Indiana Jones and the Great Circle is MachineGames' love letter to the Spielberg-Lucas era of the franchise — a first-person action-adventure set between Raiders of the Lost Ark and The Temple of Doom that captures the intellectual swashbuckling of the films with remarkable authenticity. Developed by the studio behind the acclaimed Wolfenstein reboots, Great Circle treats Indy as a puzzle-solving brawler rather than a shooter, with melee combat, environmental improvisation, and ancient-mystery investigation as the primary gameplay pillars.
The game's first-person perspective, initially a concern for fans expecting third-person action, proves to be one of its greatest strengths. Seeing the whip crack, the fist connect, and the ancient ruin reveal itself from Indiana's perspective creates the most physically embodied sense of being the character since the original films. Voice work by Troy Baker captures Ford's cadence without crossing into parody, and MachineGames worked with Lucasfilm to ensure the world feels canonically consistent with the film era.
Set across six international locations (Italy, Egypt, the Vatican, Thailand, Iceland, and China), the Great Circle mystery involves a series of ancient sites aligned along a precise geographic path — an archaeological revelation that draws both Indy and Axis-allied forces into a race toward a power neither fully understands. The story unfolds through environmental discovery, decoded manuscripts, and conversations with local guides, creating an authentic adventure game feel that rewards curiosity over combat efficiency.
Authentic Indiana Jones-style melee with improvised weapons (frying pans, shovels, folding chairs), whip mechanics, and environmental takedowns
Italy, Egypt, Vatican, Thailand, Iceland, and China — each with distinct archaeological puzzles and period-authentic environments
Decode manuscripts, photograph evidence, and piece together the Great Circle mystery through environmental storytelling
Full whip physics for combat, traversal (swing points), puzzle solving (lever pulls, enemy disarms), and artifact interaction