Codex of Victory Image
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Codex of Victory - Teaser Trailer
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  1. Game World Navigator Magazine
    Apr 25, 2017
    The AI employs a few basic schemes with little to no improvisation, so fights are only difficult because enemies have numerical superiority and advantageous positions. Thus, it’s hard to call Codex of Victory a true wargame – at best, it’s a tactical puzzle. [Issue#219, p.87]
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  1. Jun 4, 2017
    It's an ok tactical wargame, spoiled by its linear mission design and obvious focus on mobile (most likely it's a port of a to-be-releasedIt's an ok tactical wargame, spoiled by its linear mission design and obvious focus on mobile (most likely it's a port of a to-be-released mobile game).

    - it's a tactical wargame, somewhat like Battle Isle, Massive Assault, Shattered Union, Storm Frontline Nation and many more. If you are a fan of the genre, you ought to give this one a look
    - an interesting system of upgrades for units, allows to customize tactical stats of units

    - music is good but there aren't many soundtracks, so it gets repetitive pretty soon
    - the GUI is ok, with many helpful info about the units (you can easily see the attack power and the hitpoints of the unit right over its model on the map), but there are many minor inconveniences:
    - can't see which tiles are dangerous. Have to select enemy artillery all the time
    - can't undo more than 1 order, and no save/reload during battles. That's because of the randomness of critical hits and to avoid save scam, BUT when you are just learning the game you have to restart the whole mission if something unexpected happens because you didn't know the rules. Besides, missions tend to unveil their special rules and conditions after a few turns into the battle, usually forcing a restart
    - can't see stats of enemy units while deploying - more battle restarts
    - can't turn on grid display. I've lost count of the cases when my artillery was one-shotted by some enemy unit though I was sure the artillery was at a safe place. More annoying restarts. And no, it's not a "difficult" game when it strains your attention and eyesight instead of logic
    - the whole game is a just a set of linear, pre-designed missions. Although there are planets with maps of regions and a XCOM-style base where you build facilities, you can only attack the regions in a strictly pre-defined order and the base facilities can only be upgraded following the pickup of "blueprints" which are fed to you as the story progresses. The only freedom you have is in laying out your base (which is purely decorational), making minor decisions on what upgrades to pick for the units (more HP and regeneration are usually the obvious choice), and replenishing units for the next mission. There is some replay value in the game, but not much. At most you will play this game twice, on "hard" difficulty the second time (I didn't notice a change in the AI, it will just have a lot more units). There is no "sandbox" mode, no unit editor, no map conquest. Just a string of missions with constant story popups (which aren't much fun to read).
    - the AI is pretty poor. Most enemy units just stand on their places, waiting for any of your units to come into "extended range" (move distance + range), after which they run up to the target and attack. The obvious winning tactic is to move a unit with high HP (e.g. a tank) and a regeneration upgrade into just 1 enemy unit's extended range while keeping several artilleries (with a range+damage upgrade) in the back. Some missions try to combat this tactic by spawning units as you move along, or placing a super-long-range boss in the opposite side of the map, or putting roads everywhere, but this only sparkles your interest for a short while.
    All of the points above don't really break the game, they just move it from the "great" into the "ok" category.

    - confusing tutorial. It attempts to thrust you right into the action, also mixed with story and many special cases, ending up into a complete mess. I know they like to make the first few missions tutorial-like, but I'd prefer a proper tuturial, with things explained from the easiest to the hardest
    - trashy story, as usual with strategy games. "Codex of victory" - what does that even mean?
    - the graphics are cartoonish and look like the game is primarily made for smartphones. The GUI is simplistic (lacks style), and uses some standard font (Arial?) which doesn't fit with the futuristic setting. In fact, I wanted to drop the game instantly, thinking that it's just a port from mobile. I did a quick search on AppStore and GooglePlay and only after NOT finding a game with a similar name there I decided to give this game a try. Maybe they will just release a mobile version later, dunno. Is this PC version some kind of a test for the future mobile game? The timers when you build facilities in the base suspiciosly hint at free-to-play mechanics. Really people, F2P strategy games with their wait-or-pay trash are disgusting! It's sad to see them creep even into PC strategy games

    It's neither good nor bad. I'd give it a 6.5 but rounded it up to 7. For mobile, it would be obviously a great game, but for PC it's just ok. It will occupy you for a day or two if you are into tactical games. Most importantly, don't get scared away by its mobile looks.