
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
There's a really interesting mechanic here which evolves in the Rimworld-Kinda formula of the game: families earn money which they then spend on buying production resources and resources for the buildings assigned to their zone. Your own Royal Family counts as their own family and relies on income. However, beyond that there's nothing really amazing here beyond the "huh, that's cool" factor. As well as this, game has been abandoned for two years now after a cash-grab DLC. Not worth the time, I recommend pirating it if you're curious.
Lords and Villeins, developed by Honestly Games and published by Fulqrum Publishing, is a medieval colony simulator that distinguishes itself by shifting the player’s role away from hands-on micromanagement and into that of a governing lord overseeing a living, self-regulating society. Rather than directly controlling individual workers or dictating every task, the game focuses on managing families, allocating land, and shaping the economic structure of a growing settlement. This design choice immediately sets it apart from more traditional city-builders, offering a more systemic and indirect form of control that feels both refreshing and, at times, demanding. At the heart of the experience is its family-based system. Each family operates as an independent unit, responsible for producing goods, managing resources, and sustaining themselves. Instead of assigning individual jobs, you define zones of land and allow families to develop their own livelihoods within those spaces. This creates a dynamic economy where goods are produced, traded, and consumed organically. The player’s influence comes through taxation, land distribution, and long-term planning rather than direct intervention. It’s a compelling concept that adds depth and realism, as the settlement begins to feel less like a machine and more like a functioning community with its own internal logic. This economic simulation is where the game truly shines, but it is also where it becomes most challenging. Understanding how resources flow between families, how markets stabilize or collapse, and how to balance production chains requires patience and careful observation. The game does provide tutorials, but much of its complexity is learned through experience, and early mistakes can have lasting consequences. This steep learning curve can be intimidating, especially for players unfamiliar with system-heavy management games. However, for those willing to invest the time, the payoff is a deeply satisfying sense of mastery as the various systems begin to align. Progression is driven by gradual expansion and optimization. Starting with a small settlement, players introduce new families, unlock additional industries, and develop increasingly complex production networks. Over time, the village grows into a bustling town, with specialized roles and interdependent systems that require constant attention. This growth feels rewarding, particularly as the visual transformation of the settlement reflects your decisions. However, as the scale increases, so does the complexity, and managing multiple layers of production and trade can become overwhelming. Visually, the game adopts a pixel-art style that complements its medieval setting. The environments are vibrant and detailed, with seasonal changes adding variety and atmosphere. Watching your settlement evolve—from a few simple homes to a thriving community—is one of the game’s more satisfying aspects. The aesthetic is not cutting-edge, but it is cohesive and effective, giving the game a distinct identity while remaining easy to read during gameplay. One of the more engaging elements of Lords and Villeins is its emergent storytelling. Because families operate semi-independently, unexpected situations can arise naturally—economic shortages, struggling households, or sudden imbalances in production. These moments create a sense of narrative that is unique to each playthrough, as players respond to challenges and adapt their strategies. However, this system can also feel opaque, as it is not always clear why certain problems occur or how best to resolve them. This lack of clarity can lead to frustration, particularly when the consequences of earlier decisions become difficult to reverse. The interface and overall usability are areas where the game shows some weakness. As the settlement grows, the amount of information that needs to be tracked increases significantly, and the interface can feel cluttered or unintuitive. Important details are not always easy to access, and navigating menus can slow down the pace of play. Combined with occasional inconsistencies in AI behavior, this can make managing larger settlements more cumbersome than it needs to be. Pacing is another aspect that may divide players. The game unfolds slowly, emphasizing long-term planning and gradual development rather than immediate results. This deliberate pace can be rewarding for those who enjoy methodical gameplay, but it may feel sluggish for players looking for quicker feedback or more direct control. There are moments where progress stalls, particularly when dealing with economic imbalances, and these periods can test patience. Despite its challenges, Lords and Villeins offers a unique and thoughtful take on the city-building genre. Its focus on economic systems and family dynamics creates an experience that feels more organic and less mechanical than many of its peers. While it may not be the most accessible game, it rewards persistence with a level of depth and complexity that is rarely seen in similar titles. In the end, Lords and Villeins is a game that prioritizes systems over simplicity, offering a rich and layered simulation for players willing to engage with its mechanics. It is not without its flaws—particularly in terms of interface design and clarity—but its innovative approach and strong sense of identity make it a standout within its niche. For players who enjoy deep management simulations and are willing to embrace a slower, more deliberate pace, it provides a rewarding and memorable experience. Rating: 7/10
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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 |
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| — |
| — |
| 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
nice game
This game felt like the Wish version of Rimworld but more chill. Fun time but a little slow and boring. Maybe it gets cooler later?
Глубокая игра. Проходишь обучалки и затягивает. Достаточно просто и интересно.
Gran juego, muy viciado, el problema es el lenguaje, lamentablemente no esta en español... pero hay un mod en linea, donde agrega el idioma en la barra de seleccion de idiomas, el cual considero mejor que el de auto traducción. Una vez esta en español, 10/10 papu vicio.
Your game if very enlighten for me!
Другие похожие игры понравились , эта нет
+1 有中文 有成就
Interesting concept but just too much manual work. If you dont mind, the game is cool
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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.
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