
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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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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% | — | $53K |
| $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
For sure a spell centered souls like game. hands down, 9/10
this game is shockingly fun. Spells are fun to cast, just needs a few tweaks and this game would be even better. I will even go as far as to say this is a hidden gem
Two Hours Was More Than Enough — Codex Lost Is an Exercise in Frustration I gave Codex Lost a little over two hours because I genuinely wanted to give it a fair chance. That was more than enough. This is one of those games where "Soulslike" seems to have been interpreted as "make everything unnecessarily awkward and frustrating." Difficulty is one thing. Bad game design is another. The combat is probably my biggest complaint. Targeting is terrible. Locking onto the enemy you actually want to attack feels far less reliable than it has any right to be in a game whose entire combat system revolves around ranged spellcasting. Fighting the controls and camera is not challenging gameplay—it is just irritating. Then there are the controls themselves. You cannot even properly remap them. In a modern PC/console game, particularly an action RPG where timing and muscle memory are fundamental to combat, this is ridiculous. Players have different controllers, different preferences, different accessibility requirements, and decades of experience with different control layouts. Apparently, Codex Lost has decided that none of that matters. Movement feels equally dated. The character cannot even jump. You are supposedly exploring this enormous interconnected fantasy world as a powerful mage, yet apparently stepping over something more than ankle height is beyond the Curator's magical abilities. Nothing screams "open exploration" quite like being defeated by basic geography. Which leads to another baffling decision: there is no proper map. The game creates a sprawling, confusing, interconnected world and then gives the player almost no reasonable way of keeping track of it. Getting lost because a world is cleverly designed can be fun. Getting lost because the game refuses to provide basic navigation tools is not exploration it's wasting the player's time. The story did absolutely nothing to compensate for these problems. After more than two hours I had very little interest in the characters, the world, or what was supposedly motivating me to continue. There is a difference between mysterious storytelling and simply failing to make the player care. And that really sums up Codex Lost: it continually mistakes inconvenience for difficulty, obscurity for depth, and clunky mechanics for old-school Soulslike design. I appreciate that this was an ambitious project, particularly for a very small development effort, and there may well be an interesting world buried underneath all of this. But ambition doesn't automatically make a game enjoyable. A fascinating interconnected world means very little when navigating it is miserable, and having dozens of spells means very little when the targeting and controls make using them frustrating. In short, after a little over two hours, I wasn't intrigued enough to keep exploring. I wasn't excited to discover the next spell or boss. I was simply annoyed. There are far too many excellent Soulslikes available to spend my free time fighting a game's interface, targeting system, movement limitations, and nonexistent navigation. Not recommended.
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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
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.
A very ambitious Action RPG, focused on magic and spell casting with lots of items, content and areas to explore.
Hey dev, hope you see this. I was absolutely obsessed with your game. It is such a masterpiece and it is wild to me that it sits at mixed right now. I loved that you leaned into a mage playthrough and it WORKED. Not being too easy or hard, and having to rpg/customize your approach to certain areas. Really incentivizing you to explore all the spell trees rather than just sticking to a few favorites. I was constantly in awe of the scale of the world and art direction despite obviously being indie. It was hard to fathom how one guy put it all together. I also think you did an amazing job recreating the dark souls 1 approach that is so abandoned by many souls games these days (areas looping on themselves). Some feedback, since I know you often asked for it on forums/reddit. I'm really excited for the sequel, but with me hearing it is going to have fleshed out melee content I do hope that you keep the series magic first identity and that melee is in most builds, a supplement. For example, it could be used to restore mana kind of like the manaless burst spell in each skill tree. There are more soulslikes each day that focus on crunchy melee content. Feedback - I hope you stick to using perfect blacks it made the game beautiful on OLED screens, even if I know so many people wined about it in reviews (magelight to be fair I didn't get access to until right before the last boss). Some areas got a little too confusing for their own good (notably too many exits in and around the castle area). I didn't love the platformy stuff toward endgame (dritholith, light lake). I think the endgame would have been more rewarding leaning into unique combat challenges for this area. Also the gimmick boss nature of the dritholith wasn't so fun. Idk what the control scheme is like for the new game...but I always wished on controller we could have more than 4 quick access... 8 if we used both triggers. Just overall was so glad I gave this game a try. Kudos to you. An absolutely incredible journey.
Played for a little bit, here's my general impressions: 1. The UI is atrocious. I'm sick of black backgrounds with some vaguely fantasy ALL CAPS white text. Not only that, the UI is hot garbage with a controller. As in, you cannot select an option in the settings hot garbage. 2. The enemy attacks are really strange. They run up to you all like "ooooh I'm gonna getcha" and then they their attack comes out within a couple of frames. It's not a huge deal since the parry timing is fairly generous, but yeah. 3. FOR THE LOVE OF ♥♥♥♥. And this goes to any developer of a melee combat game where lock-on is a feature. If an enemy walks up to you, TILT THE ♥♥♥♥♥♥♥ CAMERA UPWARDS SO THAT THE PLAYER CAN SEE WHAT THE ♥♥♥♥ IS GOING ON. This goes doubly so for this game where there are spell effects out the ass. 4. The combat is okay. Floaty, janky, but I can live with it. The hit stun effects could be improved here. 5. I like the level design. Feels reminiscent of of the Demon's Souls/Dark Souls era. Couple other things that irk me - the "settings" are laughable. You got your typical UE post-processing garbage that tries to mask the horrid visuals and you have to go fiddling with `.ini` files in order to fix this. Also why is the lighting so overblown? The dynamic range needs to be reigned in a little here. All told it's a very promising game but I don't think it's worth more than €20. Perhaps if the devs fix the UI, the settings, and other little grievances this could become a little cult classic.
Yeah its bad... was very hyped for this game did some research into it and finally decided to get it. Extremely janky, laggy, freezes constantly. Combat is the worst part claims to be souls like but combat feels like an old point and click MMORPG, no lock on and the ranged attack randomly shoots different places its just not good do not buy this game.
The lack of a map and online community make the game unplayable. I even sourced a 'sort' of map from Reddit. This thing is literally a work of art, but the diagram just proves how ridiculous the level design is. I have been playing for hours and encountered 1 boss. The game could have been very good, but you simply end up walking around in circles. I am gutted, because I thought this game would be brilliant - it is ruined by the lack of basic fundamentals for game of this genre. If I could get a refund I would, but sadly, I do not qualify. This is coming from someone who has completed, and pumped hours into, all the 'proper' souls-likes out there.
The lower budget 3d visuals actually give this game a very unique vibe, like a cartoon from a parallel reality. I found it challenging but really wanted to keep trying to beat the level. It's pretty good and it's a breath of fresh air that you're not a sword-swinging warrior for once.
Players by region
Where this game's players are, estimated from review languages.
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