
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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% | #37 | 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
굿
就不能好好修改一下AI吗,给居民下达指令结果都不去工作,矿洞塌了几十次每次都要手动重建,修复材料都是齐的也不去修就等着坍塌
Manor Lords is a lovely game! It's nice and relaxing. I do think a better tutorial page would be nice, but I've had no issues with the game. I definitely recommend doing research on things like farming in order to fully increase profits. If I could make a request, I'd love a bit more control over royal taxes. It became extremely annoying to have my regional wealth vanish when I was on peaceful mode and couldn't claim more wealth, if there already is a way to fix that that I'm missing, I'd love to know. Thank you for such a lovely game! I'm excited to keep playing and am rooting for yall!
Media

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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
Está bien, pero todavía le falta bastante contenido. Para que el juego pueda escalar y seguir siendo entretenido en partidas largas, creo que necesita mejorar varios aspectos: 1- Más edificios y variedad de construcciones. 2- Más mejoras y profundidad en las cadenas de producción. 3- Una economía más desarrollada. 4- Mejorar la agricultura. La rotación de cultivos está bien planteada, pero los rendimientos no siempre se sienten coherentes y al sistema todavía le falta bastante pulido. 5- Rehacer el comercio entre territorios. Actualmente funciona mal y termina siendo más molesto que interesante. No vale la pena ni armar los edificios para desarrollarlo. 6- Darles una función real a edificios como el castillo, que hoy es prácticamente estético. También estaría bueno incorporar construcciones que no estén centradas exclusivamente en producir recursos: entretenimiento, entrenamiento de tropas, infraestructura más avanzada que simples caminos, edificios administrativos o diplomáticos, etc. 7- Agregar diplomacia de verdad. Tanto entre señores presentes en el mapa como con líderes externos. Esto podría permitir acuerdos comerciales más importantes, alianzas, amenazas, guerras, sanciones o incluso invasiones si deteriorás demasiado una relación. Parte de esta lógica ya existe mediante eventos y configuraciones de partida, pero podría integrarse mucho mejor al juego normal. Otro problema importante es la gestión de varios territorios. Entiendo que parte de la idea del juego es que cada región funcione como un asentamiento independiente, pero resulta MUY molesto no poder conectar directamente dos territorios que ya son tuyos. Tener que prácticamente empezar de cero cada vez que conquistás una nueva región termina desincentivando la expansión. Un ejemplo muy simple: Empezás una partida y tu territorio inicial no tiene una reserva minera importante, pero la región de al lado sí. La idea parece ser conquistarla, fundar un nuevo asentamiento y después comerciar entre ambas regiones. El problema es que actualmente ese sistema no funciona lo suficientemente bien como para que valga la pena. En la práctica, conquistar territorios tiene muy poco incentivo salvo avanzar hacia la condición de victoria. Expandirte debería darte acceso real a nuevos recursos, mejorar tu economía y permitir especializar regiones conectadas entre sí. Hoy conquistar una zona nueva muchas veces significa simplemente tener que construir otro pueblo desde cero. Y ahí está, para mí, el principal problema del juego: Es muy bueno para construir un pueblo, desarrollarlo y jugar una partida relativamente corta, pero todavía no tiene suficiente profundidad como para sostener una campaña de muchas horas. La base es excelente. La construcción orgánica, la ambientación, la producción y el combate tienen muchísimo potencial. Pero necesita más sistemas y, sobre todo, que esos sistemas estén mejor conectados entre sí para pasar de ser un gran constructor de pueblos a un verdadero juego de gestión territorial a largo plazo.
I’ve played a lot of colony sims over the years, so I expected something special from *Manor Lords*, especially considering all the hype around its release. Instead, I found a game that feels surprisingly mediocre. Yes, I know it’s Early Access. I’m willing to ignore the missing features, the bugs, and the lack of balance. Those things are expected. My problem is with the core game design. Take the burgage plot system, which is supposed to be the game's signature mechanic. Productivity depends heavily on the size and shape of each plot, so designing them is extremely important. But actually controlling that shape is frustrating. You constantly have to abuse road placement, redraw plots multiple times, and hope the game generates something usable. With only a handful of control points, you never really know what the final result will look like. That creates a bizarre situation: the game's central mechanic technically works, but the player has very little control over it. And that's a serious problem in a colony sim. One of the fundamental principles of the genre is that construction and planning are under the player's control. The challenge should come from making good decisions—not from fighting the interface or wrestling with an unpredictable placement system. For me, that's not an Early Access problem. That's a problem with the game's foundation.
Absalute baller
Would not recommend the game in it's current state. Played for 10-11 hours and wanted to enjoy it, but the game seemingly wants you to fail at every new encounter. I felt like I was in a constant loop of rebuild to square one and repeat. The economy feels broken and had so many times where my settles got stuck in loops so I had to delete the building or reassign settlers. Also had a crash that put me back almost a whole year in game. Overall it's not terrible, but don't expect Age of Empires or one of my favorites Stronghold like I did.
Great Game ...Worth every penny
Great game, managing small village. But it has many hidden mechanics that will need players to research by themself. Thier built-in wiki is not really usefully, missing out many informations like: what can the resource be used for? The wiki table of content is also not done neatly, making it difficult to search through.
I love this game. I'm beyond excited to play the new 0.8 capabilities. But my God, please stop changing the UI. It's painful, and it hurts even when I know the dynamics and logic are way better improved. I can't see anymore; OK maybe I'm old...but I'm 38. Artistic design be damned but also is fine, but this is difficult to play, in spite of what should've been difficult via complexity...but you nailed that part. Stop overworking the visuals of the menus. Please.
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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