
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 | 91.8Kreviews | 84% | — | $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 3011 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Душная, сломанная шляпа. Мб через лет 5 доработают.
Прикольная залипательная игрушка. иногда запускаю просто в главном меню чтобы послушать музыку. Разрабы молодцы действительно работают над игрой время от времени выпускают патчи. Игра красивая, как таковой цели в игре нет просто песочница по строительству города. суть игры в микроменеджменте и получение эстетического удовольствия. Боёвка как по мне сделана просто чтобы была. вся суть победы в сражениях с ботами купить наемников раньше чем они и насрать как можно больше дружины вот вам и гайд на платину заодно :D
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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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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
Great game, improving steadily
Every update gets better and better. I'm loving the new livestock and associated workers to go alongside of them, and am very relieved to see the cider update so I'm not wholly dependent on barley to get my tavern going. I have to say, I'd always enjoyed the game, but more so the "potential" of it; it felt like I never really got going with a decent town until the update before last (though I never minded; I knew this was all a work in progress). Finally, however, I can say I think I understand how the game works and I'm slowly seeing more efficient strategies unfold, like smaller markets (and building neighborhoods closer to them), multiple types of businesses in the same city, and balancing "need more workers" with "don't eat all my food." It is an immensely satisfying game and you can really see more than just the bones--it feels like it's alllll coming together! I do remember with the last update, as well as I was finally managing, I did run into an issue where royal tax just was impossible at a certain scale, but it seems this latest update has capped that, which is awesome. For now, my one pain point is that you really have NO idea what sort of resources might be in your starting area when you're setting your game up, which has led to me restarting several times when my first town simply has like, no iron and no agriculture. I don't think this is necessarily an issue longterm as playstyle flexibility becomes more natural, but it's really my only gripe. Loving it and looking forward to more.
Ciekawa gierka szczególnie graficznie, przyjemnie się na nią patrzy ... ale niestety już po paru godzinach robi się monotonna i mam wrażenie jakbym robił cały czas to samo w pierwszym etapie rozgrywki. Trochę mało jest objaśnienia mechanik. Chwile pograć okey dla mnie ale na dłuższą mete polecił bym inne city buildery. Niestety 2h za mało a 4h za dużo już. Ma potęcjał ale jakoś mi nie podchodzi
Moin! Seid erscheinen spiele ich Manor Lords hin und wieder. Und schaue was sich ändert. Es ist ein durchaus schönes Spiel. Es hat auch interessante Mechaniken. Davon hat es aber für mich nicht genug. Und ich sehe nicht den Trend, dass grundlegende Mechaniken überarbeitet werden oder bald Neue kommen. Diese Meinung werdet ihr auch in den Positiven Rezensionen immer wieder finden. Nur das man dort Optimistisch ist. Ich habe noch keine Runde in dem Spiel fertig gestellt, weil ich immer wieder auf Probleme stoße, die mir dann den Spaß rauben. Einige System des Spiels entwickeln sich gar nicht (Spezialentwicklung von Siedlungen). Kampfsystem ist merkwürdig deplatziert: Als ehemaliger Stronghold/Total War Spieler weiß ich die Tiefe der Funktionen zu schätzen. Aber es gibt keinen Grund für so enormes System. Und mehr als damit "rumspielen" geht auch nicht. Meine Empfehlung ist: Abwarten, in zwei Jahren nochmal nach schauen. Hier eine meiner Erfahrungen: Man startet mit