Manor Lords
Manor Lords

Manor Lords

2,323
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This game is in Early Access, which means it's still in development and will be missing features.
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Launch Trailer
Release Date Trailer
Manor Lords
Manor Lords
Manor Lords
Manor Lords
Manor Lords
Manor Lords
Manor Lords
Manor Lords
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.
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Categories
The categories have been assigned by the developers on Steam


Against the Storm
Available in:
• 1 subscription (PC Game Pass)
Has been in:
• 1 subscription (Humble Choice)
Against the Storm
From 13,20€ and with a PC Game Pass subscription
Workers & Resources: Soviet Republic
Workers & Resources: Soviet Republic
From 16,71€
Empires of the Undergrowth
Empires of the Undergrowth
From 13,20€
Reviews
The reviews are taken directly from Steam and divided by regions and I show you the best rated ones in the last 30 days.

Reviews on english:
Reviews
89%
32,116 reviews
28,649
3,467
39.8 hours played
Written 21 days ago

I really just came to share a piece of feedback with the dev(s). The game is great, but I have 1 giant qualm with it. The price fluctuation of resources that you're importing and exporting as a result of the global market supply. Here's the thing, I understand that you can apply intense strategy when it comes to how you import/export resources. But, I in particular don't 👏 fucking 👏 want 👏 to. I want everything the same about the game, except that I want to play it in a setting where the price of resources does not change at all over time. So that every resource has a set static price. It's just so insanely frustrating to try and be like, "I want my town to be a blacksmith town, and we'll supply all the other regions with blacksmithing-related stuff." And then you get punished for doing this effectively because if you do it effectively then obviously that means you're selling lots of stuff, thus clogging the market and lowering the price of said stuff. Works with importing too-- say you decide, "My town is gonna focus on food production, and then we'll get our tools and our armor/weapons imported with the money we make from exporting food", well, you get fucked there too, because the price of the food you're selling lowers pretty freakin fast, to a point where you're effectively making 0 money off of it, then combine that with the fact that the price of the things you're importing is raising over time too, so it results in so many 'failed' runs, and it's not something I care to 'trial and error' to figure out because that's just not a fun gaming experience to me. I hate this aspect of the game so much, honestly. And I understand that probably not a lot of people feel this way, but still I'm sure it's not a negligible number of people who do. I've waited 1 whole year since I last played to ask this because I figured it was such an obvious setting/feature to have that it would eventually come, but it hasn't, so now I'm here to ask, why isn't there a setting or a console command that accomplishes this? That alone would re-kindle my desire to play again.
5.9 hours played
Written 30 days ago

Love the game concept, but it isn't ready, it is far from ready. Will come back and check later on updates, but that seems to be a slow process. Would maybe say worth <10$ on sale at this stage.
28.9 hours played
Written 22 hours ago

Well, I really like the game and its design, but it's been out for over a year now and still hasn't seen any major updates. Most of the features are currently unavailable, and there just isn't much to do after about 25-30 hours of play. Updates are coming out painfully slow and unfortunately, I'm worried people might forget about this game soon. I really wish I could give it a thumbs up, but right now, I wouldn't recommend it. Maybe I'll change that later.
35.5 hours played
Written 30 days ago

It was great playing it for the first time, the 3-5 hours into the game are great and it's really a cool concept but after 12 months EA. I can't recommend that game anymore no mayor updates, you see so many features in game that say "coming soon" but never came. It's just boring at some point. Would be worth the money if they gave us a mayor update with new stuff.
32.1 hours played
Written 11 days ago

Basically unchanged after a year, expect either a glacial development time or no development at all. Wait for it to be more complete before buying.
9.0 hours played
Written 3 days ago

It was overpriced at 30$ and now its 40. Such an over-hyped game that most people play for 10 hours max.
96.9 hours played
Written 22 days ago

This game is suffering the same fate as Valheim. The foundation of it is solid as a rock, but the progress is so slow that people just moved on. In it's current state it is simply boring and has been. A year ago when I bought this day one I played it for a while and thought wow. This will be great...one day. Well. It has been a year. Game is exactly the same as it was minus a few tweaks. One of three things will happen here. 1. They speed up and get this thing going 2. People will just forget about this game 3. Another developer will take the best parts of it and create a better version. Clock is ticking.
98.5 hours played
Written 24 days ago

