
Build a prosperous settlement in a unique simulation of a feudal economy - each family runs their shop, owns their goods, and trades with other villagers in a free market. You will manage the land, build houses, organise events, set taxes, and balance supply and demand while engaging in diplomacy!
Modeled estimate, not a reported figure. How we estimate →
About

Experience a highly complex simulation of markets within a sophisticated feudal city-builder. The royals entrusted you to settle and govern a new land, and it is your duty to exploit its riches for the benefit of the realm, your own wealth, and if you feel generous, the villagers alike! In order to do this, you will zone out plots, build houses, determine taxation policies, set priorities, and grow the supply chain alongside your population.
Families are the centrepiece of Lords and Villeins. Their profession dictates their occupation in the economy and the kind of businesses they can run. Once you assign them a plot of land and build their house, they will do so almost completely autonomously, all the while managing their stock, setting aside produce to pay taxes, and trading with other families and caravans for supplies and to maximise their profit.
Your role is to direct and regulate the economy. Balance the supply and demand, secure critical resources, and maintain stable growth. Lords and Villeins offers you a sandbox with an in-depth simulation and a great variety of strategies to manage it! Ranging from a fully communist economy where all produce is taxed and redistributed from your warehouse to a free marketplace with little to no intervention.
Logistics will challenge your management skills. As your settlement grows, you need to keep in mind the travelling distances, storage placements, private markets, and housing while reflecting on the terrain and its natural resources in order to fully optimise the productivity of each villager.
Highly customizable gameplay lets you craft the exact kind of game that fits your taste! Between a great variety of game modules and difficulty sliders, you can tweak the experience and focus on the elements of the game that you enjoy the most. While Lords and Villeins is primarily an economically driven game and military conflict plays only a small role, there are tons of options to explore and play with!

Unique family-management mechanic where you assign plots of land to autonomous families and manage taxation policies, production priorities and logistics
In-depth simulation of personal ownership and a market economy. Villagers manage storefronts to sell surplus goods and purchase food and material from others in a cooperative production chain. Prices of goods fluctuate based on supply and demand, and trading caravans facilitate import and export.
Fully simulated procedurally generated environment with a complex AI that can develop relationships, satisfy their needs, daily routines and personal ambitions.
Highly customizable difficulty settings, it is completely up to you how complex or laid-back your playthrough will be!
Campaign mode with 15 distinct levels that introduce game mechanics and teach players about the game.
Noble houses that visit your settlement, request resources and send gifts as you engage in diplomatic relations.
Ability to build a sprawling monastery with monks, churches and chapels that host the Sunday Mass, produce unique resources and treat villagers in an outburst of a sickness.
Villagers can be recruited as your personal servants or guards that protect villagers from crime.
Character designer lets you fully customise and name everyone in your ruling family.
160+ objects at your disposal to build, decorate and improve your settlement.
53 different zones and 40 professions that can be performed by the villagers.
130+ resources to be used in a fully functional production chain.
A number of domesticated animals and pets and thriving nature with wildlife.
Visually distinct seasons with a soundtrack of seasonal themes.
Fully simulated and dynamic world with changing temperature and weather effects.
Lords and Villeins is inspired by medieval history, in its themes and the production processes of goods and material. However, it should not be viewed as a historically accurate simulation of medieval society and its economy as it is straying away from it in many aspects to give players more variety and serve a fun and interesting gameplay.
