
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 2,515 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
So far, as a regular settlement builder and enjoyer of these kinds of games, this is a great concept for a game and is so far enjoyable to play. There are a few pros as well as cons for where this game is in it's stage of development. Bearing in mind that it is a passion project, here are a few of my reviews of where the game is, currently, at my stage of play, and at my relatively intermediate video game skill level. First, I am not a fan of the character loading screen not having an option to scale emblems together as well as independently. It was both not clear and kind of annoying that I had to scale any image both wider and taller. I see that as a beneficial add to the game and people's ability to customize their towns emblem, but not without the option to also scale both in tandem. I am overall enjoying the GUI/Menu changes, and the overall look is more professional. I would like to call attention to the accessibility aspect, as someone who needs glasses/is lower vision, the GUI will overlap with some of the information around and above the character icon, obscuring vision to certain resources, at 1.4x or higher. I would like to see an advanced tab that helps control how much wood the woodcutter's can turn into firewood, similar to the sawmill and logging camp. I find myself regularly out of wood and in excess of timber for this reason, as the sawmill has the option to set limits, but it seems the woodcutter either does not or it isn't clear after multiple worlds. Long term, I would like to see things like past recent trades when hovering over regional wealth to see what and when has been traded, as well as possibly being able to assign specific people or families to a job and have them get better, learn skills over time, or add modifiers for jobs they have enough hours to be journeyman in. My biggest gripe with the whole game and where development is right now is not having at least one or two other parts of the progression for settlement leveling finished. Once I have leveled up my settlement past the first level, it doesn't feel like there is much to do or a goal to work towards. Thanks for reading, if you did :) hope this helps
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $111.6M | 191.3K | 82% | $39.99 | |
| $111.4M | 217.5K | 91% | $29.99 | |
| $114M | 136.3K | 96% | $29.99 | |
| $114.1M | 317.8K | 95% | $19.99 | |
| $114.1M | 352.9K | 94% | $24.99 | |
| $109M | 79.1K | 72% | $39.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.9M | 10.5K | 82% | $29.99 | |
| $37.7M | 37.5K | 94% | $29.99 | |
| $3.6M | 3.7K | 92% | $29.99 | |
| $2.5M | 2.3K | 94% | $29.99 | |
| $34.3M | 27.4K | 91% | $39.99 | |
| $18.8M | 18.9K | 94% | $29.99 |
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 3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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.
Тот случай когда один разраб на Minor Lords весит больше 100 каличей на Ubisoft
As of now I just cannot recommand you buy this game. It's beautiful and really promising but the dev team seems to be lost in endless buffixes and optimisation. No real new content has been added since a long time. Does it mean the game is bad ? Of course not. It has a lot of potential. Is it worth its price ? Neither !
为啥现在进不去了
nice city building , good medieval fealing
Очень хороший градостроительный симулятор, легка для понимания и очень красивая Надеюсь в скором времени выйдет в релиз
i love it
TOP
Great game. Absolutely love it.
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.