
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.
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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.
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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
Hours played at review time, across 725 reviews with recorded playtime.
Reviews
Themes across 722 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Купил игру на энтузиазме после Chivarly 2 и Half Sword, затянула средневековая атмосфера. Само развитие городка с нуля действительно затягивает, атмосфера норм, но проблема начинается с банального, если тебе не повезло с регионом, ты сдохнешь с голода, потому что народ жрет как не в себя, а лучший источник еды это дикие звери и ягоды в теплое время. С этими сранными полями я так не разобрался у меня так и не созрело ни одна культура до зимы, хз как она работает. Семьи иногда просто зависают во время занятий, что нибудь нужно построить эта толпа делает вид что чем то занята, но толку нет. Самое главное что выбивает из колеи, это армии баронов, в то время когда ты только привел в порядок торговлю, снабжение ополчения оружием и броней, начинают прилетать оповещения "обнаружен враг", оказывается у этого ферзя уже армия из 200 человек, который спокойно занимает территории, а ты со своими бомжами в количестве максимум 30 человек с луками и копьями с голыми жопами, можешь только наблюдать из-за кустов за этими армиями больших дядек. Все было бы ок, но у него поселение состоит из нескольких домов 1 уровня и 1 плотник. Такое ощущение будто они из воздуха появляются, ну хотя по сути оно так и есть. Так что либо конкретно я очень плохо справляюсь с этим микроконтролем (кстати это тоже надо постараться перекладывать обязанности семей, пока они не перестарались и не истребили ресурсы), либо игра просто не сбалансирована. Резюмируя, хочу сказать, что игра очень сильно притягивает атмосферой, самой идеей, геймплеем, но пока не хватает баланса в добычи ресурсов и этой дичью с армиями, ну и какой то автоматизации в добычи ресурсов. Это основное, что лично мне не дает полноценно прочувствовать эту игру
So far, as a regular settlement builder and enjoyer of these kinds of games, this is a great concept for a game and is so far enjoyable to play. There are a few pros as well as cons for where this game is in it's stage of development. Bearing in mind that it is a passion project, here are a few of my reviews of where the game is, currently, at my stage of play, and at my relatively intermediate video game skill level. First, I am not a fan of the character loading screen not having an option to scale emblems together as well as independently. It was both not clear and kind of annoying that I had to scale any image both wider and taller. I see that as a beneficial add to the game and people's ability to customize their towns emblem, but not without the option to also scale both in tandem. I am overall enjoying the GUI/Menu changes, and the overall look is more professional. I would like to call attention to the accessibility aspect, as someone who needs glasses/is lower vision, the GUI will overlap with some of the information around and above the character icon, obscuring vision to certain resources, at 1.4x or higher. I would like to see an advanced tab that helps control how much wood the woodcutter's can turn into firewood, similar to the sawmill and logging camp. I find myself regularly out of wood and in excess of timber for this reason, as the sawmill has the option to set limits, but it seems the woodcutter either does not or it isn't clear after multiple worlds. Long term, I would like to see things like past recent trades when hovering over regional wealth to see what and when has been traded, as well as possibly being able to assign specific people or families to a job and have them get better, learn skills over time, or add modifiers for jobs they have enough hours to be journeyman in. My biggest gripe with the whole game and where development is right now is not having at least one or two other parts of the progression for settlement leveling finished. Once I have leveled up my settlement past the first level, it doesn't feel like there is much to do or a goal to work towards. Thanks for reading, if you did :) hope this helps
so i bought this game literally 24 hours ago and i have not stopped playing for a single second i genuinely think i need professional help i told myself i would just try it out for a little bit and somehow an entire day disappeared i havent had a social conversation in so long that i forgot how to make eye contact i havent looked a female in the eyes since i pressed the install button my family has started asking if im still alive and i keep telling them "just one more battle" every single time i close the game i somehow end up launching it again without even thinking about it this addiction is stronger than anything ive ever experienced i had the most horrifying visual imaginable i visualised i was tung tung saur running through the battlefield with absolutely no idea what was going on when