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 | $24.99 | 977reviews | 71% | — | $651.7K |
| $6.49−74% | 20ratings | 62% | — | not modelled | |
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
複雑な経済のある村づくりゲーが好きなら買い。 類似ジャンルとしては、Worker&Resources: Soviet RepublicとかRatopiaが近いかも。 あるいは、貨幣システムがあったころのDwarf Fortress(なくなったけど) あるいは、ちょっと遠いけどManor Lordsかな? 領地経営の世知辛さを味わえる良ゲー。 基本は村づくり/領地経営ゲームなのだが、ゲーム内に経済があり、村人同士は金銭をやりとりして資源の購入を行う。 そのため、普通に建物を建てていくのではなく、「各家族がいかに食い詰めないようにするか」とか、「いかに村からの富の流出を抑え、資本を蓄積するか」という一段引いた視点が必要になる。 プレイヤーは領主なので、王国から求められた「税」や「兵役」を払わなければならない。 戦場に出すのか!? 目にいれても痛くないくらい可愛い領民を!? 税も結構エグく、かなり計画的に納めないと難しいし、納め損ねて王様の機嫌を損ねるとゲームオーバー。 加えて、他の貴族家との関係もあり、定期的に贈り物をするか、賓客として招いて好感度を上げておかないと、「国王にあることないこと告げ口され」て評価が下がり、やはりゲームオーバーに繋がったりする。 領主はつらいよ。 また、村づくりゲー、特にbasnihedフォロワーにありがちな「リソースの過剰生産で蓄積を作って生活基盤のことを当面考えなくていいように脳死する」という戦略が通用しない。 というのも、このゲームのアイテム価格は需要と供給で決まるために、食料に限らず、特定のリソースを過剰生産すると「そのリソースの価格が暴落して村人が食い詰める」という状況が起きてしまう。 なので、経済が破綻しないように生産量や税率を調整しないといけない。 基本的に、家族は家業を持ち、その家業以外の仕事をすることができない。 そのため、「狩人がいないのに革職人だけいる」とか「粉ひきがいないのにパン屋だけいる」という状況になると、1家族がまるまる機能しなくなる。一応リソースを使えば任意の家族を誘致することは可能だが、やりくりには気を付けないといけない。 DLCでは「戦略マップ」が追加され、村の外にも影響できるようになる。無限に遊べてしまう。 問題として、村が大きくなるとFPSが大幅悪化するので、別途FPS軽減MODを入れることをお勧めする。 あと、チュートリアルに書かれているアドバイスを信用してはいけない。この開発は「自分が作ったゲームがエアプ」なタイプだ。
I paid 80 cents for this slop, and I'd rather have my 80 cents back. I cannot believe some people have hundreds of hours in this slop game. What the hell is wrong with people? It looks like trash, plays about as interesting as me working on a spreadsheet at work, and runs about as good as a web based game. I couldn't even get past the first scenario. The whole time I was thinking - this is garbage, the onboarding is garbage, the graphics are garbage, the premise of the game is garbage. I was bored in 15 minutes. Every single colony sim I have ever played is better than this slop.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $651.8K | 1.9K | 74% | $12.99 | |
| $651.6K | 3.2K | 76% | $9.99 | |
| $651.5K | 2K | 87% | $16.99 | |
| $652K | 10.8K | 80% | $2.99 | |
| $652.8K | 3.6K | 82% | $9.99 | |
| $653K | 2.1K | 91% | $12.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $785.4K | 1.4K | 89% | $8.99 | |
| $63.3M | 73.9K | 89% | $29.99 | |
| $399.1K | 648 | 76% | $19.99 | |
| — | 0 | — | — | |
| $34.3M | 24.2K | 87% | $34.99 | |
| $1.9M | 2.8K | 84% | $19.99 |
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Czech, French, German, Russian, Simplified Chinese, Spanish - Spain*languages with full audio support
| $24.99 |
| — |
| — |
| — |
| 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 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Единственный градострой, где есть реальная рыночная экономика, реальное общество и договорные отношения. Во всех остальных мы видим социалистические антиутопии, где все принадлежит государству (игроку) и даже люди
No widescreen support, there is an option to scale UI but it doesnt let you scale it smaller then 0,75 which isnt enough, the ui is ofscreen and you are unable to build items.
Good concept, buggy as crap. Once you get to about half the map the game lags out to the point it's unplayable. What I've noticed: 1. Soldiers don't train 2. Economy seems slightly broken due to price of wood (i.e. unless you are familiar with how economics work, and you are prepared to tweak it, this game is going to be impossible for most players) 3. Random crashes due to the Unity engine (this isn't the devs fault, this is modern game engines being trash) 4. AI on pathing jams up and citizens/animals will starve themselves to death 5. Game freezes on decent population 6. Last update was 2024 and with the number of bugs/issues it is abandonware 7. The devs have the audacity to call the latest patch 1.6 and with the number of bugs it should still be 0.x (fix bugs in your game, steam really needs to hammer studios that let this slide)
Been on my wishlist for a long time, so I bought while on sale. Unfortunately had to refund it as there is no way I could play beyond the first tutorial lesson. Took 45 minutes to complete that one lesson, and it was entirely just navigating menus tediously. Assign household zone. Give family materials, Assign what they will build in household with those materials. Then assign work zone. Give family materials. Assign what they will build in the work zone. I just don't get why. A family is labeled as a farming family by the computer. There are a limited number of things for them to do in the farming zone. Why the F do I have to assign the clearly marked farming family to the farming zone and then assign the squares in the farming zone to be soil. Then put little barrels and depots in the farm? Anyone could see that this is unnecessary busy work, and I can only imagine how annoying this would be when you're beyond the 3 families that the tutorial starts you off with. The concept is interesting, but actual gameplay is less management and more assigning the obvious and then wwaiting for the obvous to play out. I hate that. And even though I don't care for graphics when the gameplay is great, the visual of this game are straight garbage. It's hard to get any sort of medieval lords/peasants feel when all the characters look like a big-headed baby. Heck, it's hard to tell who is a kid and who is old because everyone looks like an autistic big-headed baby. Again, I tried to look past it, but it's hard to take the game seriously when it looks like some sort of pre-teen gatcha garbage game.
