
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% | 525ratings | 82% | #180 | 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
Manor Lords kupiłam właściwie w ciemno, wiedząc tylko tyle, że może być czymś dobrym. I chyba właśnie to „może” wystarczyło, żeby dać jej szansę. Na rynku jest pewna nisza RTS-ów, które mocno stawiają na mikrozarządzanie, szczególnie na początku rozgrywki. Manor Lords zdecydowanie się w niej mieści. Momentami jest tego wręcz za dużo — trzeba pilnować mieszkańców, zasobów, produkcji, przydzielania pracy i rozwoju osady. Z jednej strony potrafi to zmęczyć, z drugiej daje ogromną satysfakcję, kiedy wszystko zaczyna działać. Największą zaletą Manor Lords jest jednak klimat. To trochę spełnienie marzenia o grze, którą człowiek wyobrażał sobie jako dziecko, łącząc najlepsze elementy starych strategii. Trochę Stronghold, trochę The Settlers, trochę Caesar czy Anno z lat 2000. Budowanie osady, rozwijanie miasta, zarządzanie mieszkańcami i jednocześnie poczucie, że naprawdę tworzymy własny średniowieczny świat. Manor Lords przypomina mi grę, na którą człowiek czekał przez lata, choć tak naprawdę nigdy wcześniej jej nie było. Do tego dochodzi grafika, która jest dla mnie jedną z największych zalet tej produkcji. Osady, pola, lasy, drogi i budynki wyglądają świetnie, a przybliżenie kamery pozwala naprawdę poczuć skalę całego przedsięwzięcia. Co ważne, grafika nie jest tylko ozdobą — razem z muzyką i architekturą buduje ten niezwykle przyjemny, trochę melancholijny klimat. Czasami można po prostu patrzeć na rozwijającą się osadę i niczego więcej nie potrzebować. Dużym plusem jest też fakt, że gra cały czas się zmienia i rozwija. Kupując Manor Lords, właściwie kupujemy nie tylko obecną wersję, ale też możliwość obserwowania, czym ta produkcja ostatecznie się stanie. Dobrym przykładem jest Mount & Blade II: Bannerlord, które od czasów Early Access zmieniło się diametralnie. Z Manor Lords może być podobnie — i właśnie dlatego trudno dziś powiedzieć, gdzie ta gra będzie za kilka lat. Oczywiście nie jest idealnie. Brakuje niektórych tłumaczeń, zdarzają się nakładające tekstury i inne drobne niedopracowania. Nie przeszkadzają one jednak w samej rozgrywce. Gra działa płynnie, nie crashuje i jak na wciąż rozwijaną produkcję wypada pod tym względem naprawdę dobrze. Największym problemem pozostaje dla mnie nadmiar mikrozarządzania, szczególnie na początku. Jeśli ktoś szuka spokojnej gry o budowaniu miasta, może się momentami odbić od ilości rzeczy, których trzeba pilnować. Ogólnie jednak zdecydowanie polecam. Szczególnie osobom, które potrzebują odpoczynku i tęsknią za strategiami z dzieciństwa. Manor Lords nie jest jeszcze grą idealną ani skończoną, ale ma coś bardzo rzadkiego — klimat produkcji, którą człowiek pamięta, mimo że nigdy wcześniej jej nie dostał. + świetna grafika i klimat + mocno rozwinięte mikrozarządzanie + satysfakcjonujący rozwój osady + połączenie strategii, ekonomii i budowania miasta + nostalgia za klasycznymi strategiami z lat 2000. + ogromny potencjał i ciągły rozwój + płynne działanie, bez większych problemów technicznych - momentami zdecydowanie za dużo mikrozarządzania - drobne błędy i niedopracowania - braki w tłumaczeniach - nakładające się tekstury - trudno przewidzieć, jak ostatecznie będzie wyglądała gra Ogólnie: bardzo polecam :D
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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
This game is not fun. It is well made and thought through, but it's just not fun to play. If you want to micro-manage how many people work your 'saw-pit' vs your 'bloomery', then fine, but that isnt a 'game'. Ive played Eve for years, FS15 onwards, Banished, Valheim & Bannerlord - Manor Lords is just dull. Sorry, I really wanted to like this, but no.
