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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.

The next Manor Lords update adds a new map and redesigns its development tree

Manor Lords developer Slavic Magic is sharing what's in the works for the early access city builder's future, and it's looking suitably stacked. If you've been waiting for the next batch of upgrades and changes to arrive before diving back in, your prayers have been answered, because we're getting a new map, changes to the castle planner, and some major reworks to the progression system.


Read the rest of the story...


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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.