
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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% | 523ratings | 82% | — | 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 2948 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really wanted to like this game. And there is many things I like in this game, but there is currently too much that is under developed for me to recommend it. First I'll start with the good, The game looks great. It might look decent from the top view, but if you use the in-person feature to walk you're land its actually pretty dang good looking. Everything has actual animations and everything. I love the feature of being able to draw the shape of some buildings, that is a feature not done much at all in this genre and I love that. This game deals in families not individual people, I think thats cool. So what that means is every house is home to an entire family and when you assign people to a job you assign an entire family. Really is only visual flare but It feels more immersive. The Bad At best this plays like an average medieval Sim with a little military play. But The military aspect of the game is greatly under developed and feels nearly pointless at times, war is pretty sad. Conquering is pretty sad. The map size is pretty sad. Conquering other regions is pretty bad. Specifically because sending resources between the 2 needs major rework, Its very limited which is very unforgiving when you consider each region has other resources the others dont. This is called manor lords and yet your manor is so disappointing in visually. There are tool tips but its missing quite a few and the help section is so vague in every aspect its almost needed to look things up. There is no in game statistics at all. The most you get is seeing what a building produced in the last 30 days or 365 days depending on building. But no chart to say how many of a resource you've produced in total. There are many features that are not in the game, but there are remnants of unadded game mechanics in game but dont actually do anything. At that point why even have those in the game unless you want to remind people what they cannot access. The neutral One thing I dont hate, and dont love, is that about half of crafting materials is handled in dedicated buildings, thats normal, but the other ones can only be crafted if you upgrade people's houses so they create a workshop in the backyard. And if you do so, they now only work at their workshop and can not be moved around to other jobs. With how slow development has been I cant recommend it for a good while.
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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 |
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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 3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
给你两年时间 你他妈更新了什么啊。死全家的游戏制作人
This is the second time I'm giving up on the game. Last time I gave it more time to develop, because I was getting nowhere. Nothing's changed in a year, though. I have claimed one other region only to struggle even more. Never enough food, no matter how many fields, orchards, goat or pig sheds or vegetable patches I have. It is never enough. No regional wealth is created because to upgrade I'm always missing one or the other foods or both. No regional wealth means no money for seeds or animals or trade routes. No trade routes means even less regional wealth which you already need to even open EACH trade route. I got 5 army companies but they are never well enough equipped to win any battle. I've lost every fight but the ones agains some minor outlaws. No kings favours can be gotten or enough influence gained to even claim more regions which means every region is claimed by the other factions and now I'm paying my ass off in taxes to the king which are raised all the time. I might be too dumb for this game but I have played plenty games like this one in my time and had fun. This one is just frustrating. So when you want to feel like you're getting somewhere only to find out that all you need is everything you can't gain, go ahead and spend your money on this. Otherwise save yourself some money and nerves and buy the old classic Banished. Almost the same game, compicated enough to struggle but you can see your people thrive after a while. I might get back to this lost cause in another year and until then regret the money I spent on it.
Es tut mir leid ich zock dass game mittlerweile seit dem release und sehe soviel potenzial aber werde jedesmal aufs neue enttäuscht die KI ist mittlerweile seit 1nem Jahr dieselbe Sie baut nicht, sie bildet keine schlagkräftige Armee, weder kann sie 30 Banditen abwehren und sich nach einem Banditenangriff regenerieren, alle Häuser bleiben abgerissen. BEVOR IHR NEUE NAHRUNGSMITTEL A MASS RAUSBRINGT UND KÜHE SCHWEINE ALLES MÖGLICHE BEKOMMT EINFACH MAL DIE BASICS GESCHISSEN ! DANKE
As of July 2026, 90% of the game content is displayed as "coming soon" (i.e. missing). There's about 10h of figuring out the gameplay, with little challenge after. The building upgrade chart is minimal, the bugs are common, the mechanics are unclear. On the good side, the graphics is pretty, and the music is decent too. If the game cost $5.99 then I could give it a pass, but at this moment it's not worth even the $25.99 permanent discount price, let alone the full price.
