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One Year Later – Here’s What’s Next for Manor Lords

Hey everyone,

It’s been a year since Manor Lords launched into Early Access. Honestly, it doesn’t feel that long ago. I remember uploading the build, crossing my fingers that things wouldn’t immediately fall apart—and here we are several patches and plenty of additions later.

So, what’s next?

There’s still lots to do, and while I’ve been working on new features and improvements for a while now, I wanted to give you all a quick look at what’s coming. This is not a full changelog or final list—some of these things are still work-in-progress—but it should give you a good idea of where development is headed.

[h3]Team Expansion[/h3][hr][/hr]As Manor Lords has grown, so has the team behind it. What began as a solo project now includes a group of talented folks across programming, art, design, and AI.

Since launch we’ve welcomed Nathan (map design), Tom and Kurtis from Flix Interactive (programming), Niklas (AI), Basia (2D art), Nicolas (3D art), and Darren and James (game design). We’re also still working with QLOC for QA needs — and more folks are helping behind the scenes, such as Daniel.

And of course — I'm still here too. 🙂

[h3]AI Progress[/h3][hr][/hr]The AI can now build and run its small village. We had to introduce multiple new concepts to it, like burgage plots, backyard extensions, and living space expansions, which didn't exist when the first version was done. We also had to change our understanding of the marketplace altogether.


A lot of work was done to make sure the AI could use the plot tool properly. We're still working on improving its city planning skills and will soon start working on its trading capabilities and farming.

[h3]Records View[/h3][hr][/hr]We've spent a lot of time developing a new screen that displays detailed information about regional production and consumption.




[h3]Approval Reworks[/h3][hr][/hr]We changed the approval balance so that it fluctuates less, and past events have less impact than the latest events.

[h3]Upkeep System[/h3][hr][/hr]Many buildings will now require upkeep, which means a smithy will need a constant flow of tools, and deep mines need a flow of planks.


We are also working on a system where you can increase upkeep and work efficiency as well.

[h3]Stone Updates[/h3][hr][/hr]We're introducing two new buildings: a Quarry for endless stone mining on rich deposits and a Lime Kiln — lime will now be required for advanced stone construction.







[h3]Pathfinding Updates[/h3][hr][/hr]Castles obviously brought more challenges for pathfinding and collisions, and making traffic flow correctly takes a considerable effort.

The whole world in Manor Lords was always coded in 2D, which made collisions simpler to resolve and made the game more optimized. However, this meant we can't have "proper" gates where people stand on top and walk below at the same time (they'd collide with each other). I decided to investigate this and rewrite the pathfinding to support multiple floors. However, it's still being tested whether the extra computation cost is actually worth it (it's literally only for the gates, which in theory can be cheated by garrisoning in and out from the gatehouse doors).


I also spent around a week and a half investigating other pathfinding systems to see if they would be a better fit for Manor Lords (for example, flow fields and continuum crowds). However, due to the game being gridless with a huge "open world," I saw that the current solution still beats others. So, it was a lot of work with no visible gain, but I had to be sure.


It's a bit foolish, but we're trying our best not to do what games often do to help units find their way, which is make walls thicker and passages wider. Instead, we try our best to keep the scale realistic—narrow passages, tiny doors. It's like the medieval constructors wanted to purposefully make it harder for large groups of soldiers to navigate around the castle. CURIOUS.



[h3]Camera System Updates[/h3][hr][/hr]The high peak cliffs were a bit annoying, so we've reworked the camera code to make it smoother.



[h3]Progression Rework[/h3][hr][/hr]We're still in the design phase, but it looks like we're almost there. Hopefully, I can show you guys what we've done in the next update post. Coming Soon(tm)!



[h3]UI Work[/h3][hr][/hr]We're replacing a lot of WIP graphics in the UI with proper manuscript-inspired art.





[h3]River Fishing[/h3][hr][/hr]If a region has a random pond resource node and a river, river fishing spots will replace the pond.







