
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 2,400 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 2924 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
发售2年内容几乎无更新,这种赛博诈骗一定要制裁
Yesterday I played first time in 2 years. I must say I am a little disappointed with how much game progressed since then.. Lots of QOL stuff that was discussed here back in the day is still not present, game feels off and bugs are still prevalent. I honestly can't remember what changed since then but I can't see much to be honest. Things are still not obvious (like farming), 'documentation' still misses things like where wooden tools are made, there are lots of small annoying things and it feels like player have little agency. Please take it as honest feedback as I bought this game with big hopes for the future but it somehow feels like owner is still busy counting money..
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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 |
| — |
| 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
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
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。
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.
更新的太慢了,画的饼挺大但是实现不了有社么有?
Man, i tried. Game is just too raw and underdeveloped. I mean it feels awesome, but overall disbalance, dead trade, lack of depth just ruins the mood. I work 12 hour shifts, and have some rest on spare days, that i can somewhat invest in some positive gaming experience. And i've spent all my free time i had on me in last two weeks trying this game, while also learning mechanics from the youtube tutorials. Random generation of fertility, random generation of resources kinda make sence, yes. But when you spawn having- dead land without fish, and remote berry bush with 50 berries... Bro. How am i supposed to prepare enough standing army to counter baron, when 20% tax grants you 6 coin a month?... While you also need 250 effing money to settle claimed land. I want to establish a tavern and do things, but why in the world i need to sell 5 tiles/tools to buy a single sack of barley?... Why does the surplus never change? I guess that i at least should say thanks that base coast of things never drops. I've spent roughly 5 000 hours playing paradox games, i can easily learn complex games with massive mechanics, but not this one. I dunno, game just simply doesn't work. And if you're playing on a building mode w/o the enemies, it's just not really much to do after securing a safe working town. It's been s e v e n y e a r s and game still doesn't work. I'm not sure if it will work any day soon. I was hoping the game could be a singleplayer Lands of Lords replacement for me, but boy oh boy, i was wrong. Game is definitely dead. NPCs lively, pop system is great, building system - chef's kiss. Graphic - muah, awesome. But economy is dead, politics dead, most of mechanics are still in "coming soon" stage. Like the leveling tree is literally blocked to be announced L M A O. I will come back in 3-4 years and try again, thanks. But you guys can notify me if some big-ahh update come and change everything drastically, it will be of much help. oh, and why did polish devs made game centered around germanic aesthetics? there's already enough of german-themed games and other products of mass-culture. i would love to play game about medieval poland or other/general slavic society.
Let's not waste time, the first town you build looks great. Yes, the art is nice. I'm not spending eight paragraphs on that because at this point it's basically the only thing anyone ever says about this game and it's papering over just how little else actually works. Here's the thing that gets me. This isn't some two person passion project running on fumes. This made real money, won real awards, got real hype. And years into early access, it somehow manages to feel less finished than it did before. Not because nothing's been added, stuff gets added but because entire systems get ripped out for a "rework" and then just never come back. You'll open the development menu and see a slot sitting there labeled coming soon and it'll still say that a year later. The old policy system, the old specialisation tree, gone, replaced with basically nothing. That's not early access growing pains, that's a team that either doesn't know what it's building or isn't telling anyone. The actual simulation is worse than people give it credit for. It wants to be this deep, fussy medieval logistics game reserves, surplus sliders, family labor, granary filters, fine sure. Except none of it is robust, it's just frail. One ox has a bad day and stands in a field forever, one production chain quietly stalls with zero indication anything's wrong and suddenly your winter is ruined and you spend an hour digging through menus trying to find which link in the chain broke. You're not playing lord of anything. You're doing IT support for a village that keeps unplugging itself. And don't get me started on multiple regions, because this is where the whole "Manor Lords" title starts to feel like a joke. You'd think expanding your territory would feel like, you know, expanding. Instead every new region is its own isolated bubble that shares nothing with your main town. Got a warehouse overflowing with grain? Doesn't matter, your new settlement twenty minutes away is starving and you can't just send it food. You have to build pack stations and trading posts and barter goods back and forth like the two towns are hostile foreign powers instead of both belonging to you. Prop up the new place and you gut your own tax income. Ignore it and it collapses. There's no in between, there's just two annoying part time jobs instead of one kingdom. The economy underneath all of it barely holds together too. Prices don't move, trade routes dry up for no clear reason and you can end up spawned next to useless land with no fish and one sad little berry bush, no way to recover from that beyond restarting. For a game this focused on economic simulation, the economy is the part that feels the least alive. Combine all that with a development pace that's been glacial for years now and you get a game that's genuinely uncomfortable to recommend at full price. People keep leaving thumbs up reviews that read like complaint lists, presumably because they feel bad kicking a small dev while they're down. Except this isn't a small dev anymore, and goodwill isn't a permanent substitute for actually finishing systems you already showed people in trailers. The vision is good. I'm not denying that. But vision doesn't ship a product and right now this is a gorgeous, half wired house that's been "almost done" for years. 2/10. Don't buy this expecting a finished city builder. Buy it, if you buy it at all, expecting a tech demo with a very good art team and a very slow production line behind it.
