Compara los precios de Manor Lords en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Slavic Magic. Publicado por Hooded Horse. Lanzado el 26/4/2024. Disponible en PC. Géneros: Simulation, Strategy, Early Access.

If you've ever wished Banished had the supply-chain depth of a Paradox title and the battlefield weight of early Total War, this is the closest anyone has come to building that game.

I've tracked city-builders closely enough to spot the ones that look ambitious in screenshots but collapse the moment you stress-test their supply chains. Manor Lords, built almost entirely by one developer at Slavic Magic, does not collapse. What it does instead is present you with a richly interconnected medieval economy and then politely refuse to hold your hand through it. Farms need fertile soil, hunters need population caps set before you hunt the forest empty, and your villagers need firewood stockpiled before the first frost or they simply die. That kind of cause-and-effect chain, running across six types of taxation, seasonal labor reassignment, and a trade route system where ox carts take real in-game time to return from market, is exactly the mechanical density I want from a strategy sim. The building system is where Manor Lords genuinely earns its reputation. There are no grids. Roads curve with the terrain, plots conform to the landscape, and the result is that your settlement looks like it grew rather than was stamped out of a menu. The game draws its visual inspiration from late 14th-century Franconia, and the attention to period accuracy extends to the mechanics: house plots have yards with actual production functions, and upgrading a burgage plot unlocks cottage industry outputs like leather goods or ale that feed directly into your trade economy. For players used to Anno's rigid production ratios, this organic approach takes adjustment, but the payoff is layouts that feel genuinely yours. Combat is a separate mode of thinking. You can recruit mercenaries, train a personal retinue, or arm your farmers and send them into a real-time tactical engagement where fatigue, formation, and weather all matter. The battles carry genuine weight because losing them costs you the laborers you spent thirty minutes routing through your supply chains. There are five scenario modes, from the combat-free Rise to Prosperity all the way to Fractured Realm and the Baron conquest mode, which gives different player types a usable on-ramp. The diplomacy system for interacting with rival AI lords is functional but thin at this stage, and that is the honest caveat that runs through every part of Manor Lords: the bones are exceptional, and some of the flesh is still being attached. The early access criticism is real and worth pricing into your decision. The community is split between players who find the current content loop satisfying across thirty to fifty hours and those who hit the ceiling of available systems and want more. Update cadence has been deliberate rather than fast, which reflects a solo developer working to a vision rather than a live-service roadmap. The Steam review total sits at a strong overall positive score, but recent reviews have trended more cautious, suggesting the gap between what the game promises and what is currently implemented is something buyers feel. There is no tutorial worth the name, a frequent complaint from newcomers and a real barrier for anyone without prior city-builder experience. That said, the mod support is already in place, the developer polls the community on major design decisions, and the foundation is sturdy enough that the long-term trajectory looks genuinely promising. For strategy and sim players specifically: this is not a game you sit down with for a tight two-hour session. The seasonal cycle, the supply routing, and the gradual expansion of your territory reward the kind of patient, iterative thinking that makes Dwarf Fortress and Workers and Resources satisfying. If that description makes you lean forward, Manor Lords at its current state is worth the entry. If you need a complete, content-saturated experience right now, bookmark it and return when full release lands. Diego, Scout Team

Manor Lords
SimulationStrategyEarly Access

Manor Lords

26 abr 2024Slavic MagicHooded Horse
GamerScout opina

If you've ever wished Banished had the supply-chain depth of a Paradox title and the battlefield weight of early Total War, this is the closest anyone has come to building that game.