Hermannstadt(Sibiu, Romania) , if you don't want to read the full review just check out Astra National Museum Complex, and see for yourself this living world as it was back then. A True Reflection of Home – Manor Lords Review from Sibiu (Hermannstadt) Living in Sibiu, or Hermannstadt as we still lovingly call it, means waking up every day surrounded by the beautiful medieval architecture that defines our city: the sturdy timber-framed houses, the sloping red-tiled roofs, the cobblestone streets, the fortified churches, and the careful blend of practicality and quiet elegance that the Transylvanian Saxons left us. When I started playing Manor Lords, I was stunned. The buildings, the layouts, the materials, the proportions… it feels like someone walked through our old town and the surrounding villages and carefully brought that exact spirit into the game. The houses look like the ones I pass on the way to the Square. The barns and workshops feel familiar. Even the way the settlements grow organically reminds me of the historical layers you can still see here in Sibiu. It’s rare for a game to respect regional architecture this carefully. Most titles just invent a generic “medieval Europe.” Manor Lords doesn’t. It feels authentic in a way that made me smile every time I placed a new building. If you want to see for yourself how close the game gets to the real thing, visit the Astra National Museum Complex here in Sibiu. Walk through the open-air exhibits of traditional houses, barns, and village structures. You’ll recognize the same forms, the same construction logic, and the same quiet beauty that Manor Lords captures so well. For me, as someone who lives among these buildings every day, this game isn’t just fun — it’s a respectful love letter to the architecture of my home. Highly recommended.
First of all I wanna say that the game is georgeous and has a lot of promise, I really like the Graphics, drawn medieval era pictures even the music really gets you to that medieval mood. I really like the extension system to burgage plots it really makes sense and it gives a bit of realism. BUT The game is far from finished , a lot of unused things , even for early game like pelts dont have use I get it , its EA and one developer It wouldnt matter if the game was priced in the 10-15€ margin but sorry 40€ for this unfinished "piece" of something , you cant call it a RTS cuz combat and reclaimation really sucks , you cant even see the AI castles. It doesnt have a multiplayer... so what is that guy even working on ? Its not really a city builder because for that it is really shallow , its not a logistic game because the logistic system is really bare bones. Sooo for the curent content that is in game I cant recommend this game for its given price. Even when it goes on 50% sale its still too much. You can get Project Zomboid for 15% of the price and have THOUSANDS of hours even with your friends.
Too long in 'Early Access'. Great game, love the visuals, good, very game basic mechanics but moving too slow and still buggy. I know your response - one man working alone early on but has had a team for a while. It has been out for 2 yrs with only minor changes. One of many games released and staying in early access for years. Will review my rating based on final product.
great game, one developer doing so many amazing things... I think triple A tittles should look up to this guy
There's still some things here and there that need improvement and addition, etc... but overall it's very well put together. It loads quickly and smoothly, the game runs smoothly other than the occasional stutter, and the graphics overall are simple but clean. If you enjoy a kingdom builder type game, it's a good option to try out.
I would like to be able to restart
Manor Lords je dechberoucí středověký simulátor budování města, který posouvá žánr na novou úroveň díky neuvěřitelné míře detailů, organickému růstu vesnic a realistickým bitvám. Kombinace hluboké správy panství a vizuální nádhery z něj dělá jeden z nejzajímavějších strategických debutů posledních let. 9/10
Сам по себе стратегии люблю, но эта не зашла. Визуально игра выглядит отлично, строить приятно, да и боевка с расстановкой отрядов сделана круто. Но когда начинаешь играть дольше, вылезает куча недоработок и откровенной тупости, которые портят всё удовольствие. С балансом тут беда ,нормального режима просто нет. Либо ты строишься вообще без врагов и скучаешь, либо включаешь их и терпишь бред. Разбойники могут воровать ресурсы с твоих складов, даже если их лагерь находится на другом конце карты. При этом боты откровенно читерят: у них не умирают люди, нет голода, а ресурсы и золото берутся из воздуха, пока ты пытаешься контролировать каждую мелочь. К слову о контроле , люди в игре невероятно тупые, у них вообще нет никакого самостоятельного интеллекта. Если у тебя на всю деревню один вол для бревен, то остальные тридцать бездельничающих крестьян будут просто стоять и смотреть, они не догадаются помочь и перенести что-то вручную. Крестьяне могут дохнуть от голода прямо под кустом ягод, но сами они их не сорвут, их обязательно нужно вручную туда назначать. С рыбалкой тоже самое, нужно ставить рыбака не просто у озера со значком рыбы, а строго в одном конкретном месте перед ним, потому что рыба здесь плавает по кругу пять на пять метров и шагом в сторону её уже не достать. Без твоего прямого пинка никто ничего делать не будет. С глобальной картой и дипломатией всё ещё печальнее. У соседних земель здесь только одна роль , тырить твои территории. Взаимодействия с ними просто нулевые: нельзя нормально торговать, нет настоящей дипломатии или возможности кого-то запугать. Ты даже не можешь зайти на чужую землю с армией в 60 человек и сжечь её например, потому что такой функции в игре тупо нет. Зато можно спокойно шататься своей армией по их владениям когда захочется, просто потому что ты еще "не предъявил претензий". Выглядит это максимально глупо и нереалистично. В общем, задумка хорошая, но играть в симулятор няньки с скудным функционалом сейчас тяжело. Пока проект в раннем доступе не рекомендую. PS: Игра делается 3 калеками, по-этому написал что ПОКА не рекомендую. Уверен что игру подправят,потому что потенциал у нее есть.
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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