Close Menu

    Subscribe to Updates

    Get the latest creative news from FooBar about art, design and business.

    What's Hot
    Fortnite to Start Self-Refund Campaign Over D4vd Items Tomorrow
    April 27, 2026
    Resident Evil 9 Party Attendees Spark DLC Rumours
    April 26, 2026
    Final Fantasy XIV is Using AI “to Much Success, and By Much Success, I Mean No Success”
    April 26, 2026
    Facebook X (Twitter) Instagram
    TheGameSlayerTheGameSlayer
    Facebook X (Twitter)
    • Home
    • News
    • Guides
    • Reviews
    • Features
    • Lists
    TheGameSlayerTheGameSlayer
    Home»Features»Preview: Codex Mortis Turns Vibe Coding from Meme to Method
    Codex Mortis Turns Vibe Coding from Meme to Method
    Image Source: GROLAF
    Features

    Preview: Codex Mortis Turns Vibe Coding from Meme to Method

    By Nat CollazoDecember 30, 2025
    Share
    Facebook Twitter Reddit WhatsApp Pinterest LinkedIn

    Before I begin, I want to make it clear that Codex Mortis, developed by GROLAF and published by CRUNCHFEST, is entirely coded by AI, including the art, sound, music, text, and more.

    That said, I want to approach this from the perspective of a player, not as an enemy of AI. After all, when the machine uprising happens, I don’t want them to knock on my door first…

    For context, vibe coding is a new way of developing games that uses language prompts to generate code, focusing on the outcome rather than the substance itself. This particular aspect of the game is front and center, with elements like enemy types being redundant and the gameplay loop feeling cut-and-paste.

    However, I’m not going to sit here and say that it doesn’t have a completely platable gameplay loop that I actually started to enjoy as time went on. And that’s part of the problem.

    Fun Gameplay for the Lazy Player

    Codex Mortis is an action-roguelike bullet hell where you choose your player character, companions, and abilities from across five different magical disciplines.

    You’re then transported to a procedurally generated map where orcs, skeletons, and dark beasts come at you from all directions to stop you from completing different goals. So, basically Vampire Survivors.

    The goals are all pretty simple: retrieve a few tomes, defeat the boss, and leave the dungeon. You don’t proceed to a new level, just back to the character hub, where you can change out your build. This is just the demo, so that’s likely to change if and when the full game launches, though it’s still a little odd for a bullet hell roguelike.

    On paper, Codex Mortis is pretty cool, but in practice, it lacks any real depth.

    Each enemy you defeat awards you with EXP and Souls that you can use to level up and add buffs to make you and your companions more powerful. Regardless of whether you win the round, you’ll be able to spend the Souls you earned in the game’s menu on new abilities and to upgrade your stats, making future runs a little easier.

    When it comes to the actual gameplay, I was surprised to discover that it’s completely playable with one hand. I don’t think that particular aspect of the game was developed with accessibility in mind, but I definitely enjoyed being able to play and eat snacks at the same time. You move with the arrow keys and then can choose the different buffs you’d like to use using the number pad.

    All that being said, I definitely scoured every aspect of the game for AI. If they are proudly showcasing that the whole thing was developed with the tool, then I want to see how it actually works in action.

    In Need of an Artist’s Touch

    Codex Mortis Turns Vibe Coding from Meme to Method
    Screenshot By: The GameSlayer
    Codex Mortis Turns Vibe Coding from Meme to Method
    Screenshot By: The GameSlayer

    Since the game’s description states that the entirety of the demo was made with AI, I paid even closer attention to details like music, art, and design. On paper, Codex Mortis is pretty cool, but in practice, it lacks any real depth.

    Every character, including enemies, is a stagnant image that sort of bobs around the map while you move in a 2D, pixel-art style that is a little too reminiscent of games like Vampire Survivors.

    It was also pretty clear that the prompts didn’t align with the various designs, so they looked like they came from the same game. The playable Necromancer looks like it came from a LucasArts choose-your-own-adventure game, while the Bone Guardian looks like it came out of Octopath Traveler.

    These inconsistencies also bled into the world and enemy designs. Progressing through the dungeon, grabbing tomes, and getting more powerful means that stronger enemies start taking the place of the weaker mobs.

    These monsters come in waves that overload the code, resulting in a mish-mash of enemy mobs while newer types start spawning. These moments detracted from my casual enjoyment of the game and reminded me more of the grubby way it was developed.