This game aren't very optimized, even if you had a high-end computer you would still experience a hard time running this game in the late game. I had so much fun playing on the experimental map where its just very large (should've been the default sizes), but at a certain point the game would crash every time you saves the game (lost my world to this) and its really ruining the immersion. I wish the developer would look back to this game since this game has so many potentials, but apparently this game are pretty much abandoned. Also they are very lacking of cosmetics, not so many variation of things you can choose. This game just really embrace its factory-tycoon gameplay ... but the fps dropped anyway
Mixed feelings on this one. I think I can see the game it WANTS to be, and I would love to play that game, but unfortunately that is not the game that actually exists. Lords and Villeins has some fun ideas bogged down by intricate yet frustrating gameplay, dependence on NPC-automation-flavor-AI, and a surprising amount of granular details that fight for dominance in the player's eye. There are over a dozen tutorial stages and even the first few can quickly get overwhelming (this may be separate from a core game design issue, it may be that whoever plotted the tutorials simply did not know how to create a good tutorial flow). On top of that, for reasons beyond my understanding, the game has an absolutely abominable loading time, so it can take several minutes to wait for the next tutorial to even load in - and it never loads in paused, so there's that (it also doesn't pause when the new tutorial element pops up in your face). There's a lot of things the game tries to stress are important to you, but you're ultimately at the mercy of the NPCs' programming [i]letting[/i] you actually accomplish that. It has potential, but is definitely clunky.
——记录:《Lords and Villeins(领主与村民)》,25/08/06入。 ——别具一格的像素风中世纪封建领地经营模拟器。 最大特色是以家庭家族为最小单位的间接式管理玩法十分出彩,玩家身为领主不能直接命令单个村民干活,只能分配地块、划定职业、制定税收与经济规则,让各家农户自主运转。偏向深度经济沙盒,战斗要素极少,适合慢节奏养老经营玩家。 ——背景:受皇室册封获得一片荒野领地,带领自己的统治家族在此扎根,从零建设定居点。 ——玩法: 1.家族自治系统:划出一块土地,分配给一个村民家庭,指定其职业方向(农夫、铁匠、面包师、酒馆老板等等)。之后这一家人就会自主经营地块:建房、耕种、生产物资、留存口粮、上缴税款、和其他家庭买卖剩余产品。玩家不能点选小人,不能直接安排谁今天去砍树。 家族职业具备世袭倾向,子承父业。 2.高度自由的经济模式选择:可以自由调控领地经济路线,无论是高额征税还是免税都可以走通。 3. 领地社会体系:领地会慢慢分化出完整社会阶层:农民、工匠、商人、神职人员、贵族、仆人,后期还可以组建小规模民兵。你需要平衡教会诉求、贵族利益、平民生计,处理犯罪、饥荒、瘟疫等突发事件。 4.自定义沙盒与难度滑块:大量开关选项,可以自由开启 / 关闭瘟疫、强盗袭击、税收压力、冬季严寒等要素。想要悠闲种田就关掉灾难;想要硬核挑战就拉满所有负面事件。战斗内容占比很低,军事只是附属系统。 ——优点: 1.间接管理的封建模拟设计非常新颖:跳出了直接操控小人的传统思路。领主视角的代入感极强,玩家是规则制定者,不是包工头。看着村民家庭自发构建起一套自给自足的市场经济,成就感非常独特。 2.鲜活的家族轮回:每个家庭都有独立生命周期。几代人过去,老农户逝去,子女接手农场;家族之间产生友谊、冲突、恩怨纠纷。长期存档玩下去,村庄会诞生很多属于玩家自己的小故事。 ——游玩建议:开局先开低灾难难度熟悉家族自治的逻辑;不要急于扩张领地,优先把小规模村庄的供应链跑通。 ——推荐深度经营模拟爱好者,享受慢节奏发展、经济调控,不执着于亲自操控每一个居民,想要体验领主治理领地的氛围感的玩家。26/08/27
I really love what this game does. Having a little economy where every family has to stay afloat and interact with the others makes for a very nice village simultion. There are not that many games in that genre that attempt to simulate markets and small economies (Ratopia is another but very different one) It has it's issues, apparently the game grinds to a halt after a specific pop size and performance is never impressive compared to similar games like Songs of Syx. My main problem that made me bounce of multiple times at the start is the endless and boring list of tutorials at the beginning. It takes a while until you reach a point where it starts clicking together. Some UI aspects could have been less convoluted and it might have required less tutorialization. But despite that, I enjoy it.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.