Compare Lords and Villeins prices across trusted key stores and find the best deal. Developed by Honestly Games. Published by 1C Entertainment. Released on 11/10/2022. Available on PC. Genres: 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

Nov 10, 2022Honestly Games1C Entertainment
GamerScout Says

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
Best Price Available
€0.00
at N/A
Historical low: €0.33

GamerScout Verdict

Worth it for players who want to govern an economy through policy, not micromanagement - rough edges and all.

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Price History

Historical low
€0.335 Jun 2026
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€0.31€0.37€0.44€0.505 Jun16 Jun27 Jun7 Jul18 Jul
5 Jun — 18 Jul
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About Lords and Villeins

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

Tags

steamFeudal EconomyFamily SimulationFree MarketTax ManagementSupply ChainSettlement BuilderPolicy-DrivenDiplomacy Light

System Requirements

Minimum

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

Recommended

OS
Windows 10 64-bit
Processor
Intel Pentium i5-5500k
Memory
16 GB RAM
Graphics
Nvidia GTX 960
DirectX
Version 11
Storage
750 MB available space

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Reviews & Ratings

Steam
71%(966)

Game Info

Developer
Honestly Games
Publisher
1C Entertainment
Release Date
Nov 10, 2022

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How much does Lords and Villeins cost?

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What platforms is Lords and Villeins available on?

Lords and Villeins is available on PC.

When was Lords and Villeins released?

Lords and Villeins was released on 10 November 2022.

Who developed Lords and Villeins?

Lords and Villeins was developed by Honestly Games and published by 1C Entertainment.