No updates in the last 5 months with very little to no update about the future of the game. Good game but incomplete with many bugs after you reach a certain point in the game where you have 100's of people and if there isn't any HUGE update going to be released very soon not worth to buy it
133.9 hours played
Written 20 days ago

This game is the most grounded RTS I've played. It just feels good. Everything matters and the attention to detail for an early access game is superb. I can not wait for the future of this game! Hats off to Greg and the team!
44.9 hours played
Written 18 days ago

I really do not understand the apologetic behaviour of the Manor Lords Fanbase. When I first saw people playing the demo on youtube around 5 years ago (I don't know exactly how long ago it's been), I was baffled. The game's graphics looked awesome and the gridless building with the organic development of settlements piqued my interest quite a bit. Around two years later the game published in EA and I thought to myself, why not buy it? If the game was that good 2 years ago, then it should be so much better now, only to find out that I could not even make out a single thing that has changed since then, apart from crappy battle mechanics implemented in the game. Frankly said, I was shocked about the state of the game, for which the developer thought 30 € EA-price is a fair deal. In comparison to all other EA games that I have bought so far, this is by far the biggest letdown. Every other game that I bought in Early Access released for a way cheaper price or delivered frequent updates soon after the release. (e.g. No Man's Sky, Project Zomboid, The Long Dark (which are games that could be considered (almost) finished for years now). Manor Lords, on the other hand, only managed to implement 2 new maps, bridges, perfectly circular ponds (which I really think do not blend in well into the maps), Crossbowmen (which are currently useless, if the battle mechanics where random troops just pop up on the map, didn't change completely. So far I just built 4 Units and equipped them with basic armor and just clicked on the spot where the bandits magically appeared without even watching the skirmish and gaines needed reputation utilizing this method)... the rest was just tweaking with the mechanics of wares distribution. I wouldn't even call it a game, because every aspect which would make it a game is bugged or flawed. I last played the game in September, and no update since then seemed intriguing to me. I have just lost interest in the game. To me, the game seemed to be about 40% finished on release date. 14 months later it's like 45%. Still so many placeholders, tier 3 buildings still all look the same, not much in terms of variety, trading between settlements is useless, no AI, no mid or end-game content... Instead the community is fed with lots of promises and screenshots. Utterly disappointing. Plus, so many people are defending the developers approach. It's a complete mystery to me how people are so easily satisified. Feel free to disagree, I don't care if you do.
4.8 hours played
Written 19 hours ago

Manor lords is not really a game at this point. It is more like... a concept of a game. Why I didn't like it: - Not much to do, build a city, maybe train an army to fight, not really fleshed out. - Confusing systems. How does farming actually work? What is a good way to spread out towns? What does anything really do? There are little to no tutorials in the game. (And no, I refuse to look to outside sources to learn how to play the game I payed for.) - Not finished... very unfinished at all levels. This is more of a got what I paid for, but, beware, it is very undercooked at the moment. - Lack of identity. When playing this game I could never really figure out what it was trying to be. If its trying to be a city builder, there are other, more polished ones that are far better. If its a colony/city management game, Anno is a much more enjoyable experience. And if its trying to be a total war++ type of game, well..... maybe it will get there? What it feels like, atleast to me in the moment, is that Manor Lords is trying to find a niche in the center, bridging all three of those genres. Which, in my opinion is a great idea! It gives importance to the cities we make -- the hours spent pouring over, designing a beautiful, and maybe efficient city -- when we have to defend them from invading enemies. However, at the moment the game falls short on all three fronts. I think Manor Lords could be an amazing game. Just not yet, and I will happily change my review, if, or when it becomes the game I hope it will be.
14.5 hours played
Written 16 days ago

Not a fan. Yeah I get it - Indi developer and all - but when they are charging a full game price for a patchwork game that will probably take 15 years to complete, if ever, with just absolutely terrible in game 'help/ game play guides' then maybe they are charging too much, launched way to soon or just out their depth.. I've played countless of these game types, and this one just feels like a grind - and this was the second visit to see if anything had changed after a year....
300.5 hours played
Written 18 hours ago

Fun game for what little there is. Despite having 200 hours in the game, I cannot recommend it at this time due to the extreme lack of communication from the dev on updates.
147.1 hours played
Written 14 days ago