[h3]Castle Pieces Rework[/h3][hr][/hr]We've reworked some of the Level 1 castle pieces.





[h3]Map Resource Nodes[/h3][hr][/hr]Last but not least, we've got new art for map resource node locations, which will bring them in line with the other UI changes we're making mentioned above.



That’s it for now. As always, I really appreciate all the support, feedback, and memes. It’s been a wild year, and I’m looking forward to showing more as things get ready.

Thanks for sticking around.
Greg

Manor Lords at the Steam City Builder & Colony Fest

We’re excited to announce that Manor Lords is part of Steam’s City Builder & Colony Sim Fest with a 30% discount.

Manor Lords is a medieval strategy game that blends detailed city building with large-scale tactical battles and deep economic simulation. Rule your lands through shifting seasons, guide your people, and shape a city that can stand the test of time.



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

[previewyoutube][/previewyoutube]

Save 30% on Manor Lords

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.

Manor Lords is part of the Steam Spring Sale at 30% off! Check it and other games out in the Hooded Horse Spring Sale.

Hooded Horse Spring Publisher Sale 2025

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

Manor Lords at the Hooded Horse Spring Publisher Sale

This is your roundup of the latest news for Manor Lords!

Below is a preview of what’s coming next for Manor Lords—including a new playable map, castle planner upgrades, and a complete progression overhaul. We'll also show off some fascinating creations by members of the community!

Manor Lords is part of the Steam Spring Sale at 30% off! Check it and other games out in the Hooded Horse Spring Sale.

Hooded Horse Spring Publisher Sale 2025

[h3]Update Preview: Stone Castles, Devil’s Hill, and a Progression Overhaul[/h3][hr][/hr]Slavic Magic is hard at work on the next update, and here’s a preview of what’s coming with even more planned for a future preview.

[h3]A New Playable Map – Devil’s Hill[/h3]

A large central hill dominates this new map, with regions surrounding it. There’s consideration for a mode where valuable resources are placed on the hill, turning it into a contested battleground. It also makes for a strong castle site, which ties into…

[h3]The Castle Planner[/h3]

The castle planner has seen major updates. Each module and wall piece can now be upgraded individually. Platforms with battlements can be added selectively, allowing for more control over fortifications.

[h3]Stone Castles[/h3]

New modules are no longer restricted by distance from existing ones. Instead, the bailey area is calculated, with the castle’s maximum size determined by the lord’s rank.

[h3]Progression System Rework[/h3]
The Development Tree is being reworked to improve immersion. Multiple designs have been tested to balance realism, history, and gameplay—often challenging when weighing historical accuracy against engaging mechanics. The fourth design document is in progress, with work continuing.

This is just a glimpse of what’s ahead. More details, including AI-controlled towns, will be shared in the next update.

Read more about it here:
https://steamcommunity.com/games/1363080/announcements/detail/505070009890899941

[h3]The Manor Lords Community in Action[/h3][hr][/hr]The Manor Lords community has been busy sharing creative builds, strategies, and discoveries. From innovative town layouts to unexpected game mechanics, there's always something new being tested.

One standout example comes from u/Disastrous-Moose-943 from the Manor Lords subreddit, who built a "mega manor" by placing a manor at the boundary of three different zones. A creative way to expand your holdings—though we’re not sure the tax collectors would approve.


Inspired by this, u/Boy_Wonder22 took things even further with a tri-region city designed for optimized trade and resource efficiency. With 700 people already settled, trading posts and pack stations at each border enable near-instantaneous trade, while storage complexes maximize efficiency.


These are just a couple of the many impressive builds coming from the Manor Lords community. Keep sharing your creations—we’ll highlight more in future updates!

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

PCG's best city builder of 2024 is adding a map with a gigantic hill in the middle: the perfect spot for your next castle




Manor Lords was the best city builder of 2024, even if the game remains in early access, and studio Slavic Magic, aka developer Greg Styczeń, has revealed what it's been working on for the game's next major update: a new map, castle planner changes, and a progression system rework...
Read more.