zwei Nahrungsquellen die aus Fisch, Wild, Beeren oder Pilzen bestehen. Diese kann man nicht vermehren. Es wäre schön, riesige Wälder aufzuforsten um deren Ertrag zu erhöhen, Zuchtprogramme für Fische und Wild. Aber das geht nun einmal nicht. Um an mehr Nahrung zu gelangen kann man nun entweder Felder anlegen. Was ganz nett ist. Wenn man weiß was man tut: Hat deine Startregion einen ertragreichen Boden (erfährt man nach Spielstart)? Hast du genug Bauer für die Menge an Feldern? Wenn nicht, hoffe ich du hast nicht 3-Felderwirtschaft genutzt: Nicht geerntetes wird dann bereits nach 2 Monaten der Ernte Saison verschwinden. Weil das Feld automatisch für die nächste Ernte frei gemacht wird. Ärgerlich. Man muss halt vorher wissen, was man tut. Oder man drippelt das Handelssystem. Nun kann man dir ursprünglichen Ressourcen nicht vermehren, aber Bäume pflanzen. Abholzen und zu Holzkohle machen. Und dies verkaufen. Zumindest eine unbegrenzte Ressource. Dafür kann man dann Dinge kaufen. Man sollte aber nicht auf den Gedanken kommen, Eisenerz zu kaufen, es mit eigener Holzkohle zu veredeln und dann für einen Profit zB Waffen zu verkaufen. Ist nicht so gewünscht. Vielleicht machbar, aber auch hier: Man sollte genau wissen was man tut. In meiner letzten Stadt bin ich auf folgendes Problem gestoßen: Ich habe meine Siedlung nicht schnell genug effizient gemacht. Ich habe Felder gebaut und Bauern geholt. Es lief gut. Aber zum Aufwerten eines Grundstücks benötigt man auch Fleisch. Und davon hatte ich viel zu wenig im Verhältnis zu Familien. Und das schöne Viertel, dass ich als Stadtkern auserkoren hatte, hat selten Fleisch gesehen. Konnte ich also nicht verbessern. Lösung A: Expandieren! Problem: Man kann eine neue Siedlung wieder bei Null aufbauen (je nach Geldbeutel). Und Handel zwischen deinen Siedlungen muss Fair sein, ein geben und nehmen. Ich kann der neuen Siedlung also nicht einfach Brennmaterial, oder Nahrung und Stoff schicken. Sie muss mir dafür etwas zurück geben. Da sie im Aufbau ist, hat sie aber kaum Ressourcen. Kann man die also erstmal wieder 1-2Jahre flott machen. Lösung B: Tiere züchten! Dauert auch ein paar Jahre, hätte ich das Geld zum kaufen dieser Tiere mal viel Früher angewendet. Ach die brauchen auch Nahrung, also Felder mit Bauern. Hätte ich vorher wissen sollen. Sicherlich cool wenn es nach ein paar Jahren Zucht gut läuft. Lösung C: Ich verkaufe eine ganze Menge Holzkohle und kaufe Nahrung! Ja, cool. Ich gucke mal zum nächsten Update mit der nächsten Siedlung wies dann läuft.
been playing this game for some years now, and it has been quite the jurney. It keeps getting better and better, the graphics are amazing, the desing, the combat system, the city manager and builder aspects are also beautiful! thank you for keep working on the game, many studios would´ve just launched and collected their money. Thank you for this game, I love it! I hope to se more of it!
发现新版本,打开主界面,UI大变样,进入游戏后,看到coming soon,删游戏跑路。
На ранней стадии игры вас может посетить обманчивое чувство что это игра. Хорошее, приятно-сделанное меню, понятный интерфейс, детализированная постройка зданий (прям видно как по доскам оно собирается), кажется что вот щас тут оставлю пару десятков часов, как будто бы куча способов через что можно сыграть итд. Но потом оказывается что это не совсем игра а скорее техно-демка. В игре кроме early-game вообще ничего нет (ни мид гейма, ни лейта), с развитием выползает куча шероховатостей, недоработок, неудобств. С ходом развития она всё больше становится нелепой, ты по сути вечно играешь этот early game, в ожидании когда же наступит следующая веха развития. Я долго не покупал эту игру подозревая что что-то тут точно не так, и, к сожалению, это оказалось правдой. Я не понимаю откуда у игры 84% положительных отзывов.
买到就是赚到,千小时以上的游戏
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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