the rail would make it EASIER to climb up, not harder. The visuals are the opposite of what the gameplay requires! Something like spikes or an electric fence is needed.

    TRAOD is universally recognized as deeply flawed so I’m baffled to see a remake that basically slaps newer graphics on all the same flaws. How could this lead to a reception any better than the panning the original game received?

  3. I do agree with all the ideas you have introduced on your post They are very convincing and will definitely work Still the posts are very short for newbies May just you please prolong them a little from subsequent time Thank you for the post

  4. It looks to have almost every problem the original game had and then some new ones on top. The main issue is the glaring dissonance between the “realistic” architecture and the classic TR movement that revolves around simple box shapes. There’s metal rails everywhere and Lara can grab SOME of them but not all of them. There’s 3D modeled ladders with collision sticking out of a wall so now instead of simply running against the wall (which would have been textured to symbolize a ladder in a classic TR game), here you get snagged on the side of the ladder unless you carefully approach it from the front. Annoying and a clear downgrade in usability. This is the sort of problem a remake should fix, not repeat. The added visual and collision geometry makes the levels less readable and more cumbersome to navigate. In gameplay terms the attempts at more fidelity were a strict DOWNGRADE. Every earlier TR game is automatically better because it doesn’t confuse the player with places that should be climbable but aren’t, or stop the player’s flow with annoying collision geometry. Speaking of which, it’s for good reason that later 3D platformers would make you automatically snap to ladders from a step away, or would simply remove the collision between ladders and the player. Both solutions return us to the ease of use of classic TR, the developer just has to recognize the problem and pick one of the viable approaches to solving it. Another example: The gate and the low wall at 0:50 should all be climbable. Solution: Put spikes on top of the gate and fence in the side wall as well, don’t leave a big gap that looks like the player should be able to enter where he can’t! Spikes would also solve the grotesque roof platforming route where Lara has to shimmy along the ledge for ages instead of just climbing up and over the rail like any normal person would. Not only does the rail pose no intuitive obstacle, in reality the rail would make it EASIER to climb up, not harder. The visuals are the opposite of what the gameplay requires! Something like spikes or an electric fence is needed.

    TRAOD is universally recognized as deeply flawed so I’m baffled to see a remake that basically slaps newer graphics on all the same flaws. How could this lead to a reception any better than the panning the original game received?

    1. I don’t agree with everything you said but the sheer amount of classic TR autism in your comment deserves a thumbs up.

  5. Just wish to say your article is as surprising The clearness in your post is just cool and i could assume youre an expert on this subject Fine with your permission allow me to grab your RSS feed to keep updated with forthcoming post Thanks a million and please keep up the enjoyable work

  6. I liked it as much as you did. Even though the picture and writing are good, you’re looking forward to what comes next. If you defend this walk, it will be pretty much the same every time.

  7. this modern obsession on trying to make everything “realistic” is lame. ever since 2013 fan fiction trilogy introduced this element while having nothing to do with “tomb raider” just in name only. why is it so damn hard to stay true to lara’s original design? it’s not that damn hard when remastered trilogy brought her cover art design and made it into her actual 3d character model bringing her original design that core and toby had created to life. that’s a faithful adaption that’s stayed true to what they intended. this whole fan fiction “remake” isn’t even staying true to just that.

    what makes u think ur better than the creators (core design and toby gard) on the look that they had intended for her to look like? the remastered trilogy did that faithfully but u can’t? this is literally a deviation from her actual design.

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