Manor Lords
Manor Lords

Manor Lords

1,919
in-game
Data taken from Steam
This game is in Early Access, which means it's still in development and will be missing features.
Steam
Historical low for Steam:
Geforce NOW
Open in Steam
GOG
Historical low for GOG:
Amazon Luna
Open in GOG
Microsoft Store
Cloud Gaming
Geforce NOW
Epic Games Store
Historical low for Epic Games Store:
Open in Epic Games
There are currently no deals for this platform
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.
Developed by:
Published by:
Release Date:

Steam
Latest Patch:

Steam
GOG
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 13,19€ and with a PC Game Pass subscription
Workers & Resources: Soviet Republic
Workers & Resources: Soviet Republic
From 17,57€
Empires of the Undergrowth
Empires of the Undergrowth
From 13,19€
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%
32,300 reviews
28,778
3,522
28.9 hours played
Written 12 days 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.
39.8 hours played
Written 1 month and 3 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.
24.0 hours played
Written 10 days ago

Great game for the first 10 hours. Then you start to run into really annoying bugs that have been there for at least a year now and devs haven't done anything. Not playing anymore. after 4 hours of playing a session I randomly get "You have been deafeted for absolutely no reason everything was going great. Looked it up and there are many posts of that dating back to 2023... this bug has led me to create this review. Many other buts in this game too. It was a great game the first few hours of play time... I really wanted to like it but this bug has done it.
20.7 hours played
Written 9 days ago

As cool as this game is i set it down for more than a year in its "early access" state, came back and literally nothing is different. It still has all its bugs, and absoulutely no new content has been added from what i can tell. The majority of the development tree and things on screen say "disabled (early access)" and im beginning to wonder if that will ever change.
149.7 hours played
Written 1 month and 1 day 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!
96.9 hours played
Written 1 month and 4 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.
32.1 hours played
Written 23 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 15 days ago

It was overpriced at 30$ and now its 40. Such an over-hyped game that most people play for 10 hours max.
26.2 hours played
Written 27 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
4.8 hours played
Written 12 days 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.
24.0 hours played
Written 29 days ago

Its like Anno but with curves. Actually its more than just that. But sure, lets just say anno with curves.
304.0 hours played
Written 12 days 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.
14.5 hours played
Written 28 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....
396.9 hours played
Written 5 days ago

As an early access title this game had so much promise. Unfortunately the Dev seems to have lost the plot. The game looks amazing and is fun to play with some great features. Yes, it doesn't have much re-playability but its an early access title so this is sort of expected. Not long after launch it was ported from UE4 to UE5 (seems odd, why wouldn't you do this before releasing it to EA? but OK), followed by a few minor feature updates to keep the community happy - great. After the last minor update in January 2025 there have been no further game updates. There are approx bi-monthly posts from the Dev saying what they are working on but this appears to be some kind of revolving door that constantly changes and grows with no clear direction and no indication of when we could expect to see any further development of the game. When it was released to EA the Dev said: "We love considering and implementing ideas from players, and we will use Early Access to both expand and improve the game. Early Access provides a great way of involving players in the development process, and we are looking forward to working with the community to make a better game together.” - at the start this was true, with the Dev regularly popping up in discussion on the Discord community, or using polls to understand what players wanted (non of which were actually implemented). That all stopped a long time ago and now he seems to be stuck in a perpetual state of changing the fundamental game with no community engagement or direction for what he is doing. Players have lost interest, the once-thriving Discord community is reduced to the same handful of die-hards, and Steam shows that player numbers continue to drop (from 170,000 at launch to 15,000 at the time time of the last update, to 3,000 now). I'm not sure what happened behind the scenes but since launch we've watched the Dev slowly but steadily kill off the very community an EA title needs to succeed. Maybe the next update will be amazing, who knows, but even if it is, the community won't be there to support it as most will have moved on and won't bother coming back. Don't waste your money on an EA title with no direction. If the game ever reaches 1.0 take a look and decide if it is worth it then.
14.1 hours played
Written 5 days ago

