
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.
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% | — | $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
not recommended at the current state or at least only in sale - but has potential. just frustration for me. In all games, I play a mage. I skip most games where I can't be sth. like a mage. I really like soulslikes. So this looked really promising. But: I did not find out to go home to level. Memory-Stones seem to be unidirectional. And: the combat is clunky af. my favourite is when you dont get any feedback that you have been hit (you might have used your shield but that doesnt always help). you will get stuck somewhere and enemies can just destroy you. Of course, given enough patience, you can probably master that clunkyness especially with parrying and sometimes evasion. maybe I give it another try when I am desperate enough.
movement looks off and makes me dizzy which is a first for me. You have to close the game via task manger, hitting alt f4 or force close it in steam because hitting the Esc button does nothing in this game, its like they want to trap you in the game and its not even early access this is full release. Most likely going to return it this... This game is bizarre to say the least.
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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 an action RPG developed by Freemana and published by JanduSoft that blends open-world exploration, challenging combat, and an extensive spellcrafting system into a dark fantasy adventure. Inspired by the demanding nature of Souls-like games but determined to establish its own identity, the title shifts much of its focus away from conventional swordplay and toward magical experimentation. The result is an experience that rewards curiosity, strategic thinking, and perseverance while offering players considerable freedom in how they approach both combat and character development. The game's story unfolds in a world that has fallen into ruin following the disappearance of powerful magical tomes that once maintained order throughout the realm. Civilization has fractured, ancient powers have awakened, and dangerous rulers now threaten what remains of the world. Players assume the role of the Curator, a figure entrusted with recovering the lost knowledge contained within these legendary grimoires. While the narrative follows familiar fantasy themes involving corruption, forgotten civilizations, and the struggle to restore balance, it succeeds in creating a compelling backdrop for exploration and progression. One of the game's strongest features is its world design. Rather than leading players through a strictly linear sequence of levels, Codex Lost presents a large interconnected environment filled with hidden locations, dangerous enemies, secret pathways, and valuable rewards. Exploration is consistently encouraged because valuable discoveries can dramatically influence a character's strength and capabilities. Every ruined fortress, forgotten temple, and remote wilderness area has the potential to contain something useful, whether it be equipment, lore, resources, or powerful magical components. The atmosphere of the world deserves particular praise. The environments are steeped in decay and mystery, creating the impression of a kingdom that has long since passed its golden age. Ancient structures stand abandoned, remnants of lost civilizations can be found scattered across the landscape, and danger seems to lurk around every corner. This environmental storytelling helps create a believable setting without relying heavily on lengthy exposition. Players gradually uncover the world's history through observation and exploration, which adds depth to the overall experience. Combat is where Codex Lost differentiates itself from many of its inspirations. While timing, positioning, and stamina management remain important, the game's true focus lies in magic. Players can craft, modify, and combine spells to create personalized combat styles. This emphasis on magical customization gives the gameplay a distinct identity and allows for a remarkable amount of experimentation. Rather than forcing players into predetermined archetypes, the game encourages them to discover combinations that suit their preferences. The spellcrafting system is arguably the centerpiece of the entire experience. Through exploration and progression, players gain access to numerous magical abilities that can be mixed and refined in different ways. Offensive spells, defensive enchantments, elemental effects, and utility powers all contribute to a flexible progression system. The ability to create unique spell combinations adds a layer of creativity rarely seen in similar action RPGs and ensures that combat remains engaging throughout the adventure. Resource gathering and crafting further enhance character progression. Defeated enemies and hidden locations provide materials that can be used to improve magical abilities and equipment. This system creates a satisfying gameplay loop where exploration leads to stronger tools, stronger tools enable survival against tougher enemies, and new victories unlock additional opportunities for growth. Every aspect of progression feels interconnected, reinforcing the importance of engaging with all of the game's systems. The challenge level remains consistently demanding. Enemies hit hard, boss encounters require patience, and careless mistakes are often punished severely. Victory depends on understanding enemy behavior, managing resources effectively, and utilizing the right abilities at the right time. While the difficulty may initially feel intimidating, it creates a strong sense of accomplishment whenever a difficult obstacle is finally overcome. Players who enjoy mastering mechanics and learning through failure will likely find the challenge rewarding rather than frustrating. Boss battles are among the most memorable highlights of the adventure. These encounters test every aspect of a player's build and understanding of the combat system. Each major opponent presents unique attack patterns and tactical challenges that force players to adapt their strategies. Success often requires careful preparation, thoughtful spell selection, and precise execution. Defeating these powerful foes provides some of the game's most satisfying moments. Visually, Codex Lost delivers an attractive presentation despite its independent origins. The dark fantasy environments are varied enough to maintain interest, and the spell effects create impressive displays during combat. Magical attacks feel powerful thanks to strong visual feedback, while environmental details help establish the mood of a world on the brink of collapse. Although the game does not possess the production values of major AAA releases, its artistic direction compensates by creating a distinctive and immersive atmosphere. The game's pacing benefits greatly from its open-ended structure. Players can often choose their own path, deciding which areas to explore and which challenges to tackle first. This freedom helps create a genuine sense of adventure and prevents progression from feeling overly restrictive. The world invites experimentation, rewarding players who venture beyond obvious objectives in search of hidden opportunities. There are, however, some limitations. Certain aspects of the game reveal the constraints of its development budget, and occasional rough edges can be found in both presentation and mechanics. Some players may also find the difficulty discouraging, especially during the early stages when resources and abilities are limited. Additionally, while the lore is intriguing, the narrative often takes a secondary role to exploration and combat, which may leave story-focused players wanting more. Despite these shortcomings, Codex Lost succeeds because of its ambition and creativity. The game takes familiar action RPG foundations and enhances them with a robust spellcrafting system that encourages experimentation and personal expression. Combined with rewarding exploration and challenging encounters, this creates an experience that feels distinct within an increasingly crowded genre. Codex Lost is a rewarding dark fantasy RPG that offers meaningful customization, satisfying progression, and a world filled with secrets to uncover. Its focus on magical combat provides a refreshing alternative to more traditional action RPGs, while its challenging encounters ensure that success always feels earned. Although it may not reach the polish of larger productions, its strengths far outweigh its weaknesses, making it a worthwhile adventure for players who enjoy exploration, experimentation, and demanding gameplay. Rating: 7/10
Stunning world for exploring, a marvel 10 in that aspect. The rich spellcrafting and creatures are very creative. But it's so complex, I need a walkthrough, and will jump right back in cause I dearly love the world . -- Disclosure: 71 y.o. and slower now, so I make my own C.E. tables for all games I play. - All these are Type Float, value in Status, and separated by 4 Bytes in the order listed which makes it really easy to find them : Health left, Health MAX, Stamina left, Stamina MAX, M ana left, Mana MAX. You can input any value you want, for example 99999. - Most anything else except Poise, is Type 4 Bytes exact (elements, consumables, key elements, tools, etc.) Specially useful is the grade of your staves smithing (in some anvils up to grade 3, but in the Guildhall up to 10). Find easily the grade address (grade 1, 2, 3) put a 10 and suddenly you initial staff has 100 for all elements. And the variable staves some values up to 200 - though variables have negatives elements values too-. And piles more to put here, experiment. Enjoy !
