
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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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 | 91.7Kreviews | 84% | — | $112.1M |
| $25.99−35% | 523ratings | 82% | #155 | 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 2908 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Still just as empty as when it released. The game was only ever about visual appeal to draw in the crowd. Further more i was banned from all social platforms just because i voiced my opinion about how this was a number 1 wishlisted for a while only because it looked good. The game at best is a pre - release beta. You can get maybe a good 25-50hrs out of this before its just redundant and repetitive. The game was done way before launch, just so they could hype sales, and yet here we are. Still poking a dead animal with a stick waiting for it to do something. Waste of money, the gaming industry really is just dying.
刚买的时候:哇,题材好新,游戏框架yyds!牛博一! 玩了7小时:这游戏除了题材框架,就是个半成品么,过了那么久,有实质性更新否? 最后,我很少给游戏打差评,除非我真的绷不住了!
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
| $25.99−35% |
| — |
| 90% |
| — |
| 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 2.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It is a pretty fun premise. It is worth poking around and the beginning of the game is quite fun. Bonus points for being unique. The not recommended status is because this early release game seems unlikely to ever graduate to a proper game. I did not play for a year and almost nothing improved in game. The balance of the game (money and time) is not well calibrated and I suppose will never be.
I bought this when it came out on Steam and have played over a hundred hours, so not nothing. It seemed so promising from the start, I really enjoyed it even though it was sort of a dead end. Since then it seems like the devs are focused on adding complexity to a game that's (understandably) broken (because its easy access) which makes no sense. It's also been a couple years and I'm not sure that we're any closer to a complete game than we were then. I've lost interest and I'm no longer optimistic that this project will bear fruit in the form of a balanced, polished game. I feel like the most likely outcome at this point is they fill in the rest with AI, it remains a buggy mess in production, and never feels like a finished game. Hoping I'm proved wrong.
这更新更个寂寞,更新了什么东西 都没新玩法
Manor Lords — игра с огромным потенциалом, который уже два года так и остаётся потенциалом Впервые играл в Manor Lords где-то в августе 2025 года. На момент того времени игра показалось мне интересной, по началу... В ходе игры я выяснил, что торговля работает не так, как это обычно в играх. Обычно, что бы купить предмет тебе нужно заплатить пошлину в виде 10 серебряных, но в таком случае, что либо покупать становится слишком дорого. Я подумал, что всё дело в том, что я торгую с "чужеземцами" и в окне торговли отключил торговлю с ними. Но торговля остановилось. В окне я увидел уведомление, что торговля прекращена. Без объяснения причины. Пошевелив своими извилинами я смекнул, что вероятнее всего дело в политике, что мне нужно дружить с соседями, дабы те начали со мной торговать. И опять НО. Они вообще не хотят со мной дружить(( На сколько я понял, эта механика ещё не была доработана, ведь в строке отображения отношений у меня ничего не было. Просто пустое поле. "Ну, игра не так давно вышла, тем более студия маленькая, скоро доработают :3" подумал я, но нет... Прошло 2 года с релиза, а так таковой политики в игре нет. Я соглашусь с мнением о том, что возможно я не до конца понял всю проработанность торговли в этой игре, но политика... Невозможно создавать союзы, нельзя составлять торговые соглашения, невозможно при ВОЙНЕ навязать требования в виде вассалитета или же аннексии территории. Кста, анексить территорию можно только за 2к очков влияния, что абсолютно убивает смысл в войне за 500 очков, ведь кроме монет и "отказа на какие-то территории" (я так и не понял, на какие именно...) ты больше ничего не можешь сделать. Самой по себе политики так таковой в игре нет, ты можешь только объявить войну, которая идёт в пакете "бомж война" за 500 и "лакшери война" за 2000. Кто-то скажет, что бы начать нормально торговать нужно завассалить территорию, но какой смысл, если дойдя до первой войны ты можешь сразу начинать другую, но нееееееет, тебе ведь нужна "лакшери война", так что сиди и копи 2000 очков в это время развиваясь, что бы просто город был красивый. Кстати, по сути, кроме красивого города в один момент отпадает смысл в так таковом развитии, ведь ты всё равно можешь нанять ополчение, а в остальном ничего прям полезного ты не получаешь, кроме денег, куда их только деть ?.... На месяц войны, что бы просто разбить армию противника, тебе нужно условно 300 серебра, которые не сложно накопить без супер-пупер мегаполиса. Мб в этом и смысл игры, что бы построить москов сити в средневековье, но бляяя, всё это так душно, что желания особого нет. В остальном, играть смысла нет. Если кто хочет, просто позалипать на красивые домики и на "огромную армию" (которую по сути задействовать некуда), то наверное вам зайдёт. Лично для меня, без политики и нормальной торговли, я могу и в Cities: Skylines поиграть. Очень бы хотелось, что бы они допили игру, но если честно, вряд ли всё, что я хочу и хотят иные игроки, вообще будет в игре когда либо.
Come on, every time ur "major update" is so little, i always replay after every major update and ended up dissapointed, the concept of this game is OG, but yet so dissapointing because of the slow progressions, i'd like to support this game but like many people here they just got fed up on waiting, and i'm saying this as very patient guy
This is one of the reason to not pay for EA games. Got tricked once, shame on you. Got tricked twice, shame on me, i guess. By the time this game is "ready", if ever, other ideas, technologies and implementation will be around
It's been around a year now with no real meaningful content being added. Instead, we've had minor balancing patches spread apart in 4 updates every 3 months that go "X building now consumes Y amount of resources" or "Citizens no longer consume Y amount of resources". Game is deservedly getting grilled for being stuck in this state despite the massive financial influx ever since it released in early access. Odds are, the developer is going to do one more balancing patch for 0.9 and an unceremonious 1.0 launch that won't look very different from what's in the game now.
2024年买的,后续更新极其糟糕,制作组根本就没好好工作。烽沙试玩版都比这个强。
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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