Compara los precios de Lords and Villeins en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Honestly Games. Publicado por 1C Entertainment. Lanzado el 10/11/2022. Disponible en PC. Géneros: Indie, Simulation, Strategy.

A feudal settlement sim where every family runs its own economy. Deeper than it looks, rougher than it should be.

Lords and Villeins sits in an interesting corner of the strategy-sim space: it is not a city-builder where you place workers like chess pieces, and it is not a colony manager where you micromanage every calorie. Instead, each family in your settlement operates as a semi-autonomous economic unit. They own their goods, run their own shop, and trade with neighbors based on supply and demand. Your job is to set the conditions, not pull every lever. That structural decision is genuinely clever and gives the game a texture most settlement sims skip entirely. The feudal economy model is the headline feature, and when it clicks it is satisfying in a way that spreadsheet enthusiasts will immediately recognize. You are adjusting tax rates, managing land allocation, and watching ripple effects move through a free-market simulation. A family that cannot source enough raw materials will price their goods up, which stresses downstream producers, which can collapse a supply chain if you are not paying attention. That chain-reaction logic is the core loop, and it rewards players who want to read numbers rather than just place buildings. There is real depth here for anyone willing to sit with it. The tutorial deserves credit for trying, even if it does not fully succeed. It walks you through the basic concepts well enough that a newcomer to the sub-genre can get a foothold. The honest problem is that mid-game complexity arrives faster than the guidance does. Once diplomacy enters the picture and you are juggling multiple noble obligations alongside your internal economy, the game stops holding your hand without having fully explained the hand-holding it was doing. Expect to consult community wikis by hour four or five. That is not unusual for this genre, but it is worth setting expectations correctly before you start. What holds the game back from a stronger recommendation is the rough execution around its more ambitious systems. AI behavior from neighboring factions is predictable and rarely puts genuine pressure on your decisions. The diplomacy layer, which could be the most interesting part of a feudal simulation, feels underdeveloped compared to the economic model. The mixed Steam review score reflects a real split between players who found a satisfying niche sim and players who bounced off the UI friction and incomplete feature depth. Both groups are right. The bones are good, the finish is uneven. For the right player, specifically someone who likes the idea of running an economy through policy rather than direct control, Lords and Villeins offers something genuinely distinct. It is not trying to be Banished or Anno. The family-level simulation is its own thing, and there are stretches of play where watching your village economy self-organize around your tax and land decisions feels almost emergent. The mod ecosystem is modest at this stage, so do not go in expecting a Paradox-scale community of overhauls. What you get is a compact, imperfect, occasionally fascinating experiment in feudal economics that earns its running time if you meet it halfway. Diego, Scout Team

Lords and Villeins

Lords and Villeins

10 nov 2022Honestly Games1C Entertainment
GamerScout opina

A feudal settlement sim where every family runs its own economy. Deeper than it looks, rougher than it should be.

PC
Steam Deck PlayableProtonDB Platinum
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.33

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Lords and Villeins sits in an interesting corner of the strategy-sim space: it is not a city-builder where you place workers like chess pieces, and it is not a colony manager where you micromanage every calorie. Instead, each family in your settlement operates as a semi-autonomous economic unit. They own their goods, run their own shop, and trade with neighbors based on supply and demand. Your job is to set the conditions, not pull every lever. That structural decision is genuinely clever and gives the game a texture most settlement sims skip entirely. The feudal economy model is the headline feature, and when it clicks it is satisfying in a way that spreadsheet enthusiasts will immediately recognize. You are adjusting tax rates, managing land allocation, and watching ripple effects move through a free-market simulation. A family that cannot source enough raw materials will price their goods up, which stresses downstream producers, which can collapse a supply chain if you are not paying attention. That chain-reaction logic is the core loop, and it rewards players who want to read numbers rather than just place buildings. There is real depth here for anyone willing to sit with it. The tutorial deserves credit for trying, even if it does not fully succeed. It walks you through the basic concepts well enough that a newcomer to the sub-genre can get a foothold. The honest problem is that mid-game complexity arrives faster than the guidance does. Once diplomacy enters the picture and you are juggling multiple noble obligations alongside your internal economy, the game stops holding your hand without having fully explained the hand-holding it was doing. Expect to consult community wikis by hour four or five. That is not unusual for this genre, but it is worth setting expectations correctly before you start. What holds the game back from a stronger recommendation is the rough execution around its more ambitious systems. AI behavior from neighboring factions is predictable and rarely puts genuine pressure on your decisions. The diplomacy layer, which could be the most interesting part of a feudal simulation, feels underdeveloped compared to the economic model. The mixed Steam review score reflects a real split between players who found a satisfying niche sim and players who bounced off the UI friction and incomplete feature depth. Both groups are right. The bones are good, the finish is uneven. For the right player, specifically someone who likes the idea of running an economy through policy rather than direct control, Lords and Villeins offers something genuinely distinct. It is not trying to be Banished or Anno. The family-level simulation is its own thing, and there are stretches of play where watching your village economy self-organize around your tax and land decisions feels almost emergent. The mod ecosystem is modest at this stage, so do not go in expecting a Paradox-scale community of overhauls. What you get is a compact, imperfect, occasionally fascinating experiment in feudal economics that earns its running time if you meet it halfway.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

steamFeudal EconomyFamily SimulationFree MarketTax ManagementSupply ChainSettlement BuilderPolicy-DrivenDiplomacy Light

Requisitos del sistema

Mínimos

OS
Windows 10
Processor
1.5 GHz Dual Core
Memory
4 GB RAM
Graphics
Integrated GPU
DirectX
Version 9.0c
Storage
750 MB available space

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Reseñas y valoraciones

Steam
71%(966)

Información del juego

Desarrolladora
Honestly Games
Distribuidora
1C Entertainment
Fecha de lanzamiento
10 nov 2022

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¿En qué plataformas está disponible Lords and Villeins?

Lords and Villeins está disponible en PC.

¿Cuándo se lanzó Lords and Villeins?

Lords and Villeins se lanzó el 10 de noviembre de 2022.

¿Quién desarrolló Lords and Villeins?

Lords and Villeins fue desarrollado por Honestly Games y publicado por 1C Entertainment.