Recommended? No (after 10 hours) I gave Manor Lords a genuine chance. I didn't quit after an hour because I didn't understand it—I played for 10 hours, learned the systems, built a successful settlement, claimed a second region, and eventually realized that the core gameplay loop simply isn't enjoyable for me. The atmosphere, graphics, and attention to detail are excellent. Watching a medieval village slowly come to life is incredibly satisfying, and when the economy starts working, it feels rewarding. This game has the foundation of something special. Unfortunately, I spent too much of my time fighting the game's systems instead of making interesting strategic decisions. The tutorial is extremely lacking. I had to use YouTube just to learn basic mechanics like generating influence and, more importantly, how essential exporting goods is for building regional wealth. The moment I started exporting, my economy took off. That's a mechanic the game should teach, not leave players to discover by accident or through external guides. My biggest issue is regional expansion. After finally earning enough influence to claim a new region, I discovered I also needed a separate Treasury to afford the settler camp. Once I finally saved enough money, I realized the new region wasn't really an expansion—it was starting the game over again. Another logging camp. Another granary. Another storehouse. Another housing district. Another cycle of balancing food, fuel, labor, and construction. I understand this is an intentional design choice, and I'm sure some players enjoy managing multiple independent settlements. I don't. I wanted to feel like I was expanding one kingdom, not alternating between two separate city-builders. The AI also added unnecessary frustration. I had builders ignore my highest-priority houses in a brand-new settlement to build lower-priority structures instead, leaving families with almost no food during winter. It felt less like I was being challenged and more like I was fighting the game's priorities. This is still an Early Access title, and I genuinely hope it improves. Better tutorials, clearer explanations of the economy, smarter construction priorities, and more satisfying regional management could make a huge difference. I don't think Manor Lords is a bad game. In fact, I think it's beautifully made. But after 10 hours, I realized it wasn't asking me to solve the kinds of problems I enjoy solving. It was asking me to repeat a gameplay loop that felt more like administrative work than kingdom building. If that sounds appealing to you, you'll probably have a great time. It just wasn't the experience I was looking for.
I cant recommend the game at the moment. the ground work has been done, but the functions aren't available to use. alot of menu's and options show a "coming soon" popup. with this game being in EA for 2 years, I would expect alot of these features to already be in the game. when the dev team actually releases a decent update and brings these features in, I will update my review.
Гра шикарна, цікава й затягує, але лише на перші 20 годин. Далі через недороблені механіки в неї доволі нудно грати. Об'єднати декілька регіонів в один великий, щоб збудувати величезне місто, гра не дає, а створювати кілька поселень і контролювати їх — дуже дратує. Хотілося б, щоб колись з'явилася можливість їх об'єднувати, але це навряд чи додадуть, бо механіка регіонів, як я зрозумів, — одна з головних фішок гри. Також за 2 роки гра фактично не змінилася, особливо це помітно, якщо ви грали ще під час релізу. З реально помітних оновлень — лише бот, який може створити своє поселення і дратувати вас постійними нападами (втім, гру з ним можна вимкнути). Механіка прокачування поселення та отримання очок «перків» була ще на самому початку й навіть працювала. Зараз там повністю нова механіка, в якій нічого немає. Фактично після першого «перку» далі все лише «в розробці». Також є товари, які існують лише для того, щоб їх продавати, як-от хутро чи мед. Із плюсів: за 2 роки гра дійсно стала стабільнішою. Менше багів, вильотів та лагів. Можливо, розробник працює над грою сам, але за 2 роки причин, щоб пограти знову, немає, хоча я їх старанно шукав. Маю надію, що в майбутньому проєкт отримає купу крутих оновлень і доопрацьовані механіки з тих, що вже присутні в грі. Але скільки на них доведеться чекати — невідомо
아 누가 미래가 밝은 게임이라 했는데 당했네 망할
Manor Lords is one of the most visually impressive and atmospheric medieval builders ever made. The building system, the world design and the grounded realism are genuinely special. This game should be a major success when it reaches full release. But right now, Manor Lords is held back by it's complexity that doesn't add depth - it adds friction. The game is not hard in a fun or strategic way, it's hard in a way that confuses players, it hides essential mechanics and creates frustration instead of satisfaction. The core issue: Manor Lords expects players to understand systems that the game never explains. Other games in this genre - Anno, Banished, Foundation, Total War - are deep but they are also player friendly, they teach you how their mechanics work, they guide you, they communicate clearly. whereas Manor Lords does not. Examples of unnecessary complexity: * Militia recruitment fails with ''Recruits Missing'' even when the player has weapons, families and approval - because the real rules are hidden. *Job restrictions - (ox handlers, artisans, transport workers) block military formation without any UI explanation. *Approval, Food variety, Clothing, Firewood and seasonal production all interact in ways the game never surfaces. *Production chains silently stall with no feedback. *One small mistake can collapse an entire settlement. *Systems stack on top of each other with no onboarding or clarity. This isn't realism This isn't depth This is opaque design Why this matters for full release: Streamers and hardcore testers enjoy complexity and micromanagement, They promote the game enthusiastically - but they represent a niche audience. The mainstream gamers do not play medieval strategy games to decode hidden mechanics or manage invisible rules. If Manor Lords keeps its current level of friction, most players will quit early not because the game is bad - but because it's not accessible. What needs to change: the game doesn't need to be simplified it needs to be clarified. Keep the style Keep the realism Keep the depth But make the systems: *Clearer *Better explained *Less punishing *More intuitive *More forgiving *More transparent If the developer focuses on player clarity and accessibility, Manor Lords can become a landmark title in the genre. If not, it risks becoming a niche simulation that feels like a flop before full release. Manor Lords has incredible potential - but it needs to be friendlier to the average gamer if it wants to succeed beyond it's niche audience.
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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