
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
诈骗啊,我买来多久了,这就是诈骗啊
1. 갈길이 조오오오온나 멀어보이는 시티빌더 게임. 2. 중세적인 아트 이미지와 그 시절에 맞는 건축양식 등의 그래픽적인 요소는 높게 평가할 수 있다 3. 느린 개발 속도와 처참한 버그들이 혼재한 이 게임은, 절대 구매를 추천하지 않는다. ---------------- 얼엑 시작한지 2년이 다되었음에도 불구하고 핵심 시스템 조차 완성이 안되었고, 전투 관련 시스템에선 하자 투성이며, 도데체 2년동안 뭐가 발전되었는지 전혀 알 수 없다. 욕심만 그득그득 들어찬 개발자가 자기 똥고집을 못버리고 우틀않을 시전하고 있는걸 보자하니, 자기가 뭘 잘못하고 있는지도 모르는데 무슨 말을 하겠는가. 약탈 관련 시스템에선 랜덤하게 자원을 약탈한다고 하면서 약탈하러 온 애들은 눈을 씻고 찾아봐도 없고, 진짜로 약탈하러 나온 애는 약탈을 차라리 약탈을 해갈것이지 집에다 불을 질러놓고 비축물을 싸그리 태워버린다. 그렇다고 약탈하는 애들을 때려잡아서 약탈물을 되찾을 수 있냐 하면 그것도 아니고. 이새끼들 3-5개월치 식량이랑 장작 가져다가 어디다 써먹는거야. 아니 사람 몇명이 돌아다니는데 3-5개월치 자원을 시스템 메시지 한번으로 털어가는건데? 도시 관련 시스템에선 기술발전 시스템이 없어지고, 방향성을 선택해서 특정한 보너스를 얻는 식으로 변화한 것 같은데... 아니 그래서 이게, 2년 개발할 동안 1티어에서 늘어난게 없다고요? 진짜 레전드 ㅋㅋㅋㅋ 시스템적으로 발전될 여지가 있어보이고, 핵심 시스템이 완성은 안되었어도 무언가를 하고 싶은건지는 알겠는데, 1인개발로 할만한 도전은 아니었다고 생각한다. 1인 개발로써 높은 완성도를 바라지도 않았지만, 바라건데 제발 욕심이라도 버리고 개발에 집중했으면 좋겠다.
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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
| $39.99 |
| — |
| 90% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 2.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Two years later and its still the same game with very little improvement. This game will drown because of its stagnation.
Dont buy this garbage until it fully releases nowhere near worth 40$ price tag
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).
It’s still hollow even after two years since release. I like the game and its graphics, but I don’t recommend it for now.
bought it on sale and it feels like a $30 paperweight. Spending 30 bucks just to make a town and spend some money on mercenaries so they can play a last to leave the circle challenge where you literally tell them to stand in a circle and survive is bs, if I wanted a decorative town and fake battles then I would have bought more Lego. everything is 90% decorative and half the gameplay is just spending hours making a town look nice just for the game to crash and lose everything. This game is filled with broken promises and constant waiting for the devs to actually add things to do. I believe the real reason that this game has been in early access for so many years is the fact that they decide to rework the very few things already in the game instead of adding anything. I give this game another 5 years of waiting before they add anything worth $30 3/10 (the visuals are nice)
Glacial development time, poor communication and a schizophrenic game that attempts to be both a historical sim and a boardgame-like arcade game. don't buy.
아 누가 미래가 밝은 게임이라 했는데 당했네 망할
As of July 2026, 90% of the game content is displayed as "coming soon" (i.e. missing). There's about 10h of figuring out the gameplay, with little challenge after. The building upgrade chart is minimal, the bugs are common, the mechanics are unclear. On the good side, the graphics is pretty, and the music is decent too. If the game cost $5.99 then I could give it a pass, but at this moment it's not worth even the $25.99 permanent discount price, let alone the full price.
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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