
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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 | 76.9Kreviews | 85% | — | $112.1M |
| $25.99−35% | 524ratings | 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 2981 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Nie polecam dopóki nie dodadzą trybu multi
Лучший градостроительный симулятор. Двигаться в сторону реализма и усложнения - правильное направление, подобные игры должны быть именно такими.
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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 3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
You need an XL brain for this game, but it's very addicting. You also can't just plop down 200 houses and expect to win and that's pretty neat.
Liebevoll gemacht und auch immersiv mit mitteralterlichen Details. Auf jeden fall empfehlenswert auch wenn erst in der E.a. phase!
I cannot get the windmill to make flour. why does this not work right. very frustrating
This is my dream game. You get a mix of cities skylines, age of empires, and civilization. It's really good: crop cycles, several production lines, a lot of things to pay attention, bonuses, hard enough to get citizens and start to conquer the world. Really love it and will keep playing. The dev is building this singlehandledly, so shoutout to them. However... 1. Money is too hard (or I didn't get it correctly). I did not have anything that was possible to sell easily except firewood, and that netted a very tiny profit (third year in the game). 2. Too many notifications about units being seen; I didn't appreciate knowing that a random unit was seen across the world. 3. Several bugs yet (that's fine, but buy it at your own risk!) 4. I didn't get to combat. 5. The tutorial is extremely basic (so far) (consider hiring a writer!) 6. The above means that some items are hard to understand or get. I didn't understand how to get sheep, or tools (and now everything needs maintenance), or what to do with salt without selling it. Maybe that's just me. 7. Some stuff is weird: "roadblocks" et al. are not clearly indicated on why. There was a clay source that I couldn't farm because it was impossible to put a construction since the "road was block" - not sure what this means. 8. Also not sure how to make decent roads and what are their purpose in full, and why they're free and instantly built. It's a game with *A LOT* of potential. The "3rd person view"/visit mode feature is absolutely insane, absolutely crazy idea, I never loved so much anything in any game ever. I hope the dev is able to keep making it and rocking. I would easily spend 10k hours on this after finishing.
I've owned this game since release but had not put much time into it until recently. The core gameplay loops is fun and rewarding coming from someone who enjoys both strategy games and city builders. This is a game I have been looking for since I was a kid and to see it become a reality is amazing! Whilst the updates are slow it is worth the wait as they are building a strong foundation so that content updates come out right with little to no issues. I hope this game continues to thrive well into the future and I eagerly await what is to come.
Very, very bad: Reroll simulator. All that is good right now is pretty looking towns and cities and most players want to choose not only the map and region but also their resources and the resources in the neighboring regions and possibly also the resources of the AI opponents (to make them stronger and suck less). Welcome to wasting hours and hours on restarts. Save yourself the pain. Good: First (but so far only) content update in forever. It is a very beautiful city builder. Recent tech updates made it actually playable, not better or worse than other city builders. Par for the course: UI and usability frustrations galore, but it is early access and you can work around them, mostly. Expect hours of learning and googling and reading/watching reddit/youtube for basics that should be explained in game. Military (battles) are still primitive and difficulty is almost exclusively figuring out what is nowhere explained. Difficulty through obscurity, 100% scaling and zero strategy. Bad: Still primitive economy, again lots of difficulty through obscurity. Random ass improvements (perks) that ruin the realism (e.g. most productive farming regions: high elevation???). Odd balance choices that wants you to start with map resources in a specific way to realize your dream city (see the very very bad). All not surprising when this part is run by a self-centered youtuber and anno fanboy (economy looks more and more like anno (e.g. perks=specialists and more) and that is not a good thing. That guy has a primitive view of games in general "all I want is ornaments" (reddit post on anno 117) and limited knowledge (lack of interest?) of the game, quote "oxen in farming failed me twice so i don't use them". And yes this guy writes the help pages and lets everyone know he does. Future economy improvement not expected given the personnel choices. Economy and military seem to be developed separately and feel separate in game. For example, you can beat the boss with 99% level 1 houses. This separation makes the outlook for the military aspect of the game look dim. Very bad: Like all city builders that want to be more than just pretty cities, the developer doesn't seem to understand the complexity levels of city:economy:strategy(military etc) which is something like 1:10:100. ML is probably a 0.8 on the 1 and a 0.1 on the 10 and 100 and likely will never be more than a pretty city builder. Not surprising if you hire people (youtubers no less) that don't see past the first 1.
Gra ma słaby balans, mnóstwo drobnych bugów, które z czasem srogo irytują. Przeciwnik rozwija osadę po czym nagle ma 3x więcej kasy, niż ty, punktów prestiżu, zajmuje 1 po 2 ziemie, i ma mnóstwo zbrojncyh i najemników. Kupiłem jako preorder by wspierać twórcę, ale po 7 latach pitolenia mamy wciąż niedorobioną grę, mam już dość. Może konkurencja ich zmobilizuje, skoro komentarze tego nie robią.
Finally figured out that you can adjust the work area of Granaries, Storehouses, Lumber camps and Forester Huts by pressing Ctrl and toggling the slider. Game changer. Idk why there isnt a tutorial or any meaningful content for this game. The game is overly complex, there is a severe content drought, and a ridiculous amount micro managing for city-building.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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