
The new open world, spellcasting action-RPG. The grimoires have been stolen, civilisation is in ruins. Rise, Curator! Craft ancient elemental magics and challenge the great lords who threaten to fracture reality itself.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
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.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 81reviews | 72% | — | $52.4K |
| $24.99 | 238ratings | 71% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I've been having a lot of fun trying out different combinations of spells and staves. This is an acceptionally well put together game for a solo dev!
I'm a bit baffled by some of the negative reviews. This is an indie game, and with that comes a bit of jank, but nothing that truly sours the overall experience. It doesn't do a lot to innovate the soulslike genre but it stands out enough to be unique. What it does right: -Exploration is winding and fun and quite surprising. -You'll use a ton of different spells in different scenarios rather than one or two weapons which you just 'make work' because you've dumped resources into them. -Animations are impressive -Atmosphere and lighting are superb -I feel like I could start again with different spells and have a different experience -Never really resource-locked, meaning I felt it just came down to my own skill, patience, insight, whatever you feel is best, to get me through scenarios. What it does wrong: -Can't rebind controls -Some of the menus are inconsistent (but people basing their entire negative reviews around it come off like Game Design 101 students--it's hardly a dealbreaker) -Some attacks can hit you through walls -No buffer for your shield, so when you get knocked down and want to defend you have to try to guess when you are actionable again. (lots of enemies will attack you when you're down--not a negative, it's just the way the game is. I'll get to that later) -I kind of don't care about the story but I also kind of don't care about a lot of stories that aren't in books so maybe ignore this -Locking on to a *specific* enemy can be tough, and only made harder by the lack of rebinds -You can attack foxes. No, I haven't done it. Also, no, I don't care that their guardian tries to attack me, I'm not doing it. What it does differently (in a good way): -Elemental RPS. Combat involves you figuring out what enemies are weak to which element is great for spellcasting. There's something like 8 or 9 different spell types and they all function differently. You switch between them on the fly (I'm playing m/k so it's the top row to swap) -Emphasis on parries. Guarding is kinda bad to do as most attacks really drain your stamina so you want to parry as much as possible. But there's risk/reward here as many stronger enemies attack in combos/strings and if you flub the parry you might get knocked down or stunlocked. But when you get the parry you're rewarded for it by stunning the enemy and you have time to unleash a powerful spell. I mentioned in the negatives that bringing up your shield from knockdown is really tough and I just think it's because you're supposed to parry as much as possible. If you try to parry that next attack that would hit you then the shield would come up at the right moment rather than just holding shield because you made a mistake. Still grappling with this myself. -Mana regenerates. This is fun. I don't really feel precious about my magic like I should only use it on the boss. Hell yeah, eat this lightning bolt, and you, have an eldritch blast. Spellcasting is FUN and I don't need to manage any items to make sure I can keep casting spells. -De-emphasis on equipment? Thus far it seems like your character looks the way your character looks and there are different colored robes and hats which have their own stats. Luckily your character looks ♥♥♥♥♥♥ rad so I don't mind this at all. So far I'm really pleased. I actually want to play this. I haven't dabbled too much into other soulslikes (outside of fromsoft ones) but I've tried things like OG Lords of the Fallen, Code Vein, and probably some others I can't remember. This is easily my favorite souls game since Bloodborne, and if you cut your teeth on Demon's Souls and Dark Souls like me, a lot of the things people are complaining about won't matter at all. The game can be difficult, but you need to, as they say, git gud. I'll keep playing and if I run into something awful then I'll edit this review. Also, I got the game at like 50% off so maybe that's helping, but the price is always gonna change while the game is the game. The price is what you're willing to pay and I'm coming up on a dollar an hour and pretty happy for it. Update: Alright, many more hours in and I think I found a game-breaking bug but weirdly it doesn't super sour my opinion of the game. I think it's a bummer and even worse I didn't quite realize it until I put a lot more time into my playthrough, but I've since started again and, like most soulslikes the second time around, it's going much faster. And also, I'm playing with different stuff and it's fun to try new things. Might keep going, might not, but overall I'm happy with the game and think it's really cool, but it does have some solo-dev jank still in there. The bug in question, pretty minor spoilers--I traded final hits with the first "lord style" boss, and killing him forces a key item into your inventory. I used said key progression item, not realizing that the boss had respawned. Not being a little chump, I went back and beat him without the trade and got a duplicate of the key progression item (necronomicon) which spawned a trigger to use it. Again. But the thing you use it on already has it, therefore I can't use it again, and it won't progress to the next book to place down. So two more fancy books in and I can't use either of them and I'm sure I won't be able to use the next ones I find so I'm just calling it good on that playthrough.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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**languages with full audio support
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Codex Lost is remarkable for mostly just being solo developed. I enjoyed it throughout. It reminds me of Dark Souls II (and I enjoyed this dark souls). You have to be patient getting through the world. It is rather difficult at first because of the lack of directions and checkpoints along the way. But that forces out a measured playstyle which suits exploration quite well. So if you enjoy a soulslike with more exploration focus and atmosphere, I recommend giving Codex Lost a try!
