
Build a prosperous settlement in a unique simulation of a feudal economy - each family runs their shop, owns their goods, and trades with other villagers in a free market. You will manage the land, build houses, organise events, set taxes, and balance supply and demand while engaging in diplomacy!
Modeled estimate, not a reported figure. How we estimate →
About

Experience a highly complex simulation of markets within a sophisticated feudal city-builder. The royals entrusted you to settle and govern a new land, and it is your duty to exploit its riches for the benefit of the realm, your own wealth, and if you feel generous, the villagers alike! In order to do this, you will zone out plots, build houses, determine taxation policies, set priorities, and grow the supply chain alongside your population.
Families are the centrepiece of Lords and Villeins. Their profession dictates their occupation in the economy and the kind of businesses they can run. Once you assign them a plot of land and build their house, they will do so almost completely autonomously, all the while managing their stock, setting aside produce to pay taxes, and trading with other families and caravans for supplies and to maximise their profit.
Your role is to direct and regulate the economy. Balance the supply and demand, secure critical resources, and maintain stable growth. Lords and Villeins offers you a sandbox with an in-depth simulation and a great variety of strategies to manage it! Ranging from a fully communist economy where all produce is taxed and redistributed from your warehouse to a free marketplace with little to no intervention.
Logistics will challenge your management skills. As your settlement grows, you need to keep in mind the travelling distances, storage placements, private markets, and housing while reflecting on the terrain and its natural resources in order to fully optimise the productivity of each villager.
Highly customizable gameplay lets you craft the exact kind of game that fits your taste! Between a great variety of game modules and difficulty sliders, you can tweak the experience and focus on the elements of the game that you enjoy the most. While Lords and Villeins is primarily an economically driven game and military conflict plays only a small role, there are tons of options to explore and play with!

Unique family-management mechanic where you assign plots of land to autonomous families and manage taxation policies, production priorities and logistics
In-depth simulation of personal ownership and a market economy. Villagers manage storefronts to sell surplus goods and purchase food and material from others in a cooperative production chain. Prices of goods fluctuate based on supply and demand, and trading caravans facilitate import and export.
Fully simulated procedurally generated environment with a complex AI that can develop relationships, satisfy their needs, daily routines and personal ambitions.
Highly customizable difficulty settings, it is completely up to you how complex or laid-back your playthrough will be!
Campaign mode with 15 distinct levels that introduce game mechanics and teach players about the game.
Noble houses that visit your settlement, request resources and send gifts as you engage in diplomatic relations.
Ability to build a sprawling monastery with monks, churches and chapels that host the Sunday Mass, produce unique resources and treat villagers in an outburst of a sickness.
Villagers can be recruited as your personal servants or guards that protect villagers from crime.
Character designer lets you fully customise and name everyone in your ruling family.
160+ objects at your disposal to build, decorate and improve your settlement.
53 different zones and 40 professions that can be performed by the villagers.
130+ resources to be used in a fully functional production chain.
A number of domesticated animals and pets and thriving nature with wildlife.
Visually distinct seasons with a soundtrack of seasonal themes.
Fully simulated and dynamic world with changing temperature and weather effects.
Lords and Villeins is inspired by medieval history, in its themes and the production processes of goods and material. However, it should not be viewed as a historically accurate simulation of medieval society and its economy as it is straying away from it in many aspects to give players more variety and serve a fun and interesting gameplay.
Sums Steam only; GOG, Epic publish 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 | 977reviews | 71% | — | $651.7K |
| $6.49−74% | 20ratings | 62% | — | not modelled | |
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Hab nicht erwartet, dass das so komplex ist, hat mich leider nicht abgeholt.
I love this game. Highly recommend it to anyone. So many little things to manage.
游戏难度对我来说较高;新手教程做的不是很好,但瑕不掩瑜是一款能得到一点启发的游戏。如果开发者在以后会做持续的优化更新,我想我们会重新回来玩的。 这个游戏挺讲究细致的、密集的操作,主要考察了玩家的策略深度和思考范式。整个游戏构建了一个相当庞大复杂的系统,据我所知游戏程序主要由一个英国的程序员Michael独自完成,这个卷帙浩繁且琐碎的工作被完成本身就是一件非常伟大的事情。这件事让我对自身编程能力有了一点小小的思考:是否能向他学习?是否能提升自己的编程能力?是否能构建这样一个游戏? 经济系统:对于各行业的分工与合作要求紧密,每个行业基本都是一环扣一环的。让我想到了现实生活中存在的各行业的生产链和供应链。游戏中每个区域既是独立的,也是依存于他人的。然后再来谈一谈他的税收制度。这件事是一个我非常关心的点,游戏中会扮演领主向村民收税。税的力度不等,可高可低,因而产生了两种经济发展方式:自由主义经济和集权经济。 自由主义经济,可以理解为高度的市场自由。让村民自动化地运行每日的生活和工作,制造和消费产品,为他人工作等等。每个家庭都有自己的财富,政府(暨领主)不应深度参与市场,让市场要素自由流动,尽可能地减少对村民的打扰,这是我的一点理解。如果想让市场流动起来,采取一个低税率的制度是必须的,因为低税让村民有自己的钱,有钱才能消费,消费推动生产,生产又反过来引导消费。 集权经济呈现在高额的税收和对个人资源的剥夺上。财富和资源都集中在领主这里,集中力量办大事。资源的集中保证了我们能随心所欲地建造建筑,体现自己对农村的设计思路。财富则保证了我们能够应对高风险和挑战。
Media

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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Czech, French, German, Russian, Simplified Chinese, Spanish - Spain*languages with full audio support
| $24.99 |
| — |
| — |
| — |
| 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.
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Огромная, огроооооомная игра. Кто готов отдать 100 часов пустоту, ну вдруг она принесет вам радость, удачи, все на скринах.
Very therapeutic game that you can invest hours into. Has been one of my favourites to keep coming back to.
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.
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