suddenly king alfred the second himself called me over i thought i was about to receive land a castle maybe even become a noble but instead he looked me dead in the eyes and told me that my destiny was to clean his buttcheeks because according to the royal council i possessed the greatest buttcheek cleaning skills in all the kingdom everyone stood there clapping while i accepted my new position with honor and they even gave me a special ceremonial cloth for the job i woke up in a cold sweat questioning everything ive ever done in my life please somebody help me before i start calling random people my liege before i accidentally try to recruit peasants at the grocery store or start paying my bills in sacks of grain i dont think theres any coming back from this
çok güzel bir oyun ama en fazla 100 saat oynarsın sonra yapacak birşey kalmıyor ama yeni gelen updateler ile değişebilir
Nie polecam dopóki nie dodadzą trybu multi
BLUF: 7.5/10 - The game is magical for the first 50 hours. It's stunning, immersive, and captivating. The updates are slow. Expect quarterly updates for content and monthly patches. It's a bootstrap effort that I paid full price for, which means the developer marketed the product with the intent of delivering a finished product later. I don't use the word "investment" as I have no stake in HH as a company. This is not an EA cash grab, nor is it going to be a replacement for Crusader Kings, Mount and Blade, or Medieval III: Total War (God help us all). Review: This was a much anticipated release, especially for a medieval enthusiast who loves RTS or city builder games. This title has a very lofty goal of creating something similar to Age of Empires, Tropico, or a similar title in its setting. It has unit combat (a huge plus) even though it was stated from the beginning that it was not a combat oriented title. For many, I think it served as a stop gap, early on for Total War fans who cringe at the idea of SEGA and CA making a Medieval III: Total War title. This is unfortunately just not that title, at least not in it's current form. There is a ton of potential here, but it will take time to do it, and I agree with the developer's mindset that it should be done right. When was the last time we really received a game from a dedicated developer who cared about the content? Remember: this is a passion project, it's basically playable art. That's what makes a video game such a unique and fun experience, especially these genres of title. I bought this title at full price knowing I'd help fund a bootstrapping developer. This means he needs funds before a project has started - it's not a famoose, and there is nothing wrong with that. I did not expect a finished or nearly finished game at purchase. I took it at face value when HH said this is going to take time, and believed them when they declared this objective up front. I'm glad that they felt comfortable *enough* releasing it, when it came out, for fair a price to help fuel it's creation. HH has been striving to deliver value through playable beta releases to help tide over the ever-hungering crowd of enthusiasts who do back this game. That being said, It's been slow, like, really slow. Content rolls out almost quarterly, and we're lucky to get a comprehensive update monthly on mechanics or fixes. This has created some seriously tough expectations on a game that does not get enough credit for the amount of work that has gone into it so far. Level set your expectations with this title. It is currently a calm, fun, and generally low stress environment in it's current state. There is nothing inherently wrong with that, but I think the crowd of people who bought this game are not satisfied, which is also understandable, and it is okay. You can have good, reliable, and fast creation; pick only two. If you came looking for a comparable RTS title to something like the Total War series, Mount and Blade, or Crusader Kings, then you will 100% be disappointed with this game. There are elements which will be expanded upon in the future where this title will fulfill it's niche, but it's going to take an indeterminate amount of time to get there. All of this to say; I check in with this game about every 1-2 months. I enjoy it, every single time I play it. It's stunning, the environment is there, the music is nice, the characters are charming (every animal is named, insane.), and you feel a genuine connection to the village you've created, especially in the beginning of the journey. There is still adventure in the title, but I think many people who bought this title did not prepare themselves accordingly. Overall: 7.5/10 - This is a fantastic product for a bootstrap production, but I also remember the days of every EA game 10-12 years ago, during the crypto and startup "high" being machine gunned out for the simple sake of a cash grab. This is not that. If you're willing to let this play out with patience, and you think you'll enjoy it in it's current form, then buy it and support the project! If you'd rather wait until your expectations are met, then, it might be a while.