I had fun
Soulslike unique car entièrement axé sur la magie mais aussi du fait de l'ambiance un peu surréaliste. On craft nos sorts à partir de recettes trouvées dans le monde ou simplement en ayant les ingrédients requis. Tous (8 écoles/éléments avec des sorts càc, distance et aoe) ont leur utilité : offensive, pour s'adapter aux faiblesses et résistances des ennemis, défensive et utilitaire avec des buffs d'armure pour mieux tanker, de vitesse, de lumière pour voir dans les zones sombres ou encore une téléportation vers le hub. Pour la partie combat on a donc nos sorts pour attaquer, qui évidemment consomment du mana, et un bouclier magique pour bloquer ou faire des parades parfaites (qui stagger les ennemis et regen un peu de mana). Je dirai que la difficulté est facile/moyenne pour un habitué du genre, il suffit de faire bon usage des différentes et nombreuses options de sorts dont on dispose pour se battre en fonction de l'adversaire en face. Et le timing de parade est généreux. On sent quand même bien le gros côté indé du jeu (fait par une seule personne) : hitbox parfois douteuses, feedback très léger voire absent quand on prend des dégâts, pas d'invincibilité entre deux coups donc on se fait facilement stunlock, des animations d'attaque parfois longues qui laissent sur place et vulnérable... Mais pas de quoi rendre l'expérience trop frustrante pour moi, il suffit de s'adapter pour éviter ces situations, le combat reste correct. Le gros point fort de ce jeu pour moi, qui m'a donné envie de le finir et de tout explorer, c'est la taille du monde et son level design qui sont probablement inégalés dans le genre soulslike. On a des zones ouvertes massives et des donjons globalement eux aussi énormes, presque tous connectés les uns aux autres par des raccourcis, murs secrets et un grand nombre de transitions avec chargement, comme dans Hellpoint. Pas de map par contre donc on se perd très facilement même avec un sens correct de l'orientation, perso j'adore ça car aucun espace n'est gâché, il y a des ennemis, des objets et des points d'intérêt dans chaque recoin, on a jamais le sentiment de traverser une map vide. Aucun bug majeur type softlock à signaler en près de 40h.
This game is so much better than what i could have expected! I have this genuine first Dark Souls/Elden Ring blind playthrough feeling. I'm checking everything, getting lost, i found by chance some late game material and gear quite early, got wrecked in those areas...i love it! Thanks a lot to the single dev who made this awesome game, what you created here is just amazing! The world, visuals, combats, progression, spells, everything works perfectly and is just so much fun. It's hard but doable, fun and addictive. I just sat 6 hours in a row playing Codex Lost and i enjoyed every second of it. Great game ! Edit: just finished my first playthrough and it's awesome all the way. I'll try NG+ now.
A good game that could've been great. If you want to spend some time with a mix-up of Soulslike formula with focus on magic, this is the game for you. To keep it short, this game remidnds me of Dark Souls 2, for better and for worse. On one hand it's interesting and fun, with the spells being all distinct enough to be interesting but not so different as to be unintuitive, with excellent level design and the sheer scope being nothing short of outstanding for an indie game with one main guy. On the other, the scope is exactly the reson why this game falls short. The artstyle and enviroments are okay, with great ideas being let down by the execution - the mobs and locations aren't really pretty or eye-catching, just functional. The same could be said of the story, the music and some gameplay choices. It's not bad enough to be noticeable, but it's not what it could've been with a bigger team either. Then again, this game feels like it had a lot of love put into it. As I said, the level and location design are excellent and I never once got tired of it. There's just so much here to experience and explore and if nothing else, that alone deserves praise. I hope the dev keeps making games, maybe with a bit of a smaller scope, maybe with a bigger team. There's a lot of potential here, and while Codex Lost is not exactly the stellar soulslike to recomend, I still enjoyed myself all the way.
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I think the game has great potential but the controls ruined it for the. It needs buffering for the parry. At it is, if you press parry before any other animation finishes, nothing happens. This means you have to learn and time the end of your own attacks, which feels horrible.
Players by region
Where this game's players are, estimated from review languages.
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