
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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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 | 91.9Kreviews | 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 3060 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ser fint ut
The ultimate Medieval settlement simulator. Very detailed environments, attention to detail and overall a chill game.
Media

Related
Related
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
recent quality of life changes, ui items and bug fixes have been great. main lure of the game is it's beauty in building placement, road pathing/making and sense of 'realism' without getting too much in the way of 'enjoyability'. Combat is still a little tough to understand min/maxing units since stats are not straightforward and there's no tutorial on unit strengths and weaknesses or tips, and the game still has about 1/5th of fife progression content, and the opponent ai needs a bit more work along with maybe some victory condition assessments or difficult tiering of the ai and other aspects but, overall still really fun. Even in it's current state it's enjoyable enough to do a few games as you learn the ropes and enjoy the different maps. Development was a little slow for awhile but the last year things seem to have sped up favorably. I could see it being full release ready in another year's time. Personally, i'd also like to see the Lord first person / 3rd person view come back so we can walk or ride a horse in third person and see the people mildly interact or wave/bow etc when you walk by and explore your towns and territory.
Na to že je hra stáje ještě ve vývoji, tak musím říct, že si ji užívám a pravidelně se k ní vracím. Ano, je stále ještě na čem pracovat a dolaďovat. Ale pro milovníky strategických a budovatelských her je tento fakt omluvitelný. Rozhodně by ji doporučil i v této fázi vývoje. A pouze z mého pohledu mi nepřijde fér hru kritizovat, když je v ní X upozornění o tom, že je hra stále ve vývoji. Takže stručně, za mě 10/10 hra s obrovským potenciálem.
Gooooodd
It's a very good game in so many ways, but there's far too much wrong with it. Starting with the absolute basic: If a regions population dies, perhaps one you've just attempted to settle, there is NO way of recovering or resettling that region. There is also no way to view a simple graph or scale to workout my income. The combat is bad- I tried holding a river and it didn't slow them down at all. The AI doesn't work at all, they can't even seem to get level 2 buildings. Even if combat was good, I'd steamroll them everytime. AND THE MICROMANAGING WHEN ITS HARVESTING SEASON. IT GETS SO TEDIOUS. Now I know this is a beta and I understand that, but my god, the game is frustrating to play. I so want to give this game a thumbs up because it WAS fun, incredibly so, for like 30 hours straight. I just don't want to go back to it however, not with all the issues I mentioned.
очень качественная средневековая стратегия на развитие, экономика интересная. боёвка супер! единственный минус- разработчики долго добавляют раздел "развитие поселения" из за этого не очень мотивирует улучшаться после второго уровня
3 часа игры убил только на то чтобы понять как рабоает угольная печб, а она ♥♥♥♥♥ не рабаотет, работала только в первый месяц, заетм стало просто ♥♥♥♥♥
Great medieval sim. Really scratches the town building itch. My most played game by far.
Great game, Greg is doing amazing work and I cannot wait to see what wonders he produces. Give it a shot, it is definitely worth it.
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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