Was not worth $40 for the lack of features available due to it being an early access game. Finished what I could, but as of now there is no way to grow the town so it's really just a sample of the game. I don't recommend buying until the devs add on more features to make it a true sandbox
147.1 hours played
Written 26 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??
44.9 hours played
Written 30 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.
7.2 hours played
Written 10 days ago

Too early to say. Organic house/marketplace plot building, overall mood, fantastic graphics, and it running okay. Huge pluses, but you know what? Last time I checked, we don't even have stone walls and the selection of buildings is pitiful, same with passive policies (only 2 now) that should not take long to code in... so content-wise inferior to anything and everything else.
98.3 hours played
Written 26 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 30 days ago

Important mechanics not working properly, game basically unchanged in a year of "development"
81.1 hours played
Written 17 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
12.5 hours played
Written 8 days ago

The game mechanics are good and interesting, and it requires strategy. However, a lot of time has passed and most of the features are still incomplete. It feels like an unfinished game and it's been in 'Early Access' for a long time. I get the feeling the developers simply got bored with the project, and seeing that it has been successful without being finished, they've preferred to offer discounts and keep selling it as is. I don't recommend it in its current state—no matter how much the price drops, it gets boring in the long run.
11.2 hours played
Written 9 days ago

I found the tech progression to be jarring and AGONIZINGLY slow. I was really angry that I am forced to trade to advance, I wanted to take my rich iron mine and equip my lads for war, but no, I have to export planks to get money to establish a trade route..................UGH. I wish I could refund this game, but it took more than 2 hours to be able to figure out this mega time suck isn't worth it.
5.8 hours played
Written 7 days ago

i want to love this game, but its pretty bad. in only 6 hours i have learned- -the game doesn't really explain itself very well. vague instructions and tutorial create a lot of ''i wish i had knew xxx a long time ago''. you can get troops by upgrading a house? then assign the house a job????? what the heck just give me a building this is ridiculous -you randomly get your town burnt down non stop, and they will be just larger than you so you cant win. perfectly frustrating -you will always just not have enough currency to expand- you need 2000? heres 1900, earned in a discrete unexplained way. again perfectly frustrating- not fun -if nothing else fails, you will be disappointing in how many features SAY IN GAME ''under development'' and don't work at all amazing idea, but i hate this execution and current state of the game
21.4 hours played
Written 5 days ago

This could be a nice game some day in the future. Features I am missing: A list of assigned families categorized by the types of assignments. Maybe presets of assignments which would allow me to save the current position of all the families and then save it again for all the other seasons and I would just click the preset depending on the seasons so I don't have to manually unassign and assign them all the damn time, it's just micromanagement which is not so much fun. The plowing, damn, the ox should make it faster but it makes it slower becasue when there is ox, nobody else is helping with hands which I find unrealistic for them to just wait and sit around, this made me miss sowing crops few times. When it comes to trades panel it would be nice to have som filters available, like for exampling seeing just my imports/exports. When you upgrade a building you cannot control the families assignment in the building, you also cannot revert your decision to upgrade a building, all you can do is demolish it or up the priority so it is finished asap. When the berries respawn from 0 during its growing period the assigned families won't focus on gathering again and are waiting instead so you have to unassing and assign them again, which leads to another point, It would be really nice to have quick full assign and full unassign buttons like shift+Q for example. I am not recommending the game just because I want this review to get noticed and see these changes, I will update it if I come up with other stuff that need to be changed and I will keep playing the game cause it's chill but I really wanna see it go big like, this type of game deserve to be AAA.
48.2 hours played
Written 1 month and 3 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 16 days ago

With updates being so slow and nothing really going on in months i cant recommend buying it at this time sorry
58.8 hours played
Written 5 days ago

Unfortunately a group of 6 bandits are in a constant loop of burning everything down in my settlement, and it doesn't occur to the 160+ residents to skewer them with pitchforks. It's just a nonsense. The game has potential but things like this kill the enjoyment.
123.6 hours played
Written 9 days ago

