Compare Codex of Victory prices across 50+ stores and find the best deal. Developed by Ino-Co Plus. Published by AKPublish pty ltd. Released on 3/16/2017. Available on PC, Mac, Linux. Genres: Indie, Strategy.

Hex-grid tactics with a base-building twist that works better than it sounds, though the AI and multiplayer will test your patience before the campaign does anything interesting.

I came into Codex of Victory expecting a cheap mobile port dressed up for desktop, and honestly, that suspicion is not entirely wrong. The game originated on iOS and Android before landing on PC, and some of that lineage shows in the interface and mission pacing. But strip away the skepticism and what you actually get is a functional sci-fi hex-tactics game that scratches a specific itch: turn-based unit management wrapped around a real-time base-building layer, all set across a solar system of contested planets. The core loop splits neatly into two phases. Between missions you manage an underground HQ in real time, constructing factories, research centers, and workshops to produce and upgrade your drone army. Resources like metals, uranium, and credits gate your expansion, and storage limits mean you cannot just hoard units indefinitely. Lose a tank in the field and you are replacing it from scratch before the next fight, which creates genuine resource tension. On the tactical side, battles play out on hex grids with an Action Point system governing everything from deployment to movement to firing. Capturing settlements on the map boosts your AP income, so positional control matters from the first turn. Units range across a roster of over 25 types including tanks, artillery, mechs, and robots, each tunable through a module and upgrade system that adds real build variety. Where the game earns its mixed Steam rating is everywhere else. The AI is predictable. It leans heavily on numerical advantage and preset positioning rather than adapting to your tactics, so once you figure out the reliable artillery-plus-tanky-frontliner formation, most missions stop being puzzles and start being chores. Terrain gives no meaningful cover or firepower bonus, which flattens strategic depth considerably. The story is functional at best, a humans-vs-transhuman-cyborgs setup that borrows from Warhammer 40K and early-2000s RTS lore without adding anything memorable. No voice acting either, which hurts what little narrative momentum the campaign builds. Multiplayer PvP exists and can be fun in short doses against a friend, but it arrived rough and the active player count has never been substantial. There is no skirmish mode against the AI, which is a significant omission for anyone who wants to practice builds or warm up before going online. Procedurally generated side missions pad the runtime but repeat themselves quickly due to a limited pool of maps. If you are the kind of player who wants a ranked ladder to grind or a live opponent base to stress-test, look elsewhere. The online mode is a ghost town at this point. For the right audience, Codex of Victory holds up as a competent budget pick. Solo strategy players who want something in the Advance Wars or Battle Isle lineage, with a dash of XCOM-style base management, will find enough here to fill a weekend. Go in knowing the ceiling is low, the AI will not surprise you past the midpoint, and multiplayer is essentially a friend-group-only proposition now. At the sub-five-dollar tier it frequently hits, the value math works out. Fred, Scout Team

Codex of Victory
IndieStrategy

Codex of Victory

Mar 16, 2017Ino-Co PlusAKPublish pty ltd
GamerScout Says

Hex-grid tactics with a base-building twist that works better than it sounds, though the AI and multiplayer will test your patience before the campaign does anything interesting.

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About Codex of Victory

I came into Codex of Victory expecting a cheap mobile port dressed up for desktop, and honestly, that suspicion is not entirely wrong. The game originated on iOS and Android before landing on PC, and some of that lineage shows in the interface and mission pacing. But strip away the skepticism and what you actually get is a functional sci-fi hex-tactics game that scratches a specific itch: turn-based unit management wrapped around a real-time base-building layer, all set across a solar system of contested planets. The core loop splits neatly into two phases. Between missions you manage an underground HQ in real time, constructing factories, research centers, and workshops to produce and upgrade your drone army. Resources like metals, uranium, and credits gate your expansion, and storage limits mean you cannot just hoard units indefinitely. Lose a tank in the field and you are replacing it from scratch before the next fight, which creates genuine resource tension. On the tactical side, battles play out on hex grids with an Action Point system governing everything from deployment to movement to firing. Capturing settlements on the map boosts your AP income, so positional control matters from the first turn. Units range across a roster of over 25 types including tanks, artillery, mechs, and robots, each tunable through a module and upgrade system that adds real build variety. Where the game earns its mixed Steam rating is everywhere else. The AI is predictable. It leans heavily on numerical advantage and preset positioning rather than adapting to your tactics, so once you figure out the reliable artillery-plus-tanky-frontliner formation, most missions stop being puzzles and start being chores. Terrain gives no meaningful cover or firepower bonus, which flattens strategic depth considerably. The story is functional at best, a humans-vs-transhuman-cyborgs setup that borrows from Warhammer 40K and early-2000s RTS lore without adding anything memorable. No voice acting either, which hurts what little narrative momentum the campaign builds. Multiplayer PvP exists and can be fun in short doses against a friend, but it arrived rough and the active player count has never been substantial. There is no skirmish mode against the AI, which is a significant omission for anyone who wants to practice builds or warm up before going online. Procedurally generated side missions pad the runtime but repeat themselves quickly due to a limited pool of maps. If you are the kind of player who wants a ranked ladder to grind or a live opponent base to stress-test, look elsewhere. The online mode is a ghost town at this point. For the right audience, Codex of Victory holds up as a competent budget pick. Solo strategy players who want something in the Advance Wars or Battle Isle lineage, with a dash of XCOM-style base management, will find enough here to fill a weekend. Go in knowing the ceiling is low, the AI will not surprise you past the midpoint, and multiplayer is essentially a friend-group-only proposition now. At the sub-five-dollar tier it frequently hits, the value math works out. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpachievementscontroller-supporttrading-cardscloud-savestier:sub-5Hex-TacticsBase ManagementAction PointsUnit UpgradesModule BuildsSolo CampaignMobile PortLow Price-PointDrone Army

System Requirements

Minimum

OS
Microsoft Windows Vista/7/8/8.1/10 (64-bit)
Memory
2 GB RAM
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
2 GB available space
Graphics
NVidia / AMD / Intel (HD 3000 or better) with 512 MB VRAM
Processor
Intel Core 2 Duo 2.0 GHz or AMD Athlon 64 X2 4600+

Recommended

OS
Microsoft Windows Vista/7/8/8.1/10 (64-bit)
Memory
4 GB RAM
DirectX
Version 10
Network
Broadband Internet connection
Storage
2 GB available space
Graphics
NVidia / AMD / Intel (HD 3000 or better) with 1 GB VRAM
Processor
Intel Core i5 3.20 GHz or AMD Phenom II X4 805

Reviews & Ratings

No ratings available

Game Info

Developer
Ino-Co Plus
Publisher
AKPublish pty ltd
Release Date
Mar 16, 2017

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