PC
Steam Deck PlayableProtonDB Platinum
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Mínimo histórico: €7.95

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I've tracked city-builders closely enough to spot the ones that look ambitious in screenshots but collapse the moment you stress-test their supply chains. Manor Lords, built almost entirely by one developer at Slavic Magic, does not collapse. What it does instead is present you with a richly interconnected medieval economy and then politely refuse to hold your hand through it. Farms need fertile soil, hunters need population caps set before you hunt the forest empty, and your villagers need firewood stockpiled before the first frost or they simply die. That kind of cause-and-effect chain, running across six types of taxation, seasonal labor reassignment, and a trade route system where ox carts take real in-game time to return from market, is exactly the mechanical density I want from a strategy sim. The building system is where Manor Lords genuinely earns its reputation. There are no grids. Roads curve with the terrain, plots conform to the landscape, and the result is that your settlement looks like it grew rather than was stamped out of a menu. The game draws its visual inspiration from late 14th-century Franconia, and the attention to period accuracy extends to the mechanics: house plots have yards with actual production functions, and upgrading a burgage plot unlocks cottage industry outputs like leather goods or ale that feed directly into your trade economy. For players used to Anno's rigid production ratios, this organic approach takes adjustment, but the payoff is layouts that feel genuinely yours. Combat is a separate mode of thinking. You can recruit mercenaries, train a personal retinue, or arm your farmers and send them into a real-time tactical engagement where fatigue, formation, and weather all matter. The battles carry genuine weight because losing them costs you the laborers you spent thirty minutes routing through your supply chains. There are five scenario modes, from the combat-free Rise to Prosperity all the way to Fractured Realm and the Baron conquest mode, which gives different player types a usable on-ramp. The diplomacy system for interacting with rival AI lords is functional but thin at this stage, and that is the honest caveat that runs through every part of Manor Lords: the bones are exceptional, and some of the flesh is still being attached. The early access criticism is real and worth pricing into your decision. The community is split between players who find the current content loop satisfying across thirty to fifty hours and those who hit the ceiling of available systems and want more. Update cadence has been deliberate rather than fast, which reflects a solo developer working to a vision rather than a live-service roadmap. The Steam review total sits at a strong overall positive score, but recent reviews have trended more cautious, suggesting the gap between what the game promises and what is currently implemented is something buyers feel. There is no tutorial worth the name, a frequent complaint from newcomers and a real barrier for anyone without prior city-builder experience. That said, the mod support is already in place, the developer polls the community on major design decisions, and the foundation is sturdy enough that the long-term trajectory looks genuinely promising. For strategy and sim players specifically: this is not a game you sit down with for a tight two-hour session. The seasonal cycle, the supply routing, and the gradual expansion of your territory reward the kind of patient, iterative thinking that makes Dwarf Fortress and Workers and Resources satisfying. If that description makes you lean forward, Manor Lords at its current state is worth the entry. If you need a complete, content-saturated experience right now, bookmark it and return when full release lands.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savestier:aaaSupply Chain ManagementGridless BuildingSeasonal SurvivalReal-Time TacticsSolo DeveloperHistorical AccuracyColony SimOrganic City LayoutDiplomatic InfluenceEarly Access Depth

Requisitos del sistema

Mínimos

OS
Windows® 10 (64-bit)
Memory
8 GB RAM
DirectX
Version 12
Storage
15 GB available space
Graphics
NVIDIA® GeForce® GTX 1050 (2 GB) / AMD® Radeon™ RX-460 (4 GB) / Intel® Arc™ A380 (6 GB)
Processor
Intel® Core™ i5-4670 (quad-core) / AMD® FX-Series™ FX-4350 (quad-core)

Recomendados

OS
Windows® 10 (64-bit)
Memory
12 GB RAM
DirectX
Version 12
Storage
15 GB available space
Graphics
NVIDIA® GeForce® GTX 1060 (6 GB) / AMD® Radeon™ RX 580 (8 GB) / Intel® Arc™ A580 (8 GB)
Processor
Intel® Core™ i5-7600 (quad-core) / AMD® Ryzen™ 3 2200G (quad-core)

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Información del juego

Desarrolladora
Slavic Magic
Distribuidora
Hooded Horse
Fecha de lanzamiento
26 abr 2024

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¿En qué plataformas está disponible Manor Lords?

Manor Lords está disponible en PC.

¿Cuándo se lanzó Manor Lords?

Manor Lords se lanzó el 26 de abril de 2024.

¿Quién desarrolló Manor Lords?

Manor Lords fue desarrollado por Slavic Magic y publicado por Hooded Horse.