All time
84.1%
92,153 reviews

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.
Verdict coming soon: the jury is still reading
Buy, Wait, and Skip land in the next pass. Nothing on this card can be bought.
Player sentiment is from Steam (PC) reviews.
84.1%
92,153 reviews
78.8%
14,681 reviews
79.1%
3,413 reviews
77%
1,023 reviews
Stable-0.7 pts versus the previous 90 days
Bars are review volume. The line is the positive percentage. Periods under 10 reviews are faded.
I absolutely love this game—its gameplay and, especially, its atmosphere. BUT the game has a number of downsides and issues. To my great regret, most of these problems have persisted since the game first launched in Early Access. Enemy troops regenerate almost instantly—it’s like fighting zombies. You craft weapons and armor for your militia, but if they die, all that gear is lost forever. After all, looting didn't exist in the Middle Ages, right?) For some reason, tariffs can end up costing dozens of times more than the goods themselves. I suppose cities in the Middle Ages never bought raw materials from other regions to manufacture and sell products—that would be a losing proposition, after all. Apparently, all the major cities are just fantasy) But unfortunately, the game's creator is adding oats and cows instead of solving the real problems. I hope you read this, Greg) Я обожаю эту игру, ее геймплей и особенно атмосферу. НО у игры есть ряд минусов и проблем. К большому моему сожалению большинство проблем сохранилось с самого выпуска игры в ранний доступ. У противника из за карты войска восстанавливаются просто моментально. Будто против зрмби воюешь. Создаешь ты оружие и доспехи для своего ополчения, они умерли и все снаряжение потеряно навсегда. Ведь в средних веках мародерства, конечно же, не было) Пошлины почему-то могут быть дороже товара в десятки раз. В средних веках же города не закупали сырье из других регионов, чтобы произвести продукцию и продать ее, это же убыточное дело получается. Видимо все крупные города - фентези) Но к сожалению автор игры добавляет овес и коров, вместо решения настоящих проблем. Надеюсь ты прочитаешь это, Грег
Seriously immersive. Watching your settlement grow, villagers go about their daily lives, and armies march out to battle makes the world feel genuinely alive. Beautiful, atmospheric, and ridiculously easy to lose hours in. 9/10.
There's still some things here and there that need improvement and addition, etc... but overall it's very well put together. It loads quickly and smoothly, the game runs smoothly other than the occasional stutter, and the graphics overall are simple but clean. If you enjoy a kingdom builder type game, it's a good option to try out.
Enjoyable medieval city sim. While it has some problems I would recommend this to other people who enjoy city sims looking for something a little different. I also have not even touched the combat and fighting and just enjoyed the building of a cool little town/city.
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.
I really wanted to recommend Manor Lords. After 318 hours, I can't. Manor Lords is one of the most beautiful and compelling medieval city builders I've played. The organic roads, burgage plots, seasons, farming, livestock, production and ability to equip an army from your own economy create an incredible medieval settlement. The idea of this game is fantastic. Unfortunately, the further you progress, the more obvious it becomes that the underlying economic simulation simply does not work well enough to support the game built around it. My latest settlement has roughly 700 people, over 100 sheep, huge apple orchards, multiple tailors, extensive industry, and three fully staffed trading posts with four horses each. I'm producing enormous surpluses of spears, shields, chainmail, helmets, tools, coal and other manufactured goods and exporting everything I reasonably can. Yet somehow this enormous settlement cannot reliably provide basic clothing and beverages. Imports of things like oats and salt consume virtually all of the revenue generated by exporting manufactured goods. I can't afford to import enough fruit, vegetables or livestock to supplement local production. Royal Tax has pushed my treasury roughly 10,000 into debt despite eventually taxing my population at an absurd 40%, which means I can't afford to settle another region to produce the flax, grain and oats that would reduce my dependence on imports. This creates a ridiculous circular problem: Need basic goods → need imports → imports consume treasury → can't establish another region → can't produce missing resources → must continue importing → debt gets worse. Building more infrastructure doesn't necessarily solve it. More tailors don't magically fix clothing. More beverage production doesn't fix beverage supply despite huge raw-material stocks. I built THREE fully staffed trading posts with TWELVE horses between them and saw little meaningful improvement in trade throughput. That's the fundamental problem with Manor Lords right now. When I encounter a shortage, I want to identify the bottleneck, invest in solving it, and see my economy respond. Too often the game simply doesn't. I returned because of the latest major update hoping the economy had matured. Instead, my late-game experience feels more broken than before. New resources, livestock requirements and production chains have been added while the underlying trade and economic systems still struggle to support large settlements. And that's incredibly frustrating because I love what Manor Lords is trying to be. There is nothing else quite like watching a tiny medieval village organically develop into a large town, supplying its industries and raising armies from its own population. But after 318 hours, I've reached the point where I just want to finish a campaign and earn the Large City victory. Instead of being challenged by interesting strategic decisions, I'm fighting systems that increasingly feel unfinished or poorly balanced. Manor Lords began development years ago and has tremendous potential, but potential eventually has to become a functioning game. Adding more systems doesn't help if the existing ones don't work together at scale. Beautiful game. Brilliant concept. In its current state, a deeply frustrating failure. I hope that changes, because I genuinely want to come back someday and change this review to Recommended.