The taxation kills the game, the CPU takes most of the map before you can even get an army together, then taxation goes up each year until you're in debt to the king, as soon as the tax is raised people are unhappy and start leaving, any battle after that you're out numbered, the problem is it takes hours to get to a point that you can't win. Tried 3 times now on the default settings and got the same result, barley doesn't grow so ale is an issue to upgrade, Foragers keep losing where the berries are, trade buildings all of a sudden decide they're not connected to the main road after years of trade. after 125 hours I've won once on relaxing mode. The thing is you're not sure if there's a bug or the people just decide to stop doing they're job. Relaxing mode is too easy and anything is just unfair It's a nice game and the building is done well, producing believable towns. it's just the taxation it's like you get to a point where you're paying the tax and all seems good then is doubles and puts you in debt. I want to play the game, I shouldn't have to research and copy something off of youtube to get it going. and yeah updates??
12.2 hours played
Written 15 days ago

Manor Lords is a game that wears its ambition on its sleeve. Developed by solo developer Greg Styczeń and published by Hooded Horse, this medieval city-builder and real-time tactics hybrid offers a refreshingly grounded take on feudal life. After spending considerable time managing villages, directing militia, and grappling with the seasons, one thing is clear: Manor Lords is not just another strategy title — it's something special, even if it's still a bit rough around the edges. What immediately stands out about Manor Lords is its visual authenticity. The world feels alive. Townsfolk go about their routines with animations that are unusually detailed for the genre. Livestock roam, seasons change with tangible impact, and the terrain isn’t just eye candy — it directly affects gameplay. Forests aren’t just decorative; they’re resources. Fields must be carefully rotated to avoid soil depletion. Every design choice reinforces the feeling that you're not just building a city — you're building a community within a realistic medieval ecosystem. The city-building mechanics are the game’s core strength. Unlike more rigid builders, Manor Lords allows for organic town planning. Buildings can be placed freely, and plots expand to fit the terrain naturally. There's a surprising level of depth in resource management, from hunting and logging to trade routes and social class development. Yet, it’s not overwhelming. The UI is intuitive, and systems build on each other in a way that encourages experimentation. Watching your small hamlet grow into a bustling market town is immensely satisfying — not just visually, but mechanically. The real-time tactical battles are promising but not as fleshed out as the city-building. Troop movement can feel sluggish, and AI pathfinding is occasionally frustrating. However, the battles do capture a certain gritty realism. Troops don’t act like professional soldiers — they behave more like levied peasants, which aligns perfectly with the game’s grounded tone. There’s an undeniable thrill in defending your village from a bandit raid or seizing a rival lord’s territory, but strategy fans may wish for more polish and variety in these encounters. Few games manage to immerse players in a time period the way Manor Lords does. There's no fantasy, no dragons — just the daily struggle of medieval life. The minimal HUD, the authentic soundscape of birds, blacksmiths, and market chatter, and the absence of forced micromanagement all contribute to a game that respects your time while still demanding your attention. Manor Lords is a remarkable achievement, especially considering it’s largely the vision of a single developer. It's not without its rough patches — particularly in the combat and occasional UI quirks — but its ambition and execution make it stand out in a crowded genre. If you’re a fan of city-builders, historical simulations, or just want something that feels fresh and meaningful, Manor Lords is absolutely worth your time. A brilliant, immersive city-builder with a few growing pains. Rating: 8/10
98.3 hours played
Written 15 days ago

Not much has changed in a year, let us be honest. I'm not really sure when or if it will release. My advise is wait before buying, the game has very little to it. Kept coming back at each update, but it's very slow. I will edit my review if I see something more convincing coming out.
32.0 hours played
Written 19 days ago

Important mechanics not working properly, game basically unchanged in a year of "development"
81.1 hours played
Written 5 days ago

Abandoned game? It was addictive and fun, but no updates in 6 months, which seems odd for "early access." Not currently worth $40 if this is all we're getting, this is a $20 game
24.0 hours played
Written 17 days ago

Its like Anno but with curves. Actually its more than just that. But sure, lets just say anno with curves.
63.3 hours played
Written 25 days ago