    Moving on to the music, it was strangely disconnected from the entire game. I thought it was pretty fast and upbeat, but it differed entirely from the vibe of what was going on on-screen. I almost wonder if this was also a point of the prompting not syncing with everything else in the game. The same went for the sound effects, though I’ll admit to them being the most impressive part of the game, which I think is pretty necessary for any bullet hell.

    All of that being said, Codex Mortis is completely playable, and I was able to enjoy a few loops with upgraded abilities and new companions. I don’t think any developers or artists will be quaking in their boots just yet, but if they look over their shoulder, they might notice a Terminator-esque chatbot running behind them in the distance.

    Machine Uprising Pending

    Codex Mortis Turns Vibe Coding from Meme to Method
    Screenshot By: The GameSlayer

    Developer GROLAF calls Codex Mortis, ”the world’s first fully playable game created 100% through AI.’ The fact that its demo is readily available on Steam is a huge red flag for what it means for future games hoping to also approach development by using language learning machines or AI chatbots.

    I’ll admit that a part of me really thinks that this whole thing is just a part of some massive rage-baiting marketing plan. I mean, isn’t rage bait Oxford’s word of 2025? The conversation of AI within the gaming industry is slowly leaning towards utilizing it to help make the development cycle a little faster. In fact, Larian recently announced that they plan to use AI to shorten things like design meetings and proof of concepts.

    But games like Codex Mortis are keen to swap proof of concept for a fully generated, finished product. It’s definitely a little weird that so many people are embracing artificial intelligence, especially without acknowledging the nefarious types who want to use it for the wrong reasons.

    The term ‘AI slop’ definitely has weight to it, and while Codex Mortis might be a playable demo, that doesn’t suddenly mean that game development is becoming more accessible. AI’s involvement, as heavily as it is in this game, is only hurting what games can be, and as more developers run to make their own indie studios, I’m sure it feels like it’s becoming a necessity.

    Closing Comments

    ” All in all, Codex Mortis is the gaming embodiment of ‘we can do this, but should we do this?’. The game, being a playable and casually addictive little outing, showcases that AI gaming can be done, but it’s such a shallow experience, so often at odds with itself, that it simply serves to fill us with dread for what the industry could become if a development cycle like this became commonplace. I played it, I didn’t hate it, but it’ll be a cold day in hell before I’ll support it.”

    AI Codex Mortis
    Nat Collazo
    • Website
    • X (Twitter)
    • Instagram
    • LinkedIn

    Nat has been a journalist for ten (10) years in the gaming industry writing news, features, guides, reviews, interviews, and covering in-person events like GDC and The Game Awards. In that time, they've worn many hats, including being a PR rep, Marketing Manager, link-building Copywriter, SEO Manager, Editor, school teacher, and more. When they aren't writing, they're likely still writing anyway.

    Related Posts

    Dosa Divas Interview: Discussing Food & Family With Chandana Ekanayake

    April 13, 2026

    My Arms Are Longer Now Preview – A Silly & Highly Intriguing Puzzle Game

    April 7, 2026

    We Were Here Tomorrow Hands-On Preview: A Meaningful Enhancement to the Puzzle Formula

    April 7, 2026
    PREFERED SOURCE ON GOOGLE

    Add as your Preferred Source on Google to find us more easily next time in your searches!

    FOLLOW US
    • Facebook
    • Twitter
    • Bluesky
    • Mastodon
    Don't Miss
    News
    Fortnite to Start Self-Refund Campaign Over D4vd Items Tomorrow
    April 27, 2026

    Fortnite is rolling out a series of changes following the arrest of singer D4vd.

    Resident Evil 9 Party Attendees Spark DLC Rumours

    April 26, 2026

    Final Fantasy XIV is Using AI “to Much Success, and By Much Success, I Mean No Success”

    April 26, 2026

    Final Fantasy XIV Wants You to Get in the EVA

    April 25, 2026

    Windrose – How to Get the Conquistador’s Armor

    April 23, 2026

    Windrose – How to Remove a Death Marker

    April 23, 2026
    7.0

    REPLACED Review

    April 23, 2026
    • Home
    • Privacy Policy
    • About Us
    • Contact Us
    • Reviews Policy
    • OPENCRITIC
    © 2026 TheGameSlayer

    Type above and press Enter to search. Press Esc to cancel.

    We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.