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Manor Lords Preview: Stone Castles, Devil’s Hill, and Progression Overhaul

We have an update preview with what's been in the works for Manor Lords. Stone castles, a new map, and a complete overhaul of progression. From fortified strongholds with modular upgrades to the introduction of Devil’s Hill — a prime battleground and castle site. Meanwhile, the rework of the development tree is progressing, with ongoing efforts to balance historicity and gameplay.

Let’s get into it.

While I’ve been focused on development, the team at Hooded Horse has been working behind the scenes to bring something extra — Manor Lords’ first collectible figures. You can find out about them at the bottom of this post.


A New Playable Map - Devil's Hill[hr][/hr]This new playable map has a large hill in the middle, dominating the landscape. Regions are circled around it - I'm considering a game mode that places very valuable resources on that hill to have the Lords fight over it.




It's a great castle spot, too, which leads me to...

The Castle Planner[hr][/hr]The castle planner had a ton of work done to it. You can now individually upgrade each module and wall piece. You can also selectively add platforms with battlements to the walls.





The Stone Castles[hr][/hr]The distance to the nearest existing module no longer constrains the placement of new modules. Instead, the bailey area gets calculated, and the size of the castle plan will be limited by the lord's rank.





Progression System Reworks[hr][/hr]A lot of people have said they find the current Development Tree not immersive. Since it wasn't finished anyway, we decided to take that opportunity to rework this part of the game.

We made several designs and prototyped a few alternatives, but we are still exploring the subject. It's especially difficult because we're trying to better marry realism, history, immersion but still keep it fun, so creative ideas often get a push back from historians for being too fantasy, or from folks focused on immersion on being too gamey, at the same time ideas which are just realistic or historical often do not benefit gameplay or storytelling or just aren't as exciting of a concept (at least from my perspective as a game director, I love historical inspiration but I'm not a historian and for me gameplay is most important). I'm losing count but I think we're on our 4th design document... But things are slowly moving forward.

I hope to share more on that in the next update, together with exciting news on the AI controlled towns.

That wraps up this preview of what’s in the works.

[h3]Manor Lords x Youtooz – Monitor Buddiez Arrive![/h3][hr][/hr]Every lord needs a trusted companion—even if they happen to be a Basket Case. Manor Lords' first collectible figures are here, featuring the red-caped Manor Lord himself and the ever-mysterious Basket Man. Designed in collaboration with Youtooz, these Monitor Buddiez are crafted to sit proudly atop your screen, overseeing your realm (or at least your open tabs).

They're available to pre-order for the next four weeks and you can find the link to them here!


And yes — these little rulers will stay put. Every Monitor Buddy includes a free adhesive pad to ensure they sit securely on different screen edges.

Manor Lords, the best city builder of 2024, hits 3 million sales as players continue to fill its maps with muddy medieval towns




Our favourite city builder of 2024, Manor Lords, is having a pretty great 2025 as well. Following a meaty update that introduced a pair of new maps, bridges, building upgrades and a bunch of fixes, it's now hit the 3 million sales mark. Not bad for solo developer Slavic Magic—though that characterisation did net the developer a bit of flak last year, since contractors have also contributed to the game...
Read more.

[Update 4 hotfix - 0.8.029] Bugfixes & Logistics improvements

Hi all,

I decided to apply the fixes we tested in beta to the main branch.

As a reminder here are the most prominent changes:

-Fixed the bug where artisans stop working after upgrading the residential building
-Added different pickup zones that make storage buildings operate much smoother
-Since villagers often got stuck trying to pickup yields from vegetable extensions, the smallest vegetable patch was replaced by a storage shed
-Improved optimization

I also hotfixed the bug from the 0.8.028 beta which caused lv2 granary to sometimes never get finished

Also another reminder: A lot of players had problems with crashes on launch cause their antivirus software is deleting the game exe. Nothing was changed in the code that could cause it and obviously there is no virus - AV software has gone a bit crazy. Add the exe to exceptions and verify game files and it should fix it.