All in all a fun city builder, unique to other entries. Only problem is lack of updates or at the very least the time between them. Mostly due to a small team size however.
2.9 hours played
Written 6 days ago

Have potential.. But soo many options are locked in early version. Given that the dev made millions and had a year to work on this you would think it would actually be developed more and more.. Don't bother with this game, I feel farthest frontier is better and more advanced. It's honestly not worth the price at all..
219.0 hours played
Written 30 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.
18.6 hours played
Written 17 days ago

Really like what is there so far, but unfortunately seems to be abandoned and incomplete. No updates in 6 months.
210.3 hours played
Written 5 days ago

Manor Lords is an impressive city-building and strategy game—made even more incredible by the fact it was created by a single developer. It already rivals (and in many ways surpasses) games from major studios, even in its current early form. I especially love the ability to walk through my own towns, bringing a personal touch to the experience. But the real game-changer for me is the curved road system. No rigid 90-degree angles—just natural, flowing layouts that make settlements feel authentic and alive. The game is still evolving, but it’s already something special. Highly recommended for fans of city builders and medieval strategy.
21.5 hours played
Written 24 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 19 days ago

waiting for Update - not worth at the moment. No added endgame content or even remarable changes since beginning. (bought it on release)
18.2 hours played
Written 4 days ago

This game has too many bugs and is still very much in development for its steep price. It has potential but at the moment it's unplayable for more than a couple of hours.
13.7 hours played
Written 4 days ago

I want to give this game a positive review but i can not at the moment because there is slow progress on updates. One of the big things that holds me back from coming back to this game is because you cannot loot soldiers when they die on the battlefield. you spent all this resources building your army only to lose all your resources when they die. i don't like that at all. you cant get any scraps, broken gear, broken weapons, nothing at all. no scavengers that can use your enemies bodies for fertilizer or even slaves you can then bring into your towns or sell to others. the game has some good mechanics and they are doing a good job but it is too slow and i won't come back until they do something about the combat when it comes to looting dead soldiers or raiding. or even have a choice for you to be a bandit tribe. once that is change i will change my review.
11.7 hours played
Written 20 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 21 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 1 month and 2 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 1 month and 2 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
6.5 hours played
Written 4 days ago

Bought it, played a bit, decided to wait for it to mature, but now no updates since January? That is simply disappointing
17.4 hours played
Written 1 month and 2 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 17 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
237.3 hours played
Written 7 days ago

Love what I've experienced so far, but not happy with the lack of development. Great game. Hard to give thumbs down, but it's based on development. I'm fatigued waiting for games to develop after purchase..may be impacting this review. I'm ready to change my review when I see significant development, but it feels I'm just going through the same motions with little interesting/new developments. Thought I'd be able to go back to this game by now and experience lots of new aspects. Seems pretty close to the same game I played moons ago. Still...like this game a lot: the aesthetics and graphics (cool medieval vibe), citizen interaction and allocation, city development. So, the negative review comes down to this: lack of development since I purchased this. Thumbs up for for a couple hundred hours of fun. Thumbs down (for now) for longevity.
6.6 hours played
Written 17 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
14.5 hours played
Written 6 days ago

The Game is not bad but needs more updates and boring fast .It needs more content and we are rarely getting any
32.8 hours played
Written 28 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.
5.3 hours played
Written 4 days ago

It was a fun city builder until I took a new region and realised I had to build a whole new city from scratch and that region had its own economy and peasant placement, at that point the game went from fun city builder to annoying chore of a game with way too much micromanagement and I dropped it. Resources should be global and all the land taken should count towards total land not each piece of land is its own sandbox. You know your game has issues when you dread expansion because it means your workload just doubled when it comes to micromanagement and checking on food/wood production.
575.8 hours played
Written 7 days ago

Is absolutely lovely and enjoyable. Just disappointing paying so much for a version that is never completed...