Codex of Victory

In this sci-fi turn-based strategy with real-time base-building elements, you’ll be defending human territories against the transhuman Augments. Expand your HQ, and manufacture and upgrade an army of advanced drones to wage interplanetary war for Humanity!

Codex of Victory is a strategy, indie and turn-based game developed by Ino-Co Plus and published by AKPublish Pty Ltd.
Released on March 16th 2017 is available on Windows, MacOS and Linux in 7 languages: English, Russian, French, Italian, German, Spanish - Spain and Simplified Chinese.

It has received 391 reviews of which 270 were positive and 121 were negative resulting in a rating of 6.6 out of 10. 😐

The game is currently priced at 14.99€ on Steam.


The Steam community has classified Codex of Victory into these genres:

Media & Screenshots

Get an in-depth look at Codex of Victory through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Microsoft Windows Vista/7/8/8.1/10 (64-bit)
  • Processor: Intel Core 2 Duo 2.0 GHz or AMD Athlon 64 X2 4600+
  • Memory: 2 GB RAM
  • Graphics: NVidia / AMD / Intel (HD 3000 or better) with 512 MB VRAM
  • DirectX: Version 9.0c
  • Network: Broadband Internet connection
  • Storage: 2 GB available space
MacOS
  • OS: OS X 10.8.5 or newer
  • Processor: Intel Core i5 @ 2.5Ghz
  • Memory: 2 GB RAM
  • Graphics: NVidia / AMD / Intel (HD 3000 or better) with 512 MB VRAM
  • Network: Broadband Internet connection
  • Storage: 2 GB available space
Linux
  • OS: Ubuntu 14.04 or higher
  • Processor: Intel Core 2 Duo 2.0 GHz or AMD Athlon 64 X2 4600+
  • Memory: 2 GB RAM
  • Graphics: NVidia / AMD / Intel (HD 3000 or better) with 512 MB VRAM
  • Network: Broadband Internet connection
  • Storage: 2 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Oct. 2020
Greetings, comrades, today I am here to talk to you about "Codex of Victory." If you enjoy war-games with turn-based combat, you will enjoy "Codex of Victory." It reminds me of playing the old Avalon Hill 20th century boardgames such as Panzer Leader and Panzer Blitz. The game is fun against the computer and can also be played against a human opponent in a 1-on-1 skirmish. Actually the skirmish mode is more fun as the computer mode involves a very long campaign. In PvP skirmish mode, your turns are timed and you only get a finite bit of time to study the map, plan your move, move your pieces and fire. Before I go further into my own review, I want to address some misinformation that I've seen in other reviews: first of all, this is not a pay-to-win game, such as an idler or clicker. It's a standard IC game, published under the same umbrella as King's Bounty, though not made by the same guys. Also, it's not hard at all. Well, it has a hard setting, but you have two options: you can play it under the easy setting, or you can do what I did, and sit around and make lots of Space Rubles before your first battle. The Campaign is divided into two parts. The first part should only take you a few hours, and it involves about 8 missions to take over the territories of your first planet. This ends with a boss battle against Baron Boarov. The second part is much longer, and involves you fighting Ascended Borg known as Augments. As with most such species, there is a Borq Queen in charge of the Augments. Where there are key campaign missions to be fought, at this point the game throws lots of side missions at you, most of which involve keeping the Augments from landing in a territory or in exterminating them if they grabbed a foothold. In addition to the Campaign, you also have a secret underground base-- I think it's 36 rooms plus an elevator-- and in this base you can, between battles, build various rooms such as a Hangar, Warehouse, Research Center, Tactical Center, Foundry, Uranium Mine, and so forth. Rooms give you money, metal, weapons, upgrades, modules and so forth, and allow you to build whatever sort of army and air-force that you want. You army can be jeeps, tanks, artillery, turrets and mines, and the air-force is mostly attack helicopters, support helicopter, and various targeting drones and combat drones. There are two ways to upgrade each unit: every vehicles, drone and Battle Mech has a tech tree from 1 to 10-- with each level giving a bonus such as extra hit points, extra range or extra attack-- but all units also have up to 3 modules, and you build these modules yourself, allowing you to give your tanks a force-field, extra armor, or even more range, for example. Some of the best modules allow you to min-max a particular drone or vehicle, so you can decide to take off 1 Hit Point and assign it to +1 attack, or gain a 15% critical hit chance at the cost of unit expense. Speaking of expense: this is one way I am reminded of those old 20th century board-games. Or maybe Warcraft 3. If you remember from Warcraft, your army could only have 90 points worth of units in it. Codex of Victory is the same way; you get 140 points, and it's your choice if you want your reserve army to be 70 2-point jeeps or twenty 7-point helicopters. That's completely up to you, but this is a game that rewards kamikaze zerging of lots of little jeeps. The game is 2 or 3 years old, but still runs great on my new Windows 10 computer; no glitches or crashes or any problems at all. All achievements are doable, though as this is a war-game, many are time consuming and will require grinding. It will take about 40 hours to achieve most of them. However, as the game is all battles all the time, you will know within the first 20 minutes whether this game is for your or not.