Let's not waste time, the first town you build looks great. Yes, the art is nice. I'm not spending eight paragraphs on that because at this point it's basically the only thing anyone ever says about this game and it's papering over just how little else actually works. Here's the thing that gets me. This isn't some two person passion project running on fumes. This made real money, won real awards, got real hype. And years into early access, it somehow manages to feel less finished than it did before. Not because nothing's been added, stuff gets added but because entire systems get ripped out for a "rework" and then just never come back. You'll open the development menu and see a slot sitting there labeled coming soon and it'll still say that a year later. The old policy system, the old specialisation tree, gone, replaced with basically nothing. That's not early access growing pains, that's a team that either doesn't know what it's building or isn't telling anyone. The actual simulation is worse than people give it credit for. It wants to be this deep, fussy medieval logistics game reserves, surplus sliders, family labor, granary filters, fine sure. Except none of it is robust, it's just frail. One ox has a bad day and stands in a field forever, one production chain quietly stalls with zero indication anything's wrong and suddenly your winter is ruined and you spend an hour digging through menus trying to find which link in the chain broke. You're not playing lord of anything. You're doing IT support for a village that keeps unplugging itself. And don't get me started on multiple regions, because this is where the whole "Manor Lords" title starts to feel like a joke. You'd think expanding your territory would feel like, you know, expanding. Instead every new region is its own isolated bubble that shares nothing with your main town. Got a warehouse overflowing with grain? Doesn't matter, your new settlement twenty minutes away is starving and you can't just send it food. You have to build pack stations and trading posts and barter goods back and forth like the two towns are hostile foreign powers instead of both belonging to you. Prop up the new place and you gut your own tax income. Ignore it and it collapses. There's no in between, there's just two annoying part time jobs instead of one kingdom. The economy underneath all of it barely holds together too. Prices don't move, trade routes dry up for no clear reason and you can end up spawned next to useless land with no fish and one sad little berry bush, no way to recover from that beyond restarting. For a game this focused on economic simulation, the economy is the part that feels the least alive. Combine all that with a development pace that's been glacial for years now and you get a game that's genuinely uncomfortable to recommend at full price. People keep leaving thumbs up reviews that read like complaint lists, presumably because they feel bad kicking a small dev while they're down. Except this isn't a small dev anymore, and goodwill isn't a permanent substitute for actually finishing systems you already showed people in trailers. The vision is good. I'm not denying that. But vision doesn't ship a product and right now this is a gorgeous, half wired house that's been "almost done" for years. 2/10. Don't buy this expecting a finished city builder. Buy it, if you buy it at all, expecting a tech demo with a very good art team and a very slow production line behind it.
Depsite being visually beautiful the games mechanics are mired by vagueness, bugs and confusion. Nothing is quite clear and you try to guide your people to build a nice medieval village. Crops get replanted during fall, even with crop recycling, sheep take years to gather a few pieces of wool, icons and warnings pop up saying you don't have enough of this even though you have it. You're trying to fix countless issues simply because you may not have assigned enought people or not at the right time. It's a mess. You have no idea what's really happening under the hood and it seems the game falls apart frequently under it's own complicated simulation that doesnt' handle basic commen sense taks properly and leaves you frustrated time and time again. I don't know if the dev will ever fix the game so it actaully starts to play like it makes sense but for now it's just not worth playing.
Availability only. Player sentiment is from Steam (PC) reviews.

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Sources: Steam.
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