
If your're into logic, problem-solving and building complex systems, then this is a game for you. All the fun of creating systems, using a visual node language, without worring about written syntax of text based programming. Learn real programming skills much faster in a explosions packed battle.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 11 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
I was told to leave a review, so I'm gonna do that, even if it's a bit harsh. 1. Graphics: Really fine now, apart from quite a lot of placeholder text 2. Logic: This game teaches early on, what you should never do: Time-based operations. Right in the first levels you are expected to turn at a specific time interval, but instead of providing that you need to figure that out by yourself. This is an awful idea. Instead the user should be able to incorporate the sensor they just aquired to detect when to turn. 3. Handling: I think this game in many ways feels a bit sloppy. The camera moves to quickly, number inputs do not make clear how to type into them, only showing that you can enter values by dragging. I would not complain if this system behaved like in GMod, but here it's just weird. All in all, the newest changes are really promising! Price is really reasonable as well!
I found Code Rivals from the developer, Leandro, suggesting it to people who played Human Resource Machine, another programming game that I had played extensively to the point of speedrunning it, by offering keys. Considering that he stated in his post that HRM had inspired him and his game, I asked various questions about that subject matter as well his future plans of his game. I am aware that he would read this review, so I would be providing more feedback and questions with hopes that he reads it and thus responds in the perspective of taking to him. My biggest problem is how limited the scripting language could be, particularly in the connection between blocks (Nodes? Commands?) and their inputs and outputs; when you connect an output to an input, that output connector cannot be used for other things. To put this respective, if I want to write a branch that does two different things, like running another branch if true while unconditionally doing something else, I would have to create a duplicate of that branch in order to do something like that. Here’s an example of that problem in flowcharts that I made using diagrams.net, where there’s two problems that functions similarly. https://jumbosf.neocities.org/media/coderivials/coderivials1.png https://jumbosf.neocities.org/media/coderivials/coderivials1.svg Of course, I won’t mind that Leandro would keep this limitation in either of choice or limitations, as well I’m aware that everybody can address this example problem with functions (custom events) or organization (the first activation can be placed at the start and would hilariously eliminate the example problem completely), but this is just an example that I would like to show to demonstrate such a concept. After all, I would think this would help in reducing the amount of blocks and would be better helping people new to software programming and design. In addition, I keep noticing bugs with the blocks where I can’t place down the block or stop creating connections, which tends to fix itself once my mouse leaves the game’s environment, like pausing the game or switching windows. If you need a demonstration of these bugs, let me know and I would like to get around recording myself causing these bugs, but I cannot promise that I would be able to do that at all since they tend to happen at random. Then again, this could be fixed next week as Leandro had stated in his response to TBF. [quote=leandrro;3772364949839822699]lots of things i see in HRM that i dont see in other programming games make me change design, like use saves between levels etc,[/quote] Lastly in one of your answers, which I quoted above, I found this one quite vague, particularly in using “saves between levels.” In HRM and 7BH, you can save and load levels by copying their contents as text into your clipboard, which in turn you can paste into a text file to save it for later or to edit its contents and paste it back, but I could be reasonable and might think you never had use this feature before, or you had did and didn’t like how it was handled. Could you care to elaborate what you didn’t see in both games and how did you address it? That’s my review of the game so far, and I might check the game back and make corrections to my review as it improves, but I cannot make promises. Leandro, I wish you the best of the luck in making Code Rivals and I hope you can maintain a modest fanbase in the process!! If you wish to learn more about visual scripting languages, you can read this English Wikipedia article, and I recommend checking out Flowgorithm, a scripting tool that allows you to create code for multiple programming languages by using flowcharts, similar to your game. https://en.wikipedia.org/wiki/Visual_programming_language http://flowgorithm.org/
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Portuguese - Brazil
Hours played at review time, across 32 reviews with recorded playtime.
Жена сказала, что если на этом обзоре наберётся 10 лайков и 5 наград, то она подарит ящик пива. Мужики, выручайте!
セールで安かったので買いました。 「オンラインプレイで1000回勝利する(人口…)」とか「リーダーボード(未実装)で1位をとる」とか、達成不可能な実績が用意されている点はもちろん良くないところですが、なによりおすすめできない理由は 同じプログラムでも試行のたびに結果が変わるところです。 60分毎にCTDするとか、Steam実績の達成済みの条件はセーブデータを消して達成しなおさないと達成されないとか、ステージクリア時にプログラムが保存されたりされなかったり古いデータが読み込まれたりとか、範囲選択がマウス移動量を拡大するとか些細なバグに目を瞑ってもおすすめとは言えません。 ゲームのコンセプトや根幹となるべき部分は揺るぎなくあるべきでしょう。
Overall, is an enjoyable game that combines coding challenges with strategic battles. While there are some areas that could use improvement, such as the tutorial and matchmaking system, the game's unique blend of coding and strategy makes it a standout in the genre. If you're a coding enthusiast or a fan of strategic battles, its definitely worth a try.
Principios basicos de programação bem faceis de entender, com os blocos de programação vc aprende rapido e logo ja esta programando os robos, as vezes fica meio confuso e vc acha que é defeito do jogo mas depois percebe que tinha um erro na sua programação
I did some research into the best beginner to advanced level coding games, and Code Rivals kept popping up as the best starting point for absolute beginners. It’s got enough depth to take you pretty far, almost to a university level, though it’s not quite the ‘top dog’ like Plasma is. It does need a bit of QoL updates, though. It’s a bit unpolished and the tutorial is surprisingly buggy (random camera snapping to the far reaches of the editor and losing zoom functionality were recurring issues when I decided to restart the tutorial from the beginning). The UI feels a bit clunky, almost like a mobile port. Still, despite the rough edges, I can already tell I’m going to sink a ton of hours into this.
still being developed , supported
It's certainly not polished and my code got so big it started to run very poorly. But it's really addictive and such a fun simple concept. I'd recommend giving it a try!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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