
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.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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 | 91.9Kreviews | 84% | — | $112.1M |
| $25.99−35% | 526ratings | 82% | #37 | 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 3081 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
内容不错,很适合消磨时间
I would recommend this game if you understand that it is not finished and has a few problems. The game mechanics is well made and works quite well. A few graphical bugs, but nothing serious. The main problem comes after playing for a while and is due to limited dependent resources. For example iron which is very important - you can mine it for a while, but once the mine runs out you will start to struggle a lot. To find another iron resource you will have to invade or occupy another area, then pay a huge sum to "settle" that area before you can mine iron there. So, while you think you crack a few problems and can continue the game, it always comes back at a certain point to bite you. At this stage, I think that is the most problematic thing with this game. It's not finished, so hopefully it will be better balanced at a later stage. Until then, wait to buy this.
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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 3.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
really looking forward to full release of this game. very chill, relaxed game with really good aesthetics. i would really like to see the perks to choose from when upgrading a village/town/city!
最初は面白いがすぐ飽きる 傭兵が強すぎるので弱体または数を減らすか傭兵制度やめた方がいい。 国庫金貯めて傭兵雇えば勝つゲームになってしまってるので村レベル上げて上級装備を作る意味がなくなる。 住民の住む建物の中で色々生産するシステムは非常にわかりにくい。それなら普通に防具屋、武器屋など特定の建物に変えた方がいい。非常に見分けにくい。
excelente juego
Очень кайфово играется! Да, ранний доступ, да много чего в разроботке, но чувствуется что разработчикам на игру не наплевать, понимаешь что дальше - больше. Уже на этом этапе, понимаешь что сделано качественно и с душой. Идеально есть бы появилась возможность самому участвовать в битвах (на подобии Mount and Blade) И проработать систему посадки культур, иногда я строю красиво в ущерб производительности и хотелось бы более лояльную систему выбора территории для полей (упростить).
É, sem dúvida, uma daquelas descobertas que a gente não esperava amar tanto. Desde os primeiros minutos, o jogo já conquista pelo visual: ver uma vilinha simples crescer, cercada por campos dourados e florestas que mudam com as estações, é simplesmente encantador. Dá aquela vontade de ficar horas só admirando o cenário. O que mais impressiona é como tudo parece vivo e natural. As casas não seguem uma grade perfeita, as ruas se moldam ao terreno, e cada aldeia acaba tendo sua própria personalidade, como se tivesse crescido ali mesmo, ao longo de gerações. A parte de gestão também é gostosa de mexer: plantar, colher, produzir artesanato, cuidar da economia... tudo isso exige um pouco de estratégia, mas sem ser cansativo ou complicado demais. O mais incrível é saber que boa parte desse projeto é obra de praticamente uma pessoa só. Isso torna tudo ainda mais admirável, porque o nível de capricho e atenção aos detalhes é gigantesco. Para quem gosta de jogos de construção de cidades ou de estratégia com um tempero histórico, é praticamente impossível não se apaixonar.
Jak ktoś lubi klimat budowania wiosek, strategi życia, polecam jak najbardziej.
GREAT
Still has its bugs and problem, but the developer is continually supporting the game and listening to the community. The game itself is very fun and rewarding to play.
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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