Depsite being visually beautiful the games mechanics are mired by vagueness, bugs and confusion. Nothing is quite clear and you try to guide your people to build a nice medieval village. Crops get replanted during fall, even with crop recycling, sheep take years to gather a few pieces of wool, icons and warnings pop up saying you don't have enough of this even though you have it. You're trying to fix countless issues simply because you may not have assigned enought people or not at the right time. It's a mess. You have no idea what's really happening under the hood and it seems the game falls apart frequently under it's own complicated simulation that doesnt' handle basic commen sense taks properly and leaves you frustrated time and time again. I don't know if the dev will ever fix the game so it actaully starts to play like it makes sense but for now it's just not worth playing.
In its current state, I can't really recommend it. It needs a lot of balancing to make the game work right. I play a lot of these types of games, but this one is very unforgiving even on low difficulties. There are too many things that can go wrong and it takes too long to correct your mistakes. Ultimately, leading to failed games that can't be corrected. I tried to "get gud" but, yeah... My first save (a long time ago), I upgraded my buildings too quickly, didn't really understand how house plot sizes worked and ultimately starved to death. My second save, I went into farming too early and devoted all my resources towards that because of how involved it is; ran out of tools and firewood. My third save, the start was perfect, everything went really well until I was ready to branch out and start a new settlement. I was going to diversify my towns thinking that's the way to go and that I could comfortably trade between my settlements for the things that each town was lacking. Well, the bartering system is very lacking, to the point where one town will get a massive surplus of items and the other town will get 0. You can try to use the trading post to trade between your towns, but that costs regional money. Trading posts have their own issues, which is that they are very stingy (if you need to buy from outside merchants, the cost difference between buying and selling is 5-10 times as much to buy sometimes) and the prices are extremely in-balanced (you can sell a sword for 6 silver, but buying a sack of flour is 11). Needless to say, I ran out of everything and there was no real way to correct it. My fourth save and this is where I ended up quitting, was a save that was pretty far along, I had gotten 3 different regions going (rich iron, rich salt, rich stone), and was just about to start doing some farming in a fourth region. Well, the update now requires animals to eat food during winter and pasture sizes were reduce a lot. I didn't have animal feed nor space for all the animals (I had to quickly build another pasture, but that takes time to build... I save scummed a couple times to come up with a plan/space that worked to save them from running away). I then tried to quickly buy some animal feed, but it costs an arm and a leg to buy them from the trader (and the trader is way too slow anyway). And just like that, all my sheep died in ~one month. This one, I kind of understand, it was a good update and I was actually looking forward to this as it adds new items to game for more flexibility (cows instead of goats for milk, mead and cider instead of only ale, etc.) and it's still in EA. But, because of all the other things put together and how quickly things can go wrong without any realistic way to turn things around, made the update unfun to play for me. I'll hold off for the 1.0 release, where hopefully these balancing issues are addressed. Although, I kind of don't think they will (some of these seem to be deliberate choices by the devs).
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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