Maybe in 5 more years it will be finished. Its a good game, it is. It has a great mix of Settlers/Total War with modern gaming ideas. The idea in itself is unique and very good. Building houses with that grid system is amazing. What is there is good, the problem is once you look under the hood, you're confronted with "Coming Soon" everywhere. Specializations, perks, more units, big castles, etc. I suppose new maps are cool, but what's new maps with no new content. I've never really noticed any huge bugs or villagers getting stuck, or trade issues. But here we are on the seventeenth update of "Lets make the villagers walk better by updating something behind the scenes that no one will really notice." People will overlook jank and small bugs if there's a lot to play with. Content will always be king. Its a fun game until you want to start specializing villages and waging real war and getting into the endgame cuz that's where everything is locked up. If you're wanting to wait 10 years I bet this will be a banger if they don't take all that money from the hype 2 years ago and run off with it. But its just that, a waiting game. Otherwise you got some real good bones and a game that'll give you 20 hours to see everything. A certain type of player could easily triple that time if you can look past all those coming soon signs. I'd do a thumbs up for the game itself, because I can see the potential, but a thumbs down on how its being managed in EA. Will it ever get there?
BERATNYA MAHKOTA DI TENGAH MUSIM DINGIN Di sela-sela jam istirahat kerja dunia nyata, kita sering mengumpat tentang birokrasi kantor, kebijakan atasan yang tidak masuk akal, dan sistem yang menekan dari atas. Kita selalu berandai-andai, "Jika aku yang menjadi bos, semuanya akan jauh lebih baik." Lalu, Manor Lords menyerahkan kekuasaan absolut itu ke tangan kita. Dan mahakarya ini menampar ego kita dengan sebuah realita yang sangat brutal: bahwa kekuasaan sejati bukanlah tentang duduk di singgasana sambil menenggak anggur, melainkan murni tentang penderitaan mengurus logistik agar orang-orang di bawahmu tidak mati kelaparan. Secara mekanik, developer tunggal game ini (Slavic Magic) menghancurkan arogansi game city-builder tradisional. Tidak ada garis kotak-kotak (grid) yang membatasi imajinasimu. Jalanan tanah meliuk natural mengikuti kontur perbukitan, persis seperti pedesaan asli. Namun, kebebasan itu datang dengan harga mahal. Sistem game ini menolak kemewahan instan. Sebuah gelondongan kayu tidak otomatis berpindah ke gudang; ia harus ditebang, ditarik susah payah oleh seekor lembu yang kelelahan, dan diolah menjadi kayu bakar oleh tangan-tangan penduduk desamu. Secara visual (Piksel dan Dunia), ini adalah pameran seni yang membumi. Menggunakan Unreal Engine, game ini tidak menyajikan fantasi penuh sihir. Ia menyajikan tekstur lumpur yang becek setelah hujan, atap jerami yang tertutup salju tebal, dan asap tipis dari cerobong perapian. Fitur untuk turun langsung ke jalanan dalam sudut pandang orang ketiga (Third-Person) adalah sentuhan jenius. Berjalan menyusuri gang sempit desamu sendiri, melihat langsung NPC memotong kayu dan mendorong gerobak, memaksamu untuk berempati pada keringat mereka. Tidak ada cerita linear (Story) yang disuapkan ke mulutmu. Narasi di game ini dibangun dari kepanikanmu sendiri. Ketegangan saat melihat cadangan buah beri habis di akhir musim gugur, dan keputusasaan saat menyadari kamu harus menarik para petani dari ladang gandum untuk dipaksa mengangkat tombak menjadi milisi pertahanan melawan bandit. Menang perang berarti ladangmu terbengkalai, dan rakyatmu akan mati membeku di musim dingin. Ini adalah simulasi dilema moral tingkat tinggi. Meskipun masih berstatus Early Access dengan beberapa fitur diplomasi dan konten akhir yang masih berupa "semen basah" fondasi dari Manor Lords sudah berdiri sekeras titanium. Bagi kaum kelas pekerja, game ini adalah cermin yang sangat menyiksa namun menyembuhkan. Mengajarkan kita bahwa mahkota kepemimpinan sejatinya selalu terbuat dari duri tanggung jawab. [ Pola Flamingo Verdict ] Rasa Beban Tanggung Jawab: 10/10 Rasa Ilusi Kekuasaan: 9/10 Realisme Keringat & Logistik: 10/10 Puisi dalam Piksel: Jangan pernah iri pada mereka yang duduk di kursi atas; karena mahkota yang sesungguhnya tak ditempa dari emas, melainkan dari kecemasan agar rakyatmu tidak membeku sebelum fajar menyingsing.
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Languages: English*, German, Polish, Simplified Chinese, French, Japanese, Spanish - Spain, Korean, Portuguese - Brazil, Russian, Traditional Chinese, Italian +7 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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