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Nov. 2017
This isn't bad, but you should know what you're getting into when you pick this one up. It is *not* a plot-driven mech-drama done in the Battletech/Mechwarrior style. Nor is it a smooth, clever, deterministic Advance Wars clone. Codex of Victory feels like a last-minute conversion of a wait-timer-driven tactics MMO into something a bit more Advance Wars-y. It has timed resource-harvesting, item icons that look exactly like something you'd see on Kongregate, and an overall structure that emphasizes waiting for upgrades, waiting for buildings, waiting for resources, etc. Still, if it's a rushed conversion, it's a fairly good one. Codex might be a little bland, but it has a good gameflow to it, and the strategic and tactical elements actually have some bite to them. In Codex, you build units in your X-Com base, then travel to combat sites and spend them in skirmishes. Everything you do from deploying to moving to shooting in combat requires Action Points, which are generated by taking and holding strategic sites. Strategic sites also allow you to deploy new units from them, so combat tends to revolve around taking and holding key territories and chokepoints. All of that is very Advance-Wars-y, but here is where Codex differs. First, it lets you move and attack with units the turn you deploy them, which means you can take a territory, spawn a unit from it, take a territory, spawn a unit from it, etc until you run out of AP. It also makes attacking a fortified position more perilous, as failing to take it in a single turn means the enemy gets to start warping in reinforcements, all of which can fire on your units as they come in. Codex is also heavily upgrade based. Every unit can have ten upgrades, which must all be slowly researched and paid for, and there are a *lot* of units in this game. You're not going to be able to afford to max out everything or even most things. This gives units and armies a high degree of customizability, even if the fruits of that customization don't really start to show until mid to late in the game. Codex's campaign is fairly beefy, but unfortunately the flat dialog and uninteresting world mean that it kinds of outstays its welcome as anything other than a tactical exercise. On sale, this is a reasonable pickup if you liked Advance Wars and want to try a slightly different take on the genre. However, if you're looking for lore, world-building, and engaging writing, it's probably best to wait for Harebrained's Battletech to release.
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March 2017
This is a blast - good old fashioned turnbased goodness. The base management is clearly inspired by XCOM - it's a stripped down version the 'ant colony' from that game. The tactical battles are as in Elven Legacy, cramped spaces in which you must plot your moves in chess-like fashion. I recommend playing on Hard for a nice challenge. The graphics and UI are fine - cartoonish, but serviceable. There's no voice acting and the story is very much to the point. 4.4 hours in and I've completed the first planet, having to retry a couple of missions 4-5 times. Apparently there's 30 or so missions in the campaign, so that's got to be at least 15+ hours of playtime without dipping into multiplayer. All in all, I'm having more fun with this than I've had with a game in months. Bravo! EDIT: a week later, I've completed the game on Hard in abotu 25 hours of game time. My only disappointment is that I'm finished. Excellent game :)
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March 2017
Pros: +Enjoyable campaign. +Varied units. +Units can be varied even more with modules. +Units can be upgraded in levels which grant bonuses and abilities. +Nice progression meaning you shouldn't feel overpowered or underpowered. +Story keeps you on your toes. +Ant farm base building. +Solid tactics. +Lovely artwork. +Nice devs. +Nice learning curve. +Tough. +Plenty of missions. ----- Cons: -Tough (some may find this a con so). -Enemy has some units you can't match on harder difficulty without a good understanding of the game. -Enemy can break spawn rule on story arc missions. -Some things could be explained a little better (see below if interested). -Game can crash. It's rare. Happened me only twice in 59 hours (dev said will be fixed in next patch. Due soon). -A few spelling mistakes. -Some missions can get repetitive (It's personal choice really. I didn't find it too bad but worth a mention). ------ Cons list is for informative reasons only, my personal opinion is that none of them really detracted from the game for me. ------ The rest of the review is more detailed on certain aspects of the game and my personal feelings. You don't need to read it if not interested. ------ I have to say I really enjoyed this game and it came out of nowhere for me. I knew nothing about it and just saw it as newly released and decided to pick it up. I'm very glad I did. A few people have