
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 | 72reviews | 68% | — | $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
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.
Media

Related
Related
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
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.
I thoroughly enjoyed my time with the game. Yes, some parts were incredibly janky. Yes, some levels made me annoyed, some enemies i just ran away from (looking at you ghost ships). But for a solo dev to come up with this, going the way of only allowing a playthrough as a mage and cramming so much love and lore into the game i can ignore these minor grievances and i'm really looking forward to the second one.
if you hit escape on the main screen the game hard crashes
Everything about this game sucks. The walk animation sucks the spells suck the aim and auto aim suck. Just don't buy it.
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.
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I had fun
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.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 12 | 58% | Free | |
| $2.1K | 10 | 80% | $9.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $0 | 0 | — | Free |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $53K | 331 | 90% | $4.99 | |
| $53K | 110 | 55% | $24.99 | |
| $53K | 137 | 91% | $19.99 | |
| $53K | 204 | 82% | $12.34 | |
| $52.9K | 209 | 79% | $12.99 | |
| $53K | 310 | 91% | $7.99 |