A solo developer has built a new game engine designed to modernise the creative tools behind the early Tomb Raider titles. Known as TombForge, the project reimagines the design language of 1990s 3D exploration games using contemporary rendering and physics techniques, all without relying on commercial frameworks such as Unity or Unreal.
According to developer Tiernan Watson, previously known for the URaider framework, TombForge is written entirely in C++ and powered by OpenGL, integrating the Jolt Physics SDK for robust collisions and interactions, alongside serialisation and advanced animation support.
Watson first announced TombForge on X (formerly Twitter) on 9 October 2025, sharing a short video preview of the in-engine editor in action:
"Introducing TombForge – a custom Tomb Raider game engine built from scratch for the development of modern Tomb Raider levels! Featuring PBR rendering, TRA animations, a TRAOD GMX importer and more to come!"
In reports published by 80.lv and TimeExtension, the in-engine editor already supports advanced lighting, animation, and audio tools. It also introduces a physically based rendering pipeline (PBR), giving environments and character models a contemporary visual finish while retaining the grid-based logic of early Tomb Raider level design.
Rather than recreating the original games, TombForge aims to rebuild their workflow. The developer describes the project as a "spiritual successor" to the tools that Core Design might have evolved if development had continued through the 2000s. By creating every component from scratch, Watson maintains full control over how materials respond to light, how physics behave when puzzles trigger, and how camera perspectives adapt in complex environments.
A screenshot of the current build show a streamlined editor interface with tabbed views for models, lighting, and collision geometry. Level designers can preview dynamic shadows, adjust fog layers, and assign material properties directly within the viewport. Early testers have noted how fast asset changes propagate, one of the advantages of a purpose-built engine not burdened by large-scale commercial codebases.
While still early in development, TombForge's technical foundation reflects a growing interest in independent, purpose-built engines. Many small developers are re-evaluating large commercial toolchains after recent shifts in licensing policies and engine fees. By contrast, TombForge demonstrates how a single developer can produce a stable, physically based editing environment tailored to a specific creative heritage.
The project also holds value for preservation and education. Watson has discussed eventual plans to support legacy Angel of Darkness file formats, potentially allowing fans to import assets from older games into a fully modern toolchain. Such compatibility could help archivists, modders, and students study early 3D design within a safe, legal framework, an area where independent developers are increasingly leading innovation.
Although no release date or licensing terms have been confirmed, both 80.lv and TimeExtension note that the project has attracted strong community interest. On Reddit (r/TombRaider), one user wrote, "TombForge promise a new Level Editor engine with modern textures, graphics and, most probably, modern controls as well…" echoing the broader enthusiasm for a fan-driven revival of creative freedom. For many developers, it represents a form of independence that has become increasingly difficult to achieve within mainstream game production.
With its combination of modern rendering, open physics, and a nostalgia-driven purpose, TombForge stands out as a quiet statement of what individual developers can accomplish. If the engine reaches public release, it could join a small but influential movement proving that the future of creative tools may lie not in scale, but in precision and intent.
Source(s)
80.lv – "Custom Game Engine for Crafting Modern Tomb Raider Levels" (Oct 2025)
TimeExtension – "TombForge Is a Promising New Tomb Raider Engine" (Oct 2025)
Jolt Physics SDK – Official GitHub
Tiernan Watson – Developer page on X
Reddit – "Who else is super excited for the new -unofficial- level editor!" (Oct 2025)