Secrets Of The Lost Temple
GAMING EXPERIENCE - META HORIZON WORLDS
Enter the temple…
Moma Egg, mythical guardian and protector of all magical creature eggs, once kept harmony within the ancient temple network. But a powerful disruption has scattered the enchanted eggs across hidden chambers, leaving them vulnerable. Team up with up to two friends and recover them by conquering the temple’s ever-changing puzzles!
BRIEF
Secrets of the Lost Temple was created to deliver a fresh, social puzzle adventure, one that blends quick problem-solving, teamwork, and a dash of playful competition.
Our goal was to craft an engaging multiplayer experience where players work toward a shared objective by tackling tricky, trap-filled temple chambers together.
And above all, we wanted it to be snappy and addictive enough that players would always catch themselves thinking: “Alright… just one more run.”
Approach
We built a puzzle system around daily temple runs, ensuring every adventure feels rewarding as you unlock magical creatures. These companions can be leveled up to boost your “luck” factor and to be showed off to others how many you’ve managed to collect!
Puzzles
Three handcrafted puzzle types; Pathway, Offering and Sequence, each designed to encourage experimentation, quick thinking, and lively team problem-solving.
Temple Structure
Each run takes 5–8 minutes: explore the chambers, solve puzzles, unlock the egg room, collect gold and creatures, then return to the lobby to gear up for the next adventure.
Visual storytelling
Crumbling altars, glowing switches, moss-covered stone, drifting energy - temples that feel ancient, mysterious, and very much alive.
Multiplayer by design
1–3 players with shared gold, visual signals, and collaborative moments woven directly into every room’s layout. (And a few opportunities to mess with each other!)
Puzzle Completion
Temples revolve around a single interactive puzzle. Players explore a small, focused chamber to trigger mechanisms, levers, bounce pads, and switches, gathering missing components like keys along the way. Once activated, the puzzle reveals a creature egg, delivering a quick hit of reward and excitement before sending players back to the lobby.
Creature Collection
Creature companions act as clear progress markers and personal achievements. Found at the end of each temple run, they range in rarity from Common to Legendary, with future Mythic tiers on the way. Every rescued creature is added to the player’s collection and can be assigned as a follower during exploration. Duplicate rescues are tracked and visually reflected, building a growing sense of accomplishment and deepening the collection over time.
Gold
Gold is earned whenever any player completes a puzzle or opens a gold urn, with all rewards shared to encourage cooperation. Gold can then be spent in the shop, where creatures of varying rarity are available for adoption. With prices increasing by rarity, gold becomes a strategic resource closely tied to each player’s collection goals.
Think you’ve seen them all?
There are still plenty to collect!
PLATFORMS & COMMUNITY
Now available on
Meta Horizon Worlds : VR, mobile, and web
Join our growing community on Discord for exclusive dev updates, behind-the-scenes sneak peeks, fun challenges, and exciting giveaways!
CREDITS
Client META
TEAM
Head of Production Charlotte Childs
Project Director Paul Vinter
Lead Game Producer Terry Summerbell
Creative Director Romain Marsaudon
UX Lead Fiona Brownlie
UX Designer Kaycie Chute
Game Design Lead Baptiste Billard
Game Designer Lilian Rochotte
Art Lead Alexandre Coadou
Concept Artist Tien Sang Dinh
Concept Artist Steven Yaffe
UI Designer Craig Allen
Motion Graphics James Wadkins
Freelance UX Designer Scott Shaw
Freelance UI Designer Arran Aver
Freelance UI Designer Rocky Riccardi
Freelance Copywriter Glenn Sturgess
Head of Interactive Lukasz Rynski
Head of Horizon Wojciech Ciemniecki
Lead Interactive Developer Juris Savostijanovs
Senior Interactive Developer. Jose Ferreira
Senior Interactive Developer Ivan Konstantinov
Interactive Developer Mikolaj Musialik
Interactive Developer Adrian Kolodziej
Interactive Developer. Tomek Rosiak
Interactive Developer Jakub Ozimek
Interactive Developer Quentin-Gerome Omel
Interactive Developer. Michal Inotlewski
Interactive Developer Filip Bednarz
Interactive Developer Paulina Halatek
Head of 3D Ormond Taylor
Lead 3D Artist Matt Kite
3D Artist Edwin Martinez Castillo
3D Artist Paulina Zdunek
3D Artist Célia Ragueb
Sound Engineer Axel Achard
Sound Engineer Klash Boom Bang
Technologist Robert Ford
QA Lead Fahed Chehabeddine
QA Tester Henry Yates
QA Tester Tom Parsons
QA Tester Aleksandra Hrabia
QA Tester Aleksandra Lange