I usually buy games in sales and quite some time after release, when they are a lot cheaper - so cheap, that this is possibly the most expensive game I´ve ever bought in Steam, altough it not at all an expensive game. And in spite of being the most expensive game for me, there are no regrets it's the best spent money, it's one of the games I got on steam I liked the most, ever! Fo reference of whoever reads this review, some of my top games ever were/are: - Total War Shogun / Rome / Medieval II / Empire / Shogun 2 / Rome 2 - Assassins Creed 2, Dragon Age Origins, Fable 2 The pleasure I get playing this game is on par, or maybe above - I only rate Elite Dangerous above on first spot. This game is amazing! The village seems alive. It's easy to forget it is an Early Access game. It's already very complete and it has been changing further. I'm very excited to play this game even in its current state. I can't wait game further progresses - already in development and announced, and future ones. But when I remember it started being made by only one person, and even now the team is very small, then I am speechless. My regards to the creators, and I hope the game gets a long life and lots of players. It deserves!
48.2 hours played
Written 21 days ago

This game is very good and I will be changing my review to Recommended once 2 things are improved: 1. Give us more than one kind of alcohol. Currently there is only Ale, which you get from farming Barley and then turning it into malt and then sending it to a brewer. Also included in this game are Berries, Apples, and Honey, two of which you have to spend development points to get. You cannot make mead, cider, or wine. Just ale. To contrast this, for food you have loads of options. You can make bread, you can hunt deer, you can farm sheep, you can just eat the berries and apples and honey themselves, you can farm chickens, and you can make vegetable gardens. But right now they only way to make alcohol is ale, which is required to get your houses to level up to level 3, thus allowing units that come from those houses to equip chainmail, which is very nice and arguably easier to make because of reasons I will discuss shortly. Now, Ale wouldn't be such a hassle to farm if not for the soil nutrient mechanic. Basically every region has 2 types of soil: 'So horrible that you can't farm anything but wheat sometimes' and 'So amazing that this region should basically have nothing in it but farms'. This is blanket among all crop types for some reason, and rich soil counts as one of 2 rich resource deposits that a region can have. So basically you get regions where you can get food very easily, and regions where you will have to put development points into things like orchards anyway to get a good diversity of food. But since you can't make cider, you would have to import ale and also the ingredients to make it, because you need such a huge volume of it. Thing is, importing can be a bit expensive, so the game becomes a bit of a struggle of getting the money to import all that stuff, potentially having to spend 2 out of 6 development points to reduce the tariffs on importing, which are a flat amount and not a percentage amount, and still make all the infrastructure to make ale. As opposed to just making cider or wine or something. Alternatively, you could take control of a second region that does have good soil and send ale to your other regions. However this will segwey into my second point. 2. Transferring goods between your controlled regions is kind of cumbersome. You can't simply send goods somewhere, and I don't believe you can pay for them with tax revenue either. You have to trade goods. So if you want to send ale from your established settlement to a newer one that doesn't have the population to support infrastructure, you will be spending a lot of time waiting for your new region to develop to the point where it can trade (or get the money to trade if you could just order goods from other regions, which you can't) Literally everything I just typed would not be that big of a deal if you could make more than one kind of alcohol. I don't get why people want the developer to add in the castle planner so badly when this core game mechanic is so in need of attention. Again, once these problems are addressed, I will recommend this product, because everything else about this game is amazing so far. But for me, the alcohol and farming system are just infuriating right now
21.2 hours played
Written 5 days ago

With updates being so slow and nothing really going on in months i cant recommend buying it at this time sorry
65.9 hours played
Written 25 days ago

Its been over a year now. what has been done. close to nothing. I think the projekt has become to big, and the staff are not qaulified for the job, since it takes sooooo long to make a relative simple game. The way the updates recently have been handled id just not right. the community gave so much to this game, and the game has not given anything. No new major updates, no timeline. the price for this game is fair, but dont buy it. its a 10-20 hour game. no real replay value. since there are no neew gameplay mechanincs.
18.6 hours played
Written 5 days ago

Really like what is there so far, but unfortunately seems to be abandoned and incomplete. No updates in 6 months.
21.5 hours played
Written 12 days ago

Loads of posts all over with people experiencing this issue. Game crashes repeatedly and at random. I woudln't buy until you start seeing fixes or updates which may fix it. As of now the game was working but is now unplayable. Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
27.8 hours played
Written 8 days ago

waiting for Update - not worth at the moment. No added endgame content or even remarable changes since beginning. (bought it on release)
219.0 hours played
Written 18 days ago

