
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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% | 525ratings | 82% | #37 | 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 3041 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ganz nett. Technisch ok. Aber langweilig weil: Vieh bringt nur Wolle, kein Fleisch (Hauptsache vegetarisches Spiel...). Ressourcen sind vorgegeben und müssen nicht ausgekunschaftet werden und Waffen kann ich nur importieren und nicht selbst herstellen (zumindest am Anfang) - das konnte schon Siedler in den 1990ern besser... Nach ein paar Stunden ist schon klar wie das Spiel abläuft. Wer wirklich Städtebau will, der kommt um Songs of Syx nicht herum, auch wenn da die Grafik bei weitem nicht so schön ist. Der Hype um dieses Spiel kommt wieder von den "Content Creators". Schon klar. Fragt sich, wer von denen das Spiel nach ein paar Tagen noch gespielt hat......
People are saying it doesn't feel complete and that is true (waiting on some late game mechanics and various aspects like perks for leveling up cities, the ai opponents arent great, etc) but I'm in love with the on the edge version of the game on the hardest mode. Scratches a frostpunk itch for me with more beautiful organic city planning. Personally love where this is going and have found it more fun than some more complete and polished games, but it does get easier and you run out of things to do relatively quickly and need to sustain interest on just making a nice looking city. Looking forward to that changing. I'd still recommend it though ngl. And certainly one of the nicest looking games in this genre for me.
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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 |
| — |
| 90% |
| — |
| 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 3.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is a city builder, has RTS Combat, and is dynamic. There is RNG in the game, but it's like factorio in City builder form: medieval edition. It's got me hooked. Yes I know, some people are talking about how there's very few content updates, and how the dev is a scammer. That's complete nonsense. The game has been updated with slow progress, but the performance improvement, pathing improvement, and bugfixes have been good. There are still bugs, it's in Beta after all. But it's promising. Would recommend.
Severe yield calculation bug ruin the experience. The soil fertility system is currently not working as intended. While fertility logically drops during the growth phase, the game seemingly calculates the final harvest yield based only on the final, low fertility value, rather than the average or initial high values during the growth cycle. Even on fields with excellent fertility and no drought, I experienced a disastrous harvest loss. This feels like a major bug and is absolutely fatal for a simulation game. While I understand it's EA, this core mechanic failure makes the game not playable.
Gostei muito do jogo! Gráfico esta muito bom! creio que realmente os Devs estão se empenhando em entregar um jogo detalhado com grandes ferramentas de desenvolvimento e batalha. Tem ainda alguns pontos como travamentos repentinos mas isso creio que já esteja no escopo de produção deles.
It's a good and fun game, but I cannot recommend it at this time. The oxen are simply too buggy making construction and production nigh impossible as no logs are being hauled since all of your ox's and handlers are stuck in one big pile by some wood forever stuck loading or trying to path through the jam with no luck. Until this is fixed, I would not recommend buying the game.
Greatest and most immersive city builder of all time (according to my personal preferences) and it is not even out of early access yet. Can strongly recommed and sofar with every update it only gets better and more awesome.
This game has been a fun play so far! While I know there is more to come, this game has a lot to offer as it is currently and I appreciate the developers for putting in so much effort to create this uniquely wonderful game! A few additions I would love to see are a map with a coast and islands. The introduction of seafaring, shipbuilding, and ship rigging would be awesome! Growing hemp to make ropes would be fun. Easier trade between controlled regions would be great. More involved first player abilities, including fighting, farming, working, exploring with your first person character would be a lot of fun! Governmental policies, economic policies, banking, fortification building, a permanent paid army from the populace would be interesting. Alliance building and proxy city states could be fun too. Different climates to introduce different plants, buildings, styles, materials would be really cool! I'm sure the developers have some amazing ideas and additions in the works but I just wanted to give my thoughts!
I like the game and its concept, but it has its rough edges. 1. The new seasonal asignement is cool, but draws randomly from the nearest unasigned families, not the last ones used. This led me to having farm workers with orchard extensions, which lessened the yield. 2. "Bakery pantry is full" - neither baker, nor granary worker came to take the bread into the granary. Happens not only with bakeries; can block entire chains of production and trade. 3. Food stall/common good stall CAN'T be micromanaged - if the player decided to put specific stall on a different market place, it gets abandoned right away. Instead, the granary worker builds another stall, right where the original (undesired) was. 4. About the last one - limiting the work area of granaries and storehouses kinda solves the issue, yet it doesnt seem to always work, since after limiting the work area a stall is indeed built on the desired place, but often remains empty. 5. Sometimes clicking on buildings/soldier slots wont make any reaction. Easily observable within combat. 6. Trade is very unattractive. With those prices at least. 7. The entire brewing chain is a bottleneck. In all my games updating the houses to tier 3 or 4 is just like the meme "aaand its gone". Then wait some months to produce new barley/apples....
开发这么多年了进度一点没有,对不起这个售价,甚至还有进度回退
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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