
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
Sus mecánicas son deficientes, en términos de desarrollo urbano y económico es muy limitado. Las batallas tienen poco sentido o al menos los tutoriales son deficientes. El uso de unreal engine me parece innecesario, el juego sigue mal optimizado y es evidente que aún no se tomaron como prioridad corregirlo.
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.
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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 |
| — |
| — |
| — |
| 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
Honestly, the game has a very fun idea and I really enjoyed it but its too obtuse. There is never enough information given to the player.
An originally super hyped game that now feels like it has stalled. It feels like it is 80% complete yet it feels like it's 40% of the way there. I've enjoyed the mechanics and the graphics but it does feel shallow and superficial. There's only one dev behind this, and while he's doing the best he can, you can only expect so many patches and feature releases in a given year. This has been out for almost 2 years now and I suspect another 4 to 5 years will be needed before the full 1.0 release comes out (if the dev doesn't get bored and moves on). Definitely worth trying on sale but right now I would hold off until the 1.0 release. ...or until the Strait of Hormuz is reopened. Whichever comes first!
I waited literally years for Manor Lords. The theme, the visuals, and the atmosphere are exactly what I have always wanted in a city builder. The early game is incredibly relaxing and fun to play. But that illusion shatters the moment your town hits 100 or more people. The mid and end game transitions from a fun city builder into a frustrating, buggy mess where satisfying basic needs feels impossible. The biggest pain point is the trading system. Inter-region trading through pack stations is horrible to manage. There are no proper limits, so you go from needing a few specific items to drowning in thousands of them in a matter of minutes. External trading with merchants is even worse because the AI constantly gets stuck on roads. The only workaround for trades actually going through is forcing yourself to play on 1x speed, because the moment you speed the game up, the merchants just freeze again. Then you look at the economy and the prices. Supplying drinks for a town of 500 people is mathematically insane. Importing a single beer costs 28 regional wealth, but the items you craft from local resources sell for 1 wealth each. I have to export 28 tools just to afford one beer. When a town consumes 200 beers a month, the economy completely collapses. Yes, you can produce the beer or other drinks by yourself, but even when I have 20+ apple plots in huge areas and 10+ brewery, still impossible. Farming and food production are just as broken. I watched dozens of tutorials on crop efficiency and rotation. Even with three fully staffed farmhouses holding 24 families, they completely fail to manage nine fields of 1.5 morgen each. It is impossible. Vegetable plots are the only reliable food source, but they overwork the families so much that they abandon their actual assigned jobs. Meanwhile, backyard chickens and bees are completely useless unless you build massive amounts of them. My grandmother has 30 chickens and supplies half her village. I have 200 chickens in this game and cannot keep a single egg in stock for a month. The rest of the features feel equally half baked. Combat looks nice, but the AI is completely dumb. Building a castle serves zero gameplay purpose and is just there for visuals. It is incredibly frustrating to see development time spent on adding a new church tier and useless level 4 houses when the core simulation is this severely broken. I love the concept, but this is simply not the way. I have tried starting over many times and always hit the same wall of stupid bugs and terrible balancing. I am done with Manor Lords for now. Sadly, with the current pace and development priorities, I feel like if I reinstall this in two years, it will still be exactly the same game.
This game really needs to get rid of the reputation mechanic where you can only upgrade houses if they're wealthy enough as opposed to whether your village can afford to pay for the upgrade. The peasants won't walk 6 houses down (their own house being #1) to go get water from a well.
нету апдейтов за 2 года, всё туфта
Ich spiele Manor Lords bereits seit den ersten Alpha-Versionen und habe über viele Stunden, Tage und Wochen hinweg fast jedes Update ausprobiert. Am Anfang war meine Begeisterung wirklich groß. Die Grafik, die Atmosphäre und die Liebe zum Detail sind beeindruckend. In diesen Bereichen würde ich ohne Zögern 10 von 10 Punkten vergeben. Leider hat sich diese Begeisterung mit der Zeit deutlich abgeschwächt. Die Entwicklung des Spiels schreitet aus meiner Sicht sehr langsam voran. Nach jedem größeren Update hofft man auf neue Inhalte und mehr Spieltiefe, doch meistens kommen nur kleinere Änderungen hinzu, die im eigentlichen Spielverlauf kaum auffallen. Sobald man seine Siedlung weit ausgebaut und die Häuser auf die vierte Stufe gebracht hat, ist praktisch Schluss. Viele Gebäude und Erweiterungen sind zwar bereits als Platzhalter vorhanden, können aber noch gar nicht genutzt werden. Dadurch fehlt dem Spiel aktuell einfach die Langzeitmotivation. Dazu kommen einige technische Probleme. Immer wieder bleiben Gebäude ohne ersichtlichen Grund unfertig. Es wird nicht erklärt, warum nichts mehr passiert. Erst nach einem Neustart funktioniert plötzlich wieder alles. Das wirkt so, als würde sich im Hintergrund gelegentlich etwas aufhängen. Mit zunehmender Größe der Siedlung wird außerdem die Simulation immer langsamer. Die Berechnungen dauern deutlich länger und früher hatte ich auch häufiger Abstürze. Seit ich über GeForce NOW spiele, treten diese zwar kaum noch auf, weshalb ein Teil der Probleme vermutlich auch an der eigenen Hardware oder Konfiguration liegen kann. Auch die Gegner-KI überzeugt mich momentan nicht. Sie reagiert sehr vorhersehbar und macht immer wieder dieselben Fehler. Dadurch verlieren Kämpfe schnell ihren Reiz. Mein größter Kritikpunkt ist jedoch die fehlende Spieltiefe. Die Präsentation ist hervorragend, aber spielerisch fühlt sich vieles noch wie eine Baustelle an. Man merkt deutlich, dass das Spiel noch nicht fertig entwickelt ist. Mein Fazit: Wer Manor Lords bereits besitzt und Spaß daran hat, kann die Entwicklung natürlich weiter verfolgen. Wer jedoch noch überlegt, das Spiel zu kaufen, dem würde ich aktuell eher empfehlen, noch abzuwarten, bis deutlich mehr Inhalte und Spielmechaniken fertiggestellt wurden. Falls ihr es trotzdem ausprobieren möchtet, würde ich den Kauf über Steam empfehlen. Dort kann man auch die experimentellen Versionen und kleineren Updates testen und die Entwicklung des Spiels direkt mitverfolgen. Ich selbst hatte das Spiel ursprünglich über den Windows Store gekauft und konnte über GeForce NOW lange Zeit nur die offiziellen Hauptversionen spielen. Dadurch hatte ich oft das Gefühl, wichtige Neuerungen zu verpassen, obwohl viele Spieler bereits über die experimentellen Updates gesprochen haben. Bewertung: * Grafik: ⭐⭐⭐⭐⭐ (10/10) * Atmosphäre & Details: ⭐⭐⭐⭐⭐ (10/10) * Spieltiefe: ⭐☆☆☆☆ (1/10) * Aktueller Entwicklungsstand: Für mich noch zu unfertig, um eine uneingeschränkte Kaufempfehlung auszusprechen.
I like it but it needs more for me
845 hours and i haven't yet raised an army, still getting to grips with the building part and it's so much fun. looks lovely, enjoy the challenges of building stuff. negative reviews all seem to lack context of bang per buck. they need to have a word with themselves.
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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