mentioned price but for me I think it is priced fairly and is one of the main reasons I bought it without knowing anything about it. I have more then got my monies worth out of it. I know not everyone is into achievements but for me if I enjoy a game they are a way to keep me playing and in this case they worked a treat because I wanted to beat the game on all levels. This lead to me having a very good understanding of the game and so I can counter some of the negatives people have mentioned. Not to undermine their opinion but instead to give my personal experience with the game. Unbalanced. I found myself thinking this sometimes but it turns out the game is balanced, you just have to learn it. The game is hard but if you are getting owned you need to rethink your tactics or unit setups/composition. Some things are a little unclear which can make the game harder at the start and put people off. I posted my concerns on the forum and the dev was very quick to respond and very nice and a patch is said to be in the works. Timers at certain points in the game may make you rush but you can use up the time to advance your base and tech just make sure you leave enough time to get to any mission you want to be able to do. The game informs you of travel times when you hover over destinations and you can also travel to and sit on top of a crucial mission but not take it until you are at the last of the timer. Hovering over enemy hq's while in a battle will tell you how many units it has left to send into that battle so that helps a lot and is not something that was very clear to me initially but it is there. There is a point in the game where missions can seem repetitive but this is down to personal preference and I personally enjoyed playing every one because I enjoyed the game so much. You don't have to do every mission either, you can decide what you are willing to concede. One of the things that can make the game seem unfair is if you don't re-capture taken territory quickly enough the enemy will reinforce it and the mission will get harder and harder. It goes from easy (green text and one bar on map), medium (yellow text and two bars on map) and hard (red text and three bars on map). This was something I missed and couldn't make sense at first, why enemies where attacking areas they already owned and it made me think the game was either bugged or it didn't matter if I let the timer run out. It turns out that they are reinforcing the area and thus the missions can get very tough if you don't try to keep things in check. However, how much you are prepared to work and counter really is up to you. If the mission timer is crucial and a must take mission, the game will tell you in the mission text. There are a few other things I could mention but I would be heading into spoiler territory and I won't do that. All I can say is that for the few shortcomings the game might have in some peoples view, I really loved it and I think the devs did a fine job. If you like a challenge try it on normal and if you don't think that is unbalanced or you are finding battles too easy then congrats, you are pretty good at strategy games and should move up to hard. Please keep in mind that things ramp up so try not to judge too quickly. I would recommend beating it on normal before going to hard. If you are not a strategy buff but like turn based games and like the look of this then I would say play it on easy. It should still give you a nice challenge and once you are familiar with the way the game and timers work you will be better able to take on normal and hard. If you so choose. If you made it this far. I thank you for your time and I hope this review helps you.
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March 2017
Solid hex based TBS. Core TBS combat is cookie-cutter affair, few surprises and fewer outright innovative mechanisms (that I've seen yet). However, that's not to say it's bad - it's very familiar and easy to grasp even for casuals of the genre. Pros: Familiar and polished, but simplified TBS Has all the regular features - zone of control, movement costs, LoS targeting, special attacks, special abilities. AP points system offers a fresh strategic take on the genre Well integrated real time base building Cons: TBS combat lacks depth - terrain only offers movement bonus/penalities and no other features Scenarios esp. early on are a little small in scale - lots of small fast skirmishes rather than prolonged battles (personal opinion) Real time base building feels like a freemium game (a sentimental criticism rather than a gameplay one) Real time base management offers a fresh between combat fun on its own. Plays like all the freemium time-based base builders out there. Construction queues, unit production & management, resouce management (cash, common & rare resources) with a player controlled time acceleration feature (that stops at points of interest) plus research & customization (unit modules).
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Last Updates

Steam data 19 November 2024 05:04
SteamSpy data 18 December 2024 19:34
Steam price 23 December 2024 20:45
Steam reviews 23 December 2024 00:07
Codex of Victory
6.6
270
121
Online players
0
Developer
Ino-Co Plus
Publisher
AKPublish Pty Ltd
Release 16 Mar 2017
Platforms