The early access city builder Manor Lords just received its first update since January 2025. Although developer Slavic Magic has been sharing Manor Lords‘ future plans through Steam blog posts, this is the first time new content has been added to the game in over eight months.
Manor Lords had a very successful launch into Early Access in April 2024, selling over one million copies on its first day. A lot of excitement had been building for the game on Steam, and that excitement quickly turned into sales. The game continued to improve with regular updates throughout the rest of 2024. But after an update at the end of January 2025, development slowed down and there haven’t been many new announcements for Manor Lords.
Okay, so after waiting for over eight months, the new beta update for Manor Lords is finally here! The lead developer, Grzegorz Styczeń, actually apologized on Steam for the delay, saying he’s been figuring out what went wrong to make sure it doesn’t happen again. Basically, he said he tried to do too much at once – he was expanding the team and trying to fix a ton of issues all at the same time. He explained that getting everyone on the same page with the new designers and having the new programmers learn the code (which he admitted was a bit of a mess since he built so much of it himself!) caused a lot of problems. If you want to try it out, the update is currently available on the Steam beta branch. You’ll need the password veryNiceBasket to access it.

This update is quite large and impactful. Styczeń explains that players will experience “a lot more depth overall,” with noticeable changes that are still being developed. These include the ability to upgrade to a stone castle, position troops on walls, and look inside towers. The update also features new Manor Lords maps, and there’s been “good progress on AI controlled players and AI towns.” Please note that due to the extent of these changes, older save files won’t be compatible with the new Manor Lords beta update.

Considering how long it’s been since the last update, it’s understandable if players are hesitant to get too excited. However, Styczeń explains that “the goal is to focus on smaller-sized updates but uploading more frequently, starting with bugfix and polish,” meaning fans can likely anticipate more regular Manor Lords updates from now on.
Manor Lords 0.8.035 Beta Update Patch Notes
Major Changes
- Starting Location Selection: Ability to preselect the starting location in the game setup screen.
- New Maps: New playable maps: Devil’s Hill, Jagged Cliffs, Divided, Large Lake.
- New Game Modes: New game modes: Duel (1 vs 1 with AI) and Fractured Realm (4 Lord free-for-all).
- Jobs & Buildings: Added new jobs and buildings: Quarry, Stonemason, Lime Kiln, and their connected resources: Rough Stone, Dressed Stone, Mortar.
- Wall Positioning: A new system for positioning units on walls.
- Ladder Climbing: Units now climb ladders to access higher floors.
- Hover Fortifications: The player can now hover the castle fortifications and see the soldiers inside.
- Gate Control: Added the ability to open and close each castle gate individually.
Castle Upgrade System:
- Module Upgrades: Every castle module, including walls and gates, can now be upgraded to lv2.
- Placement Logic: Module placement is no longer restricted by distance to the nearest major module. The planner now displays the total Bailey Area. Bailey area allowed for construction is limited by your lord’s or lady’s Rank (still WIP).
- Wall Platforms: You can now attach platforms to the castle walls. The level of platforms is capped by the wall type.
Affinity System:
- Environment Types: Each Region is divided by area into multiple Environments (Meadow, Woodland, Farmland, Urban, Rural)
- Building Affinities: Different buildings can have Affinities with different Environments, for instance the Animal Pen has a “Pannage” Affinity which increases Efficiency of Pig Pens in regions with a lot of Woodland area.
Maintenance System:
- Workplace Maintenance: A lot of workplaces now must be maintained to function properly.
- Failure Risks: Failure to maintain a building can result in various risks, for instance the mines can Collapse.
- Rate Tuning: You can dial your maintenance rates, which affects Labor Speed.
Yield System:
- Yield Definition: Yield is a measure of how much your workplace produces. Various buildings use different timespans and benchmark values depending on their nature.
- Yield Influencers: Yield can be affected by Labor Speed, Productivity and Efficiency.
- Productivity: Productivity is a measure of your Logistics: Transport and labor times vs idle times, sickness, extension work, militia assignments.
- Labor Speed: Labor Speed measures how fast your workers perform workplace related tasks.
- Efficiency: Efficiency measures how much output do you get per crafting, per plant or per passