
In the face of certain death, we rise. Team up and embark on a journey to the ends of hell to unlock your past and escape your living nightmare in CODE VEIN.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 13.14/day in the week to Jul 24 → 12.43/day in the week after.
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, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $59.99 | 62.6Kreviews | 83% | — | $68.8M |
| $79.99 | 17.9Kratings | 87% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1095 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A great mix of Soulslike combat and JRPG storytelling. The game successfully combines challenging Souls-style gameplay with a linear, story-driven JRPG experience. It's an excellent entry point for newcomers to either genre, thanks to its many quality-of-life features. While the game can be difficult, it never feels unnecessarily frustrating, and exploration remains enjoyable throughout the levels (with the sole exception of the cathedral of course)
Tremendo basurote, peor jugabilidad que Dark Souls 1, habiendo salido 8 años después, una estética anime plana, sin ningún tipo de identidad o alma, sistema de combate tosco y anticuado, diseño artístico y de armas extremadamente olvidable, conexión entre zonas artificial y funcional...Es decir, fracasa en todo lo que un juego de su género debería hacer bien, y en hoy en día existen 20 opciones mejores que esta fuera de fromsoftware, en serio, no perdáis vuestro dinero ni tiempo con esta mierda.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: French, English*, Italian, German, Spanish - Spain, Japanese*, Korean, Portuguese - Brazil, Russian, Spanish - Latin America, Traditional Chinese*languages with full audio support
| $59.99 |
| 3.8Kratings |
| 80% |
| — |
| 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.
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[b]Code Vein - An atrocious Soulslike AND RPG[/b] Code Vein fails horribly at both things it's trying to be. As a Soulslike, its combat, bosses, enemies, level design and checkpoints are awful. As an RPG, the supposedly deep systems are bloated, poorly explained and frequently unrewarding. [b]THE FIRST IMPRESSION[/b] I launched a 2019 game and immediately had to manually edit config files because the resolution was SCREWED. Then, all elevators literally require you to change refresh rate to 60Hz to function. The game looks ancient. Generic anime character designs made by gooners. Dated environment and animations that look like a mobile/online game's. Looks like if Lost Ark got its budget cut by 98%. Then comes the exposition dump. Blood Codes / Veils. / Gifts. Ichor. Passives. Weapons. Bayonets. [b]Controls?[/b] X is light attack, Y is heavy, RB is sprint, LT is parry, and somehow I spent hours figuring out what half of these things actually did. This is not a good introduction. [b]COMBAT [/b] The combat initially feels fast and smooth. Then you actually start fighting things. Attack tracking is ATROCIOUS. I have missed HUNDREDS of attacks with a ♥♥♥♥♥♥♥ GREATSWORD because my character decides to swing into the general vicinity of the enemy instead of the enormous target directly in front. Parrying feels awkward, unrewarding. Blocking is dumb. Dodging is often the only answer. Stagger is inconsistent, hitboxes are questionable, and enemies frequently feel like they are under completely different rules from the player. The combat isn't difficult in an enjoyable way, simply annoying. [b]BOSSES: DAMAGE ≠ DIFFICULTY[/b] Can this boss kill you in 2–3 attacks? Yes Can it instantly delete your partner? Yes Does it have awkward delays and combos? Yes Are there runbacks? OF COURSE Even the first boss is atrocious: huge damage, annoying delays, AoEs and miserable openings. The rest mostly continue the same trend. Ribcage looks like somebody glued a furry Sif head onto an Egyptian woman and gave her magic. Stupid look. The Skull King was actually the first boss where I thought, "Huh, this feels like a Souls boss." Then the moveset started looking hella familiar and the excitement died, especially after the damage. The Queen's Knight was probably my favorite boss, barely. An optional boss. That tells you enough. [b]LEVEL DESIGN: THE REAL FINAL BOSS[/b] If I had to describe Code Vein's level design with one word: CONVOLUTED. Not intricate. Not clever. Not interconnected. Just convoluted. The maps aren't even big. Somehow the game still turns every ten-minute section into a geographical expedition. Explore → branch → locked door → another branch → backtrack → forget where you came from → fast travel → get lost again → discover objective → backtrack again → boss → traverse the entire damn map again for the runback. Repeat, for HOURS. The Cathedral of the Sacred Blood is genuinely one of the worst game locations I've ever played. Catwalks, ladders, holes, identical-looking corridors, locked doors, pointless shortcuts and branches inside branches. The rest? Dried-up Trenches. Howling Pit. Ridge of Frozen Souls. Ashen Cavern. Crown of Sand. Crypt Spire. City of Falling Flame. Different names, same type of ♥♥♥♥♥♥♥ diseases. Some of these areas are so convoluted that I spent 30-40 minutes wandering aimlessly, repeatedly asking myself where the actual progress was. Died to gravity more often than to actual combat. The game desperately needs fewer "shortcuts", FEWER backtracks and far more checkpoints. [b]ENEMY VARIETY[/b] There are only a handful of actual enemy archetypes, endlessly recycled, reskinned, enlarged and thrown into different areas. Fat / Spammy / Arche / Big enemy. Repeat. Later areas constantly try to disguise this with different appearances while providing almost nothing new. It becomes especially painful when the game is forcing you to run through the same environments REPEATEDLY. [b]THE COMPANION PROBLEM[/b] I started with the traditional Souls mentality: "F- summons. I'm playing solo" - Code Vein quickly taught me that it doesn't want that. The game is designed around split aggro. Companion takes aggro, you attack, boss turns around, you attack again, companion dies, congratulations. You die too. This isn't like Elden Ring where summons can be a powerful optional crutch. Code Vein feels forceful to have another body in the arena. And somehow every cutscene has the entire gang standing together, while gameplay allows only 1. Maybe the real companions were the schizophrenia we got along the way? [b]THE RPG SYSTEMS: COMPLEXITY WITHOUT DEPTH[/b] It looks deep. In practice, it feels like administrative work disguised as buildcraft. I started with a Dex setup. Spent time experimenting, upgrading weapons and trying to understand the systems. Eventually I got sick of it. I equipped a Fortified Zweihander, something I'd usually never do. Suddenly I was doing 1k damage per swing, while my Dexterity setup was doing a fraction of that with 10x the effort. My reaction wasn't: "Wow, what an interesting build!" It was: "WHAT THE F- WAS I DOING FOR THE LAST SEVERAL HOURS?" Strength build: Equip huge sword. Swing big sword. Boss just DIES. Dex build: Study Blood Codes → transformations → passives → gifts → upgrades → materials → reconsider life. This isn't satisfying. It's a spreadsheet wearing anime clothes. [b]STORY, CUTSCENES AND PACING[/b] I actually tried to care. I like anime, RPGs and souls, lore-heavy games... For the first few hours I genuinely tried to understand what was happening. Then the game kept throwing proper nouns at me until I stopped. Blood Code. Blood Veil. Blood Gift. Vestige. Vestige Part. Memory. Miasma. Ichor. Queenslayer. Atlas. Prometheus. HELLO?? The Memories are especially painful. You walk through a dull area while NPCs slowly live out their tragic backstories, then return to the main game so somebody can essentially quiz you on what you just saw. Eventually I skipped practically every cutscene. The pacing is DREADFUL. Every time a cutscene started, I would sigh. And the final stretch is even worse: instead of building momentum toward the conclusion, the game keeps adding locations, filler, dialogue and unnecessary sequences. The game isn't too short. It desperately needed to be shorter. [b]THE VESTIGE/ENDING ♥♥♥♥♥♥♥♥[/b] I also somehow missed ONE "Vestige fragment" - got the worst ending despite believing I had collected everything. When the game shows you a Roman numeral III and you have three f- pieces, perhaps don't make the player assume there is some additional obscure bs hiding somewhere? So I got the "To Eternity" ending. Could I have researched the way beforehand? Sure. Should I have to scour Ebola-grade maps for ALL tiny red crystals and watch five-minute flashbacks to get a satisfying ending? NO. [b]FINAL VERDICT[/b] Code Vein is one of the rarer games where almost every major system manages to piss me off. Combat: awkward. Bosses: mediocre. Enemies: repetitive. Level design: horrendous. Checkpoints: stingy. Runbacks: pointless. RPG systems: bloated, shallow. Story: exhausting. Pacing: dreadful. Presentation: dated. And somehow, after all of that, it keeps going. I went into Code Vein expecting an anime Soulslike with interesting RPG mechanics. I left wondering how a game with such a small enemy roster, relatively small areas and linear progression managed to waste this much of my damn time. The OST is... okay. That's the nicest thing I can say. I've played games with ♥♥♥♥♥♥♥♥, games with terrible areas, games with obnoxious bosses. Code Vein somehow made all of them look reasonable. I'd rather replay any of those games than start another Code Vein playthrough. 2/10.
nice
yılların oyunu ama eğlenceli
Норм игра, я не понимаю возмущения игроков касаемо геймплея\сюжета\боёвки. Люди оказуалились требуя от игры разработчиками которых выступали люди делавшие Dark Souls - легкости и аккуратности. Нет, это аниме-дрочилься со своими приколами и сложностью. Хотя сложность пропадает если сделать нормальный билд. Геймплей - Приятный, именно что приятный, не перегружен, локации не душные и разнообразные. На каждой локации можно собрать с десяток скриншотов которые будут радовать глаз. И нет, графика тут не ахти, я бы не сказал что тут некстген, но атмосфера присутствует. Сюжет - Да, это не Dark Souls где что б понять сюжет нужно прочитать описание 28-ми гнойных козявок из носа Мидира. Тут сюжет подаётся прямо, без загадок, с неожиданными поворотами. Люди жалующиеся на однообразие и духоту - идите играть в Тетрис, вот там то точно геймплей разнообразный с огромной вариантивностью. Боёвка - Классно, именно что классно, удобно что практически все враги имеют атаки с задержкой, Bandai хорошо постарались сделав эту задержку приятной для парирования и уклонения. А битвы с боссами... Те кто убивал Хранительницу Рёбер или Канонира с Мастером Меча - поймут. Это вызов, без вопросов к балансу боя. По итогу что могу сказать, игра явно конечно не стоит своих 2100 рублей, но взять даже с 50% скидкой - можно и даже нужно. Если вы любите прогнать вечерочек под приятный геймплей, саунд-дизайн локаций и пощекотать время от времени нервишки - покупайте.
Purchased it years ago This might be the worst souls I have ever played
El juego realmente esta muy bueno como la mamá de mazapan pero su online es un asco intento unirme con un amigo para jugar y se cashea la pantalla y no me une a jugar con el
나는 소울류랑 안 맞나 보다.
Good
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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