
Manor Lords is a medieval strategy game featuring in-depth city building, large-scale tactical battles, and complex economic and social simulations. Rule your lands as a medieval lord – the seasons pass, the weather changes, and cities rise and fall.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 50.57/day in the week to Aug 27 → 71.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Manor Lords is a strategy game that allows you to experience the life of a medieval lord. Grow your starting village into a bustling city, manage resources and production chains, and expand your lands through conquest.
Inspired by the art and architecture of late 14th century Franconia, Manor Lords prioritizes historical accuracy wherever possible, using it to inform gameplay mechanics and visuals alike. Common medieval tropes are avoided in favor of historical accuracy in order to make the world feel more authentic, colorful, and believable.

Manor Lords provides a gridless city-building experience with full freedom of placement and rotation. Building mechanics are inspired by the growth of real medieval towns and villages, where major trade routes and the landscape influenced how settlements formed and developed.
Spreading outward from a central marketplace, build your residential, commercial, and industrial districts following the natural lay of the land. Establish farms based on soil fertility, position hunting grounds according to animal populations, and ensure access to adequate resource deposits and forests to provide the raw materials needed for growth.
Assign areas for housing and watch your residents build their homes in accordance with the historical burgage plot system. Each area will be subdivided based on your roads and the allotted space, and homes will scale accordingly.
Build extensions behind larger homes to generate resources that would not otherwise be available. Homeowners don't just pay taxes – they grow vegetables, raise chickens and goats, and otherwise supply themselves and other townsfolk with essential needs beyond what your managed farms, pastures, and industries can provide.
Guide your settlements through the unique demands and opportunities of each season, enjoying the bounty brought by spring rains and preparing for the harsh snows of winter.

From boots to barley and hides to honey, Manor Lords features a great variety of goods fitting of the era. Materials need to be transported and processed into finished products through production chains, and you must balance the basic needs of your people against the desire to produce luxury items to ensure happiness, manufacture trade goods for export, or forge arms and armor to aid in your conquests.
Resources are littered across the map, encouraging you to expand and establish multiple specialized settlements. Extract valuable ores from your mining colonies, while villages devoted to agriculture, herding, or hunting supply the grains and meats needed to feed your growing populations. Will you spend your hard-earned influence to first acquire a rich source of iron for your smiths, or will you prioritize regions with fertile soil to serve as your breadbasket?
Unchecked expansion will have a direct effect on the environment. Herds of deer will migrate away from encroaching civilization, lack of crop rotation will worsen soil fertility, and cutting down too many trees will result in deforestation.
Establish trade routes and sell surplus goods to traveling merchants to enrich your population. Manufacturing and exporting a variety of goods will provide wealth with which to upgrade your peoples’ homes, import goods you can’t produce yourself, and through taxes on said wealth, fill your own coffers.

Yours is but a small parcel of land in a vast territory, and the competing ambitions between you and rival lords will inevitably lead to conflict. Lead your people into battle, not as expendable units to be easily replenished, but as your beloved loyal subjects where every death is a cost worth considering.
Neighboring lords will build their own towns and grow their holdings to compete with yours, at times forcing you into action. Build castles and protect your domain from harm as you seek out opportunities to strike at these rival lords with warriors of your own.
Train a retinue of skilled warriors to fight battles alongside the levies you raise from the town militia. At times these soldiers will be needed to suppress banditry, and at other times you will lead your men into battle to conquer or defend territory. When needed, mercenaries are a costly option to bolster your ranks. Will you raise the militia at the first sign of trouble, bringing your economy to a stand-still as your peasants pick up arms and rush to form ranks, or will you spend your personal wealth to hire bands of sellswords instead?
Command real-time tactical battles, taking into consideration fatigue, weather conditions, and equipment. Position your troops wisely – a smaller force can defeat a larger enemy, if commanded well.
Feel the cost of battle, even in victory, as each fallen soldier represents a lost person from your city.

