
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% | — | 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
本质上这个游戏是个非常好的游戏,个人感觉在中后期的游戏上可玩性太少了,发展到一定的阶段以后,城镇的发展不能体现到各个方面,难以给人成就感。目前能改进这些部分就可以大大的增加游戏的可玩性。 1.游戏的人口增长应该和军事人口挂钩,按人口发展阶段设置军事人口上限。后期游戏的发展与军事关联性更高,玩家在注重发展的同时,游戏的可玩性更高。 2.设置类似军营类的建筑,把人口培养成各个不同的的士兵,已经培养成士兵的人口不作为生产人口使用,可以避免现在的人口结构的混乱,玩家可以更加专心的发展军事和城镇。 3. 设置军需处,把军事装备与其他区分开来,培养出来的士兵需要到军需处领到装备,类似升级,能更好的体现城镇的发展带来的好处,现在的系统这点上依旧十分混乱。 4. 宣誓主权的战斗应该以城镇为中心战斗,以此玩家可以更好的建设城镇来为游戏增加发展城镇之外的战争建设。通过战争建设可以把各个领土之间的资源更好的调动起来,玩家需要更多的除了自己的资源比如石料瓦片等等,借此增加玩家在贸易上的积极性。 5. 新增领土的目的应该是资源,不是从头再来一遍。
This is the second time I'm giving up on the game. Last time I gave it more time to develop, because I was getting nowhere. Nothing's changed in a year, though. I have claimed one other region only to struggle even more. Never enough food, no matter how many fields, orchards, goat or pig sheds or vegetable patches I have. It is never enough. No regional wealth is created because to upgrade I'm always missing one or the other foods or both. No regional wealth means no money for seeds or animals or trade routes. No trade routes means even less regional wealth which you already need to even open EACH trade route. I got 5 army companies but they are never well enough equipped to win any battle. I've lost every fight but the ones agains some minor outlaws. No kings favours can be gotten or enough influence gained to even claim more regions which means every region is claimed by the other factions and now I'm paying my ass off in taxes to the king which are raised all the time. I might be too dumb for this game but I have played plenty games like this one in my time and had fun. This one is just frustrating. So when you want to feel like you're getting somewhere only to find out that all you need is everything you can't gain, go ahead and spend your money on this. Otherwise save yourself some money and nerves and buy the old classic Banished. Almost the same game, compicated enough to struggle but you can see your people thrive after a while. I might get back to this lost cause in another year and until then regret the money I spent on it.
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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
so much potential yet progressing at snail's pace. could only play 30 hrs then there was nothing to do except harvesting cycle
이 쓰레기같은 게임은 몇년째 앞서 해보기냐 이딴 새끼들 땜에 내가 앞서 해보기는 스팀 에서 다 차단 시켰다. 왠만하면 리뷰 안남기는데 이런 사기꾼 새끼들은 스팀에서 퇴출 안시키냐 진짜 아오
I really wanted to like this game. And there is many things I like in this game, but there is currently too much that is under developed for me to recommend it. First I'll start with the good, The game looks great. It might look decent from the top view, but if you use the in-person feature to walk you're land its actually pretty dang good looking. Everything has actual animations and everything. I love the feature of being able to draw the shape of some buildings, that is a feature not done much at all in this genre and I love that. This game deals in families not individual people, I think thats cool. So what that means is every house is home to an entire family and when you assign people to a job you assign an entire family. Really is only visual flare but It feels more immersive. The Bad At best this plays like an average medieval Sim with a little military play. But The military aspect of the game is greatly under developed and feels nearly pointless at times, war is pretty sad. Conquering is pretty sad. The map size is pretty sad. Conquering other regions is pretty bad. Specifically because sending resources between the 2 needs major rework, Its very limited which is very unforgiving when you consider each region has other resources the others dont. This is called manor lords and yet your manor is so disappointing in visually. There are tool tips but its missing quite a few and the help section is so vague in every aspect its almost needed to look things up. There is no in game statistics at all. The most you get is seeing what a building produced in the last 30 days or 365 days depending on building. But no chart to say how many of a resource you've produced in total. There are many features that are not in the game, but there are remnants of unadded game mechanics in game but dont actually do anything. At that point why even have those in the game unless you want to remind people what they cannot access. The neutral One thing I dont hate, and dont love, is that about half of crafting materials is handled in dedicated buildings, thats normal, but the other ones can only be crafted if you upgrade people's houses so they create a workshop in the backyard. And if you do so, they now only work at their workshop and can not be moved around to other jobs. With how slow development has been I cant recommend it for a good while.
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.
I cant recommend the game at the moment. the ground work has been done, but the functions aren't available to use. alot of menu's and options show a "coming soon" popup. with this game being in EA for 2 years, I would expect alot of these features to already be in the game. when the dev team actually releases a decent update and brings these features in, I will update my review.
Recommended? No (after 10 hours) I gave Manor Lords a genuine chance. I didn't quit after an hour because I didn't understand it—I played for 10 hours, learned the systems, built a successful settlement, claimed a second region, and eventually realized that the core gameplay loop simply isn't enjoyable for me. The atmosphere, graphics, and attention to detail are excellent. Watching a medieval village slowly come to life is incredibly satisfying, and when the economy starts working, it feels rewarding. This game has the foundation of something special. Unfortunately, I spent too much of my time fighting the game's systems instead of making interesting strategic decisions. The tutorial is extremely lacking. I had to use YouTube just to learn basic mechanics like generating influence and, more importantly, how essential exporting goods is for building regional wealth. The moment I started exporting, my economy took off. That's a mechanic the game should teach, not leave players to discover by accident or through external guides. My biggest issue is regional expansion. After finally earning enough influence to claim a new region, I discovered I also needed a separate Treasury to afford the settler camp. Once I finally saved enough money, I realized the new region wasn't really an expansion—it was starting the game over again. Another logging camp. Another granary. Another storehouse. Another housing district. Another cycle of balancing food, fuel, labor, and construction. I understand this is an intentional design choice, and I'm sure some players enjoy managing multiple independent settlements. I don't. I wanted to feel like I was expanding one kingdom, not alternating between two separate city-builders. The AI also added unnecessary frustration. I had builders ignore my highest-priority houses in a brand-new settlement to build lower-priority structures instead, leaving families with almost no food during winter. It felt less like I was being challenged and more like I was fighting the game's priorities. This is still an Early Access title, and I genuinely hope it improves. Better tutorials, clearer explanations of the economy, smarter construction priorities, and more satisfying regional management could make a huge difference. I don't think Manor Lords is a bad game. In fact, I think it's beautifully made. But after 10 hours, I realized it wasn't asking me to solve the kinds of problems I enjoy solving. It was asking me to repeat a gameplay loop that felt more like administrative work than kingdom building. If that sounds appealing to you, you'll probably have a great time. It just wasn't the experience I was looking for.
It's good! A little buit of jank hjere and there, but otherwise well worth a go if you're into this time period and you like more of the resource management part of strategy games rather than the fighting.
Гра шикарна, цікава й затягує, але лише на перші 20 годин. Далі через недороблені механіки в неї доволі нудно грати. Об'єднати декілька регіонів в один великий, щоб збудувати величезне місто, гра не дає, а створювати кілька поселень і контролювати їх — дуже дратує. Хотілося б, щоб колись з'явилася можливість їх об'єднувати, але це навряд чи додадуть, бо механіка регіонів, як я зрозумів, — одна з головних фішок гри. Також за 2 роки гра фактично не змінилася, особливо це помітно, якщо ви грали ще під час релізу. З реально помітних оновлень — лише бот, який може створити своє поселення і дратувати вас постійними нападами (втім, гру з ним можна вимкнути). Механіка прокачування поселення та отримання очок «перків» була ще на самому початку й навіть працювала. Зараз там повністю нова механіка, в якій нічого немає. Фактично після першого «перку» далі все лише «в розробці». Також є товари, які існують лише для того, щоб їх продавати, як-от хутро чи мед. Із плюсів: за 2 роки гра дійсно стала стабільнішою. Менше багів, вильотів та лагів. Можливо, розробник працює над грою сам, але за 2 роки причин, щоб пограти знову, немає, хоча я їх старанно шукав. Маю надію, що в майбутньому проєкт отримає купу крутих оновлень і доопрацьовані механіки з тих, що вже присутні в грі. Але скільки на них доведеться чекати — невідомо
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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