Good game but still incomplete. And with minor updates coming only 2 to 3 times a year... this game will be finally completed maybe by 2049... Was hoping updates would be more frequent at this point but they are not. Not worth the money at this point for an incomplete game... and unfortunately.. at this rate, never will be complete.
11.7 hours played
Written 9 days ago

if the developer could remove those same 3 voice lines that play everytime you zoom into the town then this game would be 1000x better. Playing this game feels a lot like building a diorama. Once the town is built, it is fun to look at your creation (for about 10 minutes) then you'll get bored and turn the game off. The main developer behind this said that he used the game stronghold as inspiration for this title. However the developer hasn't really implemented many of the mechanics that made stronghold engaging in the first place. (such as a storied campaign, structured challenges to complete such as building defences quickly before the enemy army comes, even a multiplayer pvp mode) I'd be able to excuse all of this, if the battles were enjoyable. Although that is just as simple as smashing two armies together and watching them stand around with full speed on until one side wins. Very boring. I have to admit, this game has a lot of good going for it. Watching a patch of land turn into a thriving village has a certain appeal. It's just a shame after that initial step, there isn't much more to do.
16.9 hours played
Written 10 days ago

10hours in I felt like that was all there is to the game. Its fine, but the depth of the game is super shallow.
24.0 hours played
Written 20 days ago

You'll spend long enough on the game figuring it out to pass the 2 hour refund period. Once you get the basics down there's nothing to do but keep expanding your city and managing resources. If you want a second job, get this game.
1.2 hours played
Written 20 days ago

This is one of the less rewarding titles in the genre. While there are seemingly a lot of options for how to build or grow, the general building system and progression is quite simplistic and growing your village doesn't feel very rewarding or satisfying. I love a lot of games of this genre and set in this time period, but this one left me bored within the first couple of hours
20.1 hours played
Written 10 hours ago

---{ Graphics }--- ☐ You forget what reality is ☑ Beautiful ☐ Good ☐ Decent ☐ Bad ☐ Don‘t look too long at it ☐ MS-DOS ---{ Gameplay }--- ☑ Very good ☐ Good ☐ It's just gameplay ☐ Mehh ☐ Watch paint dry instead ☐ Just don't ---{ Audio }--- ☐ Eargasm ☐ Very good ☐ Good ☑ Not too bad ☐ Bad ☐ I'm now deaf ---{ Audience }--- ☐ Kids ☑ Teens ☑ Adults ☐ Grandma ---{ PC Requirements }--- ☐ Check if you can run paint ☐ Potato ☐ Decent ☑ Fast ☐ Rich boi ☐ Ask NASA if they have a spare computer ---{ Game Size }--- ☐ Floppy Disk ☐ Old Fashioned ☐ Workable ☑ Big ☐ Will eat 15% of your 1TB hard drive ☐ You will want an entire hard drive to hold it ☐ You will need to invest in a black hole to hold all the data ---{ Difficulty }--- ☐ Just press 'W' ☑ Easy ☐ Easy to learn / Hard to master ☐ Significant brain usage ☐ Difficult ☐ Dark Souls ---{ Grind }--- ☐ Nothing to grind ☐ Only if u care about leaderboards/ranks ☐ Isn't necessary to progress ☑ Average grind level ☐ Too much grind ☐ You'll need a second life for grinding ---{ Story }--- ☐ No Story ☐ Some lore ☑ Average ☐ Good ☐ Lovely ☐ It'll replace your life ---{ Game Time }--- ☐ Long enough for a cup of coffee ☐ Short ☑ Average ☐ Long ☐ To infinity and beyond ---{ Price }--- ☐ It's free! ☑ Worth the price ☐ If it's on sale ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{ Bugs }--- ☐ Never heard of ☑ Minor bugs ☐ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs ---{ ? / 10 }--- ☐ 1 ☐ 2 ☐ 3 ☐ 4 ☐ 5 ☐ 6 ☐ 7 ☐ 8 ☑ 9 ☐ 10
15.0 hours played
Written 12 days ago