This game is a passion project started by a solo developer, grown through player support into a full team of passionate individuals ranging from programmers and 2D artists to Game and Map Designers. You can reach out to us and share your opinions, ideas, and criticisms – we listen to your feedback.
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 | $39.99 | 91.8Kreviews | 84% | — | $112.1M |
| $25.99−35% | 523ratings | 82% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2948 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I bought the game on release to support it's project. But honestly: its really bad Especially the farming is hell. You can't manage to harvest everything, the fields won't be ploughed even when the size is minimal and you have an army of oxen. The point system for region specialisation has been axed mid development and not added back for years? The fact that regions can't properly trade together ( why the ♥♥♥♥ do I always need to send something back ?!) even though games like stronghold 2 solved that problem like 20 years ago with the option to ship goods one way The AI is stupid it hurts The castle builder is a living nightmare But for me worst of all: the community So many people scream you down for pointing out these flaws. They will defend the Developer and his style with passion even though he seems to be over his head and I can't see a real vision here. But discussing this? Nope, you just don't deserve to play this game Honestly I don't know what to expect. I loose the fun to play the game after the 12th reroll of my starting map because I don't want to waste my free time playing on a map with rich stone and a salt deposit..
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Latest in each market: best US #60, worst DE #100 · 12 markets collected
US · last 30 days
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Polish, Simplified Chinese, French, Japanese, Spanish - Spain, Korean, Portuguese - Brazil, Russian, Traditional Chinese, Italian +7 more
| $39.99 |
| — |
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| 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 3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I really like this game. It has so much potential. But development has been painfully slow. It feels like many teased features like calvary, town walls, or even just new foodstuffs will never come. The game still feels half finished after two years. I can't recommend it in it's current state and really wish the devs (which in theory is a full professional team now) can get their acts together.
Игра интересная, но контента в ней на 5-10 часов просто смешно (боюсь представить что было 2 года назад). Игра как была в бете так и осталась с 24 года. Не советую.
90% of each update is them making it harder to produce things and making a game that already takes awhile to make a sizable town take even longer, I want to see my town grow, not stagnate due to every update nerfing production. (I play the beta release exclusively)
此游戏历经两年的更新没有任何内容上的填充与扩展,购买请谨慎。
更新内容半点没有,纯纯圈钱之作
Since buying into the early access of this game two years ago, I've been keeping a close eye on the development and it's unfortunate to say that the progression of what could have been an amazing game in an under-served genre has found itself in a ditch. Like many other reviews have already commented, the AI pathfinding is buggy, there is a lack of endgame content, basic agriculture like crop rotation and ploughing is buggy and fails to work half the time, etc. etc. This isn't what my review will touch on; it has already been established that many fundamental issues aren't being addressed. What I want to touch on is the current state of the studio Slavic Magic and moreso the narrative around Greg the developer. This isn't a hate review of Greg, as I still somewhat believe in him, but this belief is slowly draining each day. Now for those who bought in at the start, you would've known Greg as the sole developer behind Manor Lords; if you played at the beginning of early access, you would've been hit with a pop up detailing this fact each time you launched the game. This is honestly commendable for having delivered what more or less is a similar version of the Manor Lords today save for the modern version having a few more bells and whistles back in 2024 as a single developer. Awe inspiring actually and has created this layer of mysticism surrounding Greg. Compound this with disgruntled players from the Paradox and Total War franchises and you create almost a messianic figure in Greg. He is our saviour, a single man set out to do what these triple A studios couldn't and we should all be blessed for having the opportunity to play this game in early access. However, this is no longer the case. We are no longer dealing with just Greg at this point but an entire studio he has built. Slavic Magic has dedicated 3d modellers, mappers, artists, coders, etc. it's not just Greg plugging away at it on his own. On top of that, we have Hooded Horse, an already successful and established double A publisher in this genre of Medieval games aiding in advertisement and other avenues Slavic Magic no longer needs to worry about for a successful launch. Yet, despite this, we are still faced with bugs and issues that were there on day 1. I understand game development doesn't happen overnight, I understand Greg was once working at this alone and thus had to balance development, publishing, and a plethora of other factors, but come on, it has been two years how are we just now adding in stone churches? Unfortunately, a vast majority of the community is still under the influence of Greg's messianic tale. If you go onto the Manor Lords discord and levy any criticism, constructive or otherwise, at the project, you will be met with angry fans spilling vitriol for daring to say otherwise. I'll even wager under this review there will be angry believers offended by my audacity. This is not a healthy place to be for a community and will only lead to death spirals that eventually leads to the community becoming nothing more than a husk. It is what it is and I don't blame Greg of course because how could he anticipate this success(they've made over 80 million in revenue btw) and the mix of fans that elevated him to such a position, but holy some of you need to see reality for what it is. If you're looking to buy this game, I wouldn't recommend it for its current price tag of 40 USD. It's a decent game for a couple of hours of play, but only really that much as there is no real endgame and it gets stale rather fast. It definitely won't replace any Total War or Paradox games that you are disgruntled with if you are coming from those franchises, so I would leave those expectations at the door despite what game journos are saying. Hopefully Slavic Magic will come out of this stump and we will get a coherent path towards 1.0.
更新慢,内容少,价格高
匆匆上线的半成品,BUG一直修一直有,后期游戏内容重复乏力,缺乏新意,一两个月更新一次,对UI执着重做,对牛拉车还是人拉牛无限拉扯,重要的科技树却更了一年了还是期待开放,我期待你妹啊。谨慎购买
Fund this game as hard and as fast as possible, I need more of it and i need all mechanics to be deeper and more complex. I love this game.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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