
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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 like this game. It has so much potential. But development has been painfully slow. It feels like many teased features like calvary, town walls, or even just new foodstuffs will never come. The game still feels half finished after two years. I can't recommend it in it's current state and really wish the devs (which in theory is a full professional team now) can get their acts together.
game is good, the progress on the game since the game's launch is completely laughable given how successful the sales were. mindblowing that we're still working on very basic stability issues 2 and a half years after making how many millions? Crazy.
Media

Related
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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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| 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 3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
one of my favourite games ever FANTASTIC!!!!!!!!!!!!!
ОЧЕНЬ залипательная и ОЧЕНЬ красивая игра. Но есть и минусы, мало контента, так то и со сложностью траблы, ибо как только ты спавнишься у бесконечной соли и начинаешь продажи, уже на 2 год твой доход свыше 2к и ты попросту закупаешь все что тебе надо. Игру я могу посоветовать, здесь просто невозможно строить нереалистичный городок, все выходит как то естественно, анимации строение, все на высоте. За оптимизацию говорить не буду, ибо пк выше среднего и будет не обьективно, но просадок у меня не было вообще. У игры есть баги, даже после выхода большого патча, но они не значительный либо фиксятся сейвлоудом. ВООБЩЕМ, буду ждать больше контента и желаю разрабам удачи
As of writing this the current "stable" version of the game erases autosaves during a crash which can cause you to lose hours of progress. Crashes also happen quite often. Not playable until this game-breaking bug is fixed, save your money.
Amazing game, great graphics, constantly gets updates, has an open beta and the Devs listen to feedback. What more could you want from a medieval city builder in early access? Manor Lords has been fantastic from day 1 - and is only getting better from the constant community engagement and dev response. 10/10. My only request for this game - please implement cosmetic only foliage that the player can hand place around the town. I love having my foresters plant trees around my towns at their discretion - however - there are times id LOVE to get more specific with where the foliage is around my buildings but, I'm stuck hoping a forester will plant a tree there for me. If there could be options for a few basic tree and bush types we could place ourselves, that would be FANTASTIC <3 (they could even be listed in the same tab as the shrine, as it is also cosmetic only) Tysm to the Devs for such a continuously great game. I can't wait to see what the future has in store :)
Phenomenal city builder. Every now and then I come back, build a massive town, set the game aside for a few months, and then return just to be amazed all over again. Visually stunning and surprisingly accessible in terms of management, though lategame logistics will definitely make you stop and think. Highly recommended, and I can't wait to see how it develops further!
The game in its current state is not quite as described it mostly remains at the moment a janky economic sim game based in a vague medieval setting. The game often seems to sacrifice gameplay fluidity and enjoyment for "realism". The game in its current state is like playing the Blackice mod for HOI4, with it attempting to be this large complex sim but ultimately feeling extremely underbaked in comparison to other early access titles.
This game is really amazing. I was overwhelmed at first but the community has so many guides. After one video, I realized that the mechanics are not that complicated. It all flows. The replayability here is incredible too. Relaxing and thought provoking game.
the wiki provides so little information about anything, and why won't devs add search feature to their wiki systems and explain the system in detail, trail and error just isn't fun, explain the resources and wether it'll be depleted even if you didn't extract it trying to save it for the winter, the game is way to unforgiving and it's almost impossible to recover from a death spiral if you get 1 bad winter
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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