
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
Finally got treasury money to move to a new settlement. I send my new settlers on winter, bad idea. Now I don't have any food
If you loved Banished you will love Manor Lords .
Media

Related
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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
Fatal que no esté disponible para operativos para Mac. Muy buen juego, pero no puedo tenerlo por eso mismo.
muy buen juego!
This is already one of the most in depth city builders I've seen in a while, and the developers are far from done! This game is great to play as is, and is supported by an amazing team who works closely with their community to continue bringing bug fixes and improvements, all while they continue to develop the game and bring new things. I am very excited to see what each update brings, and how far it will progress in the future as they continue to work on it.
Sorry Greg, but I need all this fixed before I can give your game a positive review. - Too much white space in UI elements, takes up too much screen to show not enough information. - Expandable UI elements contract by themselves randomly (e.g. trading, taxes) - Farming feels meaningless outside of rich soil, burgage plots strangely output way more food than mass cultivation - Brewing ale takes too much barely for not enough ale - Building identification is terrible, it is hard to distinguish what a building does at a glance without hitting tab all the time. They all look too similar. - Combat has potential but right now losing means hobbling your village too much, which means you have to play it too safe - No defensive structures at all - Your village requires too much micromanagement to let combat be enjoyable. E.g. reallocating workforce when seasons change. - Setting up and upgrading a burgage plot requires too many clicks - Trading between your own territories is awful and lacks player agency - The manor in “Manor Lords” is basically useless outside of setting taxes. Lots of promises to expand on it but nothing has eventuated. - Building out your manor beyond the initial building is buggy, e.g. fences/walls disappear or just don’t get built at all. They are just visual as well unless you use the fences to cheese combat. - You can’t just fish in water, you must have a special fishing node to fish. - You can’t just hunt in a forest, you must have a special hunting node to hunt - You can’t just forage, you need a special gathering node to forage - The trade system requires too much micromanagement and clicks, and lacks player agency. You just tell it what to trade and hope that your traders do that. The node system tries to enforce the need to trade but instead it just feels bad and immersion breaking. - Hunting lodges do not bring in much food in comparison to fish, which is unbalanced - Unfinished menus, such as the perk cards screen. Perk cards are not well balanced and there are a couple of absolute standouts among them. - Reforesting is too slow and doesn’t work well at all unless you set a specific small area to reforest, even then it sucks. - No happiness structures, like social gathering places - No decoration items like statues/trees etc - Bandit Camps system needs a whole rethink about how it is implemented. No medieval village is going to go out of its way to stir trouble in another region like it is in this game with it's precious workers. The mercenary system seems tacked on to band-aid fix the fundamental problems with it's current design. The game has lots of good ideas but doesn't execute them well unfortunately.
Al juego le falta pulir algunas cosas pero ya asi como está te pone como lokita
moi j aime beaucoup ce genre de jeu ..... j ai pas encore testé les armées, les milices etc ..mais le jeu est bien pensé ..
Покуда крупные компании пытаются выезжать на ностальгии о прошлых играх, и подкручивают графику за фуллпрайс(отсылка на Stronghold 4) такие небольшие компании делают пусть и не революцию, но очень большие шаги, в продвижении игр такого жанра. Игра действительно классная, очень надеюсь что ближе к релизу появится и какая-то сюжетная компания и мультиплеер
Manor Lords is exactly the kind of game I had been looking for for a long time. What I like most is that it doesn’t feel like just another city builder. Watching a small settlement slowly grow, seeing families work, transport resources, farm the land, and eventually form a real town gives an incredible sense of progression. The organic city-building system is one of its strongest features. You’re not forced to build everything on perfect grids; you can adapt roads, homes, and production areas to the terrain, making every settlement feel different and much more realistic. I also love the level of detail. You can zoom in and practically watch everyday village life, while at the same time managing production, trade, food, resources, territorial expansion, and defense. That combination of city building, economic management, and strategy works extremely well. The medieval atmosphere is also fantastic. The music, landscapes, seasons, and visual design make it very easy to lose yourself for hours simply managing your territory and watching something you built from scratch come to life. There is still a lot of potential for the game to grow and improve, but even in its current state, it already offers a very special experience. If you enjoy management games, medieval city building, and strategy where your decisions actually matter, Manor Lords is absolutely worth playing.
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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