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Was Manor Lords overhyped?

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Whether Manor Lords deserved its hype and sales, over 3 million copies by early 2025, is a tough call, and it really hinges on what you value in a game. It’s (technically) a solo dev project by Slavic Magic’s Greg Styczeń, published by Hooded Horse, blending medieval city-building with light strategy and combat.

The hype built up massively pre-launch, hitting over 3.2 million Steam wishlists, and it sold a million copies in its first 24 hours after dropping into Early Access on April 26, 2024. That’s wild for an indie title, especially one that’s not even finished yet.

On one hand, the game’s got a lot going for it. Visually, it’s stunning with detailed villages, seasonal shifts, and a vibe that screams 14th-century Franconia. The city-building is deep and organic, with no grid, letting you shape settlements naturally around the landscape. Players love the micromanagement: juggling resources, production chains, and villager needs while watching your hamlet grow into a bustling town.

Steam reviews sit at 87% “Very Positive” from over 58,000 users, and it peaked at 173,000 concurrent players on Steam alone. For a niche genre like city-builders, those numbers are amazing. Fans argue it’s a passion project done right, with Styczeń’s transparency about its Early Access state earning trust. The 39.99€ price (often discounted to 29.99€) feels fair to them for the polish and potential, especially without AAA greed like microtransactions.

However, the hype train got way out of control, some expected a Total War killer or a sprawling RPG, and Styczeń had to rein that in pre-launch, saying it’s not that. Combat’s shallow compared to dedicated RTS games, and the endgame lacks bite once your town’s stable. Early Access means it’s incomplete: missing features like diplomacy, robust AI, or a clear progression loop beyond survival.

Some players on Reddit and Steam call it a pretty shell with a short gameplay loop, repetitive after 20 hours, buggy at times (sheep glitches, anyone?), and not enough meat to justify the buzz. Critics say it rode a wave of YouTuber hype and wishlist momentum rather than delivering a fully baked experience. At 40€, that can sting if you wanted more than a promising foundation.

Sales-wise, 3 million is unreal for a solo dev’s debut, but deserved? It depends. If you see it as a reward for ambition and a solid base – yeah, it tracks. Hooded Horse’s fair pricing and Styczeń’s grind (with updates like new maps and bridges by late 2024) back that up.

But if you think hype should match a complete, genre-defining game, it falls short. Did it overpromise? Maybe. Did it deliver enough to earn its spot? For many, yes.

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