Amazing game!!! I loved it since the beggining. Its a perfect combination of souls like with elemental magic. Each enemy has its own weakness and resistences so you must combine spells from the seven different kinds of magic availables. It has been a great surprise. I can say no more that i have beaten the game in 55h within 2 weeks because i was so trapped with it. If you like souls, magic and elements, you are gonna love it! Of course there are some downsides because the game was made by only ONE person but there is no other game in the genre like this one and this is exactly the game i didnt know i was looking for until i did
Needs a lot of work in terms of controller support. The controls are wonky as hell, and the on-screen suggestions don't even suggest a controller is possible.
Amazing game, sure there are things that can be improved and other things that I would argue against improving. In many aspects this game does not hold your hand, and it gave me what I was looking for, the feeling of playing Darksouls 1 for the first time, and for that I am very grateful <3 Bosses are interesting and engaging Exploration is fun and the world feels populated, I have played games where it felt like the world was empty many times, but this was a lot of fun to explore. My first run took me 40 hours, and I looted pretty much everything. The story is good, I think maybe using the lore tablets more around the world to reveal more details about the story would have added to the already great exploration. The enemy variety is good too. Combat is interesting, although I feel the dodge is awkward to execute and I would often get clipped anyway so I ended up resorting to a kind of tank build using the earth spell Barrier to reduce stamina usage when blocking with the magic shield. I didn't enjoy the leveling system as much, felt too barebones and simplistic, and I feel there is a lot of wasted potential there, such as making intelligence impact casting speed to make combat more dynamic and fast paced. The idea to make enemies have different resistances was amazing as it forces you to try out many different spells in order to have a toolkit that can tackle most situations. NG+ halving your damage output was a bad decision IMO, making enemies have more HP, like 25% and increasing their resistances to make playing around immunities more relevant would have been a nice way to keep things fresh. I understand this was developed by one person, which is completely insane considering the resulting product. Amazing work brother!
I want to like this game so badly, but it's awful. I love the premise of playing a soulslike dedicated to magic, and am really interested in the spellcrafting progression system. You don't need to find the one person or chest that has the spell you're interested in, you find the components naturally as you play. The variety also looks great. The game just feels bad to play. Like truly awful. It's very very common to be caught on small level geometry. The animations of hitting enemies and being hit don't feel impactful, they feel muddy. You cannot buffer dodges or blocks in hitstun, meaning to block attack strings you have to mash the input to make sure you don't immediately die to a blender. I took a break from the game after being caught in the middle of an open room by a small spider, "cornered" by a small standing torch and an ankle-high portion of a ramp, unable to roll past their small body nor stunlock them with a quick string of melee ranged spells. This had been the last jank straw that broke me. Today I came back to give it another try, and started making some attempts at a stone soldier boss fight in an open room. The fight felt muddy and awkward, and after failing an attempt by being killed by the *startup* animation of one of his sword swings I decided that was enough for me. If you don't mind the jank there's a great game here. I just can't.
If you like souls like games and play as a caster/mage probably like this game.
For sure a spell centered souls like game. hands down, 9/10
I generally hate souls-like games and suck at fighting games, but I love this game. It has a very chill vibe and despite being difficult it's not impossible. I give it a 9 out of 10. I usually play RPGs but this game has me hooked.
Players by region
Where this game's players are, estimated from review languages.
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