
No revenue estimate for GOG — its rating/review counts don't calibrate to sales the way Steam's do. The Steam version is estimated at $651.7K — a different platform, not this one.
Grow dynasties of medieval families and see them evolve and interact as you build their homes, farms and workshops and assign them different tasks, duties and taxes. Lords and Villeins is a new lighthearted city-building strategy simulation of medieval society where you shape the dynasty of the ruling family. In this game, you don't manage the daily life of every villager; instead, you deal with whole families and their descendants. Players manage peasant and noble families, expand production chain, work with the church, train an army for the king and influence the daily lives of villagers while making important decisions and engaging with the fantasy of being a ruler. At the heart of its design is an emotional journey - seeing your villagers grow, evolve, create relationships, go through struggles and challenges to shape their lives and stories in interesting ways. 70+ objects at your disposal to build, decorate and improve your settlement Nearly 20 different zones and professions that can be performed by the villagers for the player to manage 90+ resources to be used in a fully functional production chain Unique family-management perspective where the player negotiates with groups of villagers through the head of their family Fully simulated procedurally generated environment with a complex AI that can create relationships and develop character traits Various domesticated animals your villagers can tame, feed and take care of. An immersive world where you are a part of the bigger picture. Collect taxes from your villagers to secure reserves, maintain balance and make your duties to pay the royal tax imposed on your land. Visually distinct seasons with soundtrack deigned around seasonal themes, in future updates also expanded with simulations of weather conditions, temperatures and soil quality.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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.
For scale, across GOG · Trending · United States over the last 30 days: the 141 chart moves that followed a price cut of more than 20% went a median of 2 places away from #1, and the 6,557 moves with no price cut behind them went nowhere. 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.
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Stats
How fast this game is gaining ratings — the activity signal available where a store publishes no sales or install numbers.
Measured from our own daily snapshots, not reported by the store. Deliberately not converted into sales: a one-tap rating's ratio to copies sold is unknown on this platform, and guessing it would be worse than leaving it out.
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
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.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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| — | 277 | 80% | $9.99 |