Lastly, I heard that some players who last played the game back when it was running on UE4 are now facing crashes on the UE5 builds - in those cases deleting all game files (including in AppData) and reinstalling the game fixed the crashes.

Full changelog

Version 0.8.028->0.8.029

Minor changes;
-Fixed some "holes" in Winding River landscape topology

Crashfixes:
-Fixed the vegetable extension crashing on a specific triangular plot shape

Bugfixes:
-Fix attempt for some PCs loading the coat of arms image as black if it was previously created in the UE4 build
-Walked back the change from 0.8.010 "Windmills should no longer mill flour if there is no pantry space left" since it can lead to the windmill getting stuck when the storage is perfectly full
-Fixed vegetable plots not being spawned on plots when the extension area center line is far different than the plot area center line. Note: Sadly that necessary fix might cause irregular vegetable patches from previous saves to appear invalid or have some plants removed.
-Fixed construction resources sometimes differing after loading a save, potentially leading to soft locking the construction progress if the player lacks resources

Version 0.8.024->0.8.028
(same as the last Beta):

Minor changes:
-[Experimental] Veggie gardens are no longer instantly constructed. They now include a shed for vegetable storage for smoother logistics and easier handcart access. Also, because we need to fit the shed, one small vegetable patch was removed.
-Separated resources into pickup zones in the lv2 storehouse to make logistics more efficient
-[Experimental] The game will skip playing lengthy pickup animations inside the lv2 storehouse, lv2 granary and trading post (behind doors where it's not visible anyway) to make logistics smoother
-Added a special pickup zone for ale in the lv2 granary
-[Experimental] Disabled dynamic FOV on High Peaks to reduce clipping with the side mountains
-Added shed barrel drop zone to the lv1 tavern so that they don't have to fit them through the tiny door
-Tweaked pushing distance for characters colliding with static obstacles to reduce the chance of them getting stuck in tight doorways
-Added more info about construction status to save data to avoid buildings loading as unconstructed if they get altered between patches. This will also force older patch buildings to load as constructed.
-Localization updates

Optimization:
-Landscape texture optimizations
-GUI optimizations

Bugfixes:
-Fixed upgrading a residential buildings blocking all crafting in the artisan workshop until the player reloads the save or rebuilds the extension
-Fixed the overstock being limited to the active worker count
-Fixed the overstocked good amount not displaying in the tooltip
-Fixed buildings potentially loading as invisible when construction is in progress
-Fixed construction workers sometimes not equipping the spade when digging
-Fixed: Storage is full notification appears upon upgrading the Well
-Fixed tavern and trader TAB floaters displaying 0/0 workers
-Fixed all vegetable patches inside a single residential plot using the same vegetable type (new saves only)
-Fixed orchards appearing as saplings for a moment after loading even though they were grown when the game was saved

Cosmetics:
-[Experimental] Map view tweaks, trying to look more like it's actually drawn
-[Experimental] Increased vegetable garden drawing distances

Thank you!

Greg and team

Save 30% on Manor Lords

Build and expand your medieval settlement in Manor Lords, now 30% off during the January Sale. Check it out alongside other great titles in the Hooded Horse January Publisher Sale.

Manor Lords is a medieval strategy game featuring in-depth city building and large-scale tactical battles. Rule your lands as a medieval lord. Experience the passing seasons, changing weather, and the rise and fall of cities in this richly detailed medieval world.

Hooded Horse January Publisher Sale 2025

https://store.steampowered.com/app/1363080/Manor_Lords/

Manor Lords, Norland, and other top strategy games are now cheaper than ever

The past couple of years has seen a real bumper crop of magnificent new strategy games and city builders, and indie publisher Hooded Horse has been scoring win after win. Among their hits are medieval sim Manor Lords, strategic roguelike Against the Storm, colony sim Norland, and deep space RTS Nebulous: Fleet Command. If you've missed out on anything from their catalog, or have any sitting on your Steam wishlist, a spectacular new sale is the perfect chance to grab one or more of them at a low price. Here are some of the highlights.


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