Manor Lords feels more like a glorified paid demo than a real game. After 7 years in development and a wildly successful Early Access launch, Manor Lords is shockingly barebones. Updates have been minimal, progress nearly nonexistent, and if this post-launch pace continues, it risks becoming yet another Earn & Burn Early Access cash-in. What modders have achieved in a year elsewhere far exceeds what we've seen from this team. Extreme Lack of Content You’ll experience most of what the game offers within 4–5 hours. Village specialization is shallow, replayability is minimal, and the gameplay loop grows stale fast. There’s little to no meaningful progression or emergent systems, it’s mostly rinse and repeat. For a game hyped for seven years, this feels more like a vertical slice than a full product. A Word of Caution This project looks great, and that’s undoubtedly part of why it sold so well. But great visuals aren’t gameplay. Beneath the surface, Manor Lords just doesn’t offer much of anything. The development pace since launch has been painfully slow. The only consistent "progress" is that the game goes on sale every few weeks. Meanwhile, fundamental systems remain untouched. It’s hard not to see this as a cash-in riding the wave of marketing and streamer hype. Plus, so many people are defending the developers approach. It's a complete mystery to me how people are so easily satisified. Verdict Manor Lords currently functions better as a medieval village photo mode than an actual colony sim. If you want a real game in this genre, go play Ostriv. It may not have combat or flashy graphics, but it offers seasonal labor systems, meaningful citizen simulation, and far more gameplay depth. It's everything Manor Lords should’ve been, and ironically, it’s made by a solo dev too. At this point: do not buy. Wait for a miracle update (if it ever comes).
215.2 hours played
Written 23 days ago

It's everything I've ever wanted. Every other city building game will be left in the dust.
17.4 hours played
Written 21 days ago

Complexity and options for decision-making are too vast for beginners. I'm leaving this negative review because I know it's in early access and I hope the game will be fleshed out to be more user friendly over the course of development. As it stands, the player is thrown directly from the get-go into a world with countless resources and materials to get and craft, countless structures to build, and a tutorial that is only a massive amount of text. This makes you feel overwhelmed and forced to study the game by reading and watching youtube tutorials incessantly. You are always left feeling like you have no idea what you should be prioritizing or even how you should be structuring your village. It feels like a chore. Getting to militia and combat on top of the extreme complexity of resource management just feels like too much, and if you play in sandbox to learn the game there is little fun to be had due to the lack of adversity. Some tips for what this game could use: Limit options of building/crafting so that they are unlocked over time and more of a step-by-step progression is forced onto the player. Perhaps only do this for a story mode and leave the other modes as they are for experienced players. Alternatively add a tutorial mode that forces the player to take specific steps and thereby teach a somewhat optimal standardized progression sequence/ gameplay loop. That being said, the game has an amazing foundation and great potential
9.5 hours played
Written 6 days ago

I like it its fun but there are a few stupid things that make no since that just kill the progression like how if you make a artisans it comply takes a family away for that and even if they are not doing anything you cant use them
6.6 hours played
Written 6 days ago

Why couldn’t you add better descriptions to buildings? I was trying to upgrade the plot, and even though I made it bigger—as the help menu instructs—it still couldn’t be upgraded. Now I’m stuck at level 2 of the development tree. Improvement: There should be a mechanic where clicking on an upgrade or building requirement automatically takes you to it, so you don’t have to search manually. Overall Experience Issues: The game doesn’t feel intuitive. Why should I have to predict which resources I’ll need in the future when starting? For example, with the trading post: If you spend all your wealth (coins) before unlocking the trade route and buying a horse, you get stuck and have to restart. It feels like one of those games where you need to save before every major decision. Suggestion: Add a warning like: "Are you sure you want to spend this? You won’t have enough for an important building later." It’s frustrating that there isn’t a real tutorial at the start. Instead of guiding players, the game just throws them in and expects them to figure everything out on their own, except the one thing it tells you, is how to chop trees
49.7 hours played
Written 17 days ago

This game very much has the feeling of a developer that started something and is putting just enough effort into that people can't call it a scam. A year in theres lots of mechanics that are still super buggy or working worse than they were a year ago. On top of that despite being a year later, the biggest difference I've noticed is multiple maps, besides that there is maybe 4-6 hours of tangible gameplay, everything after is just how I do keep expanding my town with zero benefit as you can just abuse the economy to buy everything you ever need, you don't need to have a good starting location to win. Once you understand the super basic mechanics this game is dull and boring, buggy, and lacking any sort of replayability. If you want a really good game like this play Ostriv, way more detail and in depth features, only thing missing from Ostriv is combat. Overall unless a lot more is added to this game, its not even worth playing. Also why in the **** would you make all of your art for everything castles but then have the most bare bones lazy and uesless castle building in the game? There is no benefit or use to creating a castle. Overall the game was half baked when put onto early access and a year later its 51% baked. If I could still return this game I would.
32.8 hours played
Written 16 days ago

Banished is still a more polished and complex game than Manor Lords. Shocked it's been a year with little to no follow through on anticipated updates.
58.8 hours played
Written 29 days ago

its a strategyfull game where you have to manage your own city its kind of annoying when they start to get hungry tho but great game
8.7 hours played
Written 8 days ago

Beautiful graphics, good mechanics, excellent potential. The downside is one update per year, if we're lucky. I get the feeling that it's been abandoned. I hope I'm wrong, but for now, it will end up like 90% of early access games.
7.4 hours played
Written 30 days ago

I've played quite a few city builders and after having this wish listed for a while decided to put down Timberborn and Foundation to try it. I don't know if this is going to get a major overhaul like some of the other early access, but as it sits it is impossible to say its worth the asking price. The game lacks depth, its basically hope to get a fishing spot and know to get apple farms when you have the funds. It took me longer to figure out how to get the sheep farm to work then it should have. But I think the worse thing is the need of Ale to please the village, but the steps to make ale COMPLETELY USELESS. Build a farm on low yielding hills, build a malt house that's in a different tab, and then hope you have a house that's in the right spot for the distillery and that takes the family out of the working pool. NOT HIGH ENOUGH ALTITUDE on top of a hill, but several houses in a valley are?? And that's all there is for the game other then combat and trying to take other land? I guess its back to 1800 or something.
50.1 hours played
Written 29 days ago

Foundation is good, but games not really playable currently Primary issue is AI enemy has infinite money, and will buy and hold all available mercenaries permanently. If this is fixed, the game would be fun... until then, not worth playing, unless the game is free.
28.4 hours played
Written 4 hours ago

Love the game, it still needs a fair amount of polishing but I'm excited to see how it develops
13.9 hours played
Written 5 hours ago

This could be the most awesome game at some point in the future! All the potential is there! But its soooo faaaaaar from finished! Half of the options you could choose in the game literally just say "Will be added at some point of development...". Love to support this project but the 40€ price tag during early access is just absurd. Get it for 10€ on sale.
16.3 hours played
Written 15 hours ago

Its early access. Played it and its off to a great start! Feel like right now you can play a light version of the full game. Its still fun but i dont see it worth investing too much of my time since many features arnt unlocked and it needs a better explanation of how many things work. The potential is there! I cant wait for them to finish the game. It seems very nice and a lot going on but not too much that its a grind. I hope they finish the game soon but honestly i think itll be a year or two on the optimistic side. I liked it. Will play more when the next improvement or when its finished.
40.3 hours played
Written 1 day and 6 hours ago

its very cool game but definitely few years away from a full release. main "issue" is enemy AI currently only sends troops instead of building on his territories which feels a bit lame since you are basically alone on the map and its lacking few basic functions like switching between same type buildings, currently you have to find every building on map manually.
287.7 hours played
Written 4 days ago

Fun game until recent updates. Now unplayable. Crashes all the time without being able to send crash reports
104.5 hours played
Written 4 days ago

Good visual and attention to smaller details, while still not perfect with some actions (mainly zoomed in watching them build in slow play looks ...poor) . lots of little annoyances that may or may not break you as you first start. The game has been in pre release status for a year,,, cannot say i admire that, however mar 7 2025 (?) was the most recent update and they are still working on it. What is here is actually really entertaining and will keep you thinking. the wife calls it "Soothing" ill agree with that -Roughly be warned the skill tree is 90% not active, yet it doesn't seem to bother game play progression - "year 6 June" Hopefully Dev's read this - (Talking to y'all directly) The manor building system although new - hopefully to be patched soon - has one major current function issue. if you save the game then reload, all of the modular pieces (sometimes not all but a few) have to be "paid" for in resources again as you add new stuff. e.g. one manor and 3 towers. - save - exit - reload - try to add 4th tower price is 40 wood charging for first 3 again. Keep up the updates and good work, I am excited to see the end product - reviewed at 70 hours
52.1 hours played
Written 4 days ago

The game is amazing. But.. it's not even closer to be ready. The "restoration of peace" mode, which u need to combat other AI... its too difficult even on standard. The "main" strategy i found was to quickly get my first equipments for the militia. Then, slaying bandids camps (u get money for dat). Then, u buy mercenaries to protect yourself against the first wave of bandids. After that dat comes the problem from this patch. U need to wait waay to loong to get influence points to reinvidicate territories.. and the enemy AI is very strong. Crafting army equips is very costy, its not even possible to combine Crafting Army Equips & Food for you people (that's way u need VERY GOOD MERCENERIES). But, even in these terms.. i recommend the game.