
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 3041 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great game. Challenging, especially early on. Can't wait for it to be finished or for the next patch to be released.
Интересная и увлекательная игра. Красочная, яркая, радует глаз. Интересно проработаны цепочки производства, поведение жителей, и экономика в целом. Особенно понравились боестолкновения. Однако, есть и некоторые баги и недоработки. На данный момент я обнаружил несколько: 1. Иногда бывает, что некоторые дружинники "застревают" в усадьбе при мобилизации. Таким образом, например, до места сбора доходят 4 из 6, остальные 2 остаются в усадьбе. Приходится распускать дружинников и тут же поднимать, чтобы вышли все. Но это потеря времени и усталость отряда, потому что тут другая недоработка начинает работать. 2. При мобилизации войск и сборе в пункте назначения, они изначально бегут туда и уже немного устают. Можно, конечно, отдать приказ не бежать, но это потеря времени и они успевают пробежать некоторую дистанцию и немного устать, особенно, когда дружинники застревают в усадьбе и приходится раз-два распускать их и снова поднимать, у меня из-за этого дружинники уже устали на 20%, только чтобы собраться в отряд. Можно ли изначально изменить им приказ выходить спокойно, а там уже я решу - бежать им или нет? 3. Войска передвигаются напрямую, игнорируя дороги и улицы поселения. То есть, это нормально, когда я целенаправленно направляю их в лес или пересеченную местность, но если пункт назначения не лес или луг/поле и т.д., то логичнее, чтобы войска передвигались по дорогам. А сейчас они идут напролом, через леса, поля, огороды и луга. Кроме того, было бы логично, если бы на дорогах войска двигались быстрее, а на бездорожных местах получали бы штраф к скорости перемещения, и максимальный штраф в лесу. 4. Работники житницы обрабатывают собранный урожай, делая из него зерна. НО. Когда урожая несколько видов, они обрабатывают его по очереди. Например, они собрали овес и рожь. Они не переключатся на овес, пока не обработают всю рожь. Это плохо. Потому что у меня была ситуация, когда мне срочно нужен был овес для корма скота на пастбищах, но работники житницы не занялись обработкой овса, пока не закончили с рожью. Это потеря времени и я чуть не потерял скот, успел буквально перед самой зимой. Было бы логично, если бы разработчики добавили приоритет для обработки урожая. На этом пока все.
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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 |
| — |
| 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 3.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Especially with the curent ongoing development the games is regularly refreshed which changes how you play.
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Manor Lords é simplesmente viciante. A quantidade de coisas para fazer parece infinita, e sempre existe algum novo objetivo, problema ou melhoria para cuidar. A jogabilidade é extremamente cativante e consegue prender você por horas sem perceber. A construção e gestão da cidade, a evolução do território, a economia e toda a parte estratégica se complementam de uma forma muito natural. O jogo passa aquela sensação maravilhosa de que sempre tem algo para melhorar, expandir ou resolver. É o tipo de jogo em que você pensa “só mais alguns minutos” e, quando percebe, já se passaram horas. Para quem gosta de estratégia, construção e gerenciamento, Manor Lords é uma experiência incrível e facilmente recomendável. E ainda está em constante desenvolvimento, então também espero vir novidades e melhorias com o tempo. Obrigado aos desenvolvedores pela obra prima.
Atrocious development of the game. It used to be fun and had retention, now its just annoyingly illogical, with a level of challenge that makes you think they want you to fail, 99/100 plays. Did they sell to jewish folk? And the UI dev is absolutely trash.
Increible, en nivel de produnidad es magnifico
best game ever I truly enjoy playing and I don't say that a lot!
This game had been on my wishlist for a while, and after buying it and devoting a bit of time to learning the intricacies of the game's systems, i'm in love. this is an excellently crafted game - though hard to pick up if you're unfamiliar with these types of games. i'll also say, the free plotting system and the overall art design just feels so TASTY. the sound effects and voices when near marketplaces are silly but time accurate and add a bit of character to an already pleasing game. the visuals are well crafted, though snow is very very bright, and i find it hard to see where i'm trying to plot something on white snow with white oulines. maybe a setting that puts a dark outline on the border ui? maybe on the roads too? my eyes would love it. i will say, the learning curve can be a little high. there's subtle timing to things as to when you should do this vs this, when to expand vs when to fortify loops and chill, etc etc. there are a lot of subtle things that can't be taught by a tutorial that you'll either have to get with guides or time, preferably both. i also appreciate the inclusion of the giant tab explaining everything in the help menu. finally, i'll say the resources consumption vs production menu was something i couldn't find for the first 20 hours. might be my own personal problem, but i do wish the origin tab had a little more UI significance. the button is super small, and has the same UI presence as the amount of resources you have. overall, i'm incredibly proud of this game. i love it, and will play it whenever i'm in the mood to be a lord of many manors. 8.9/10. really well made. i cant wait to see where this game goes!!
모든 자폐인들이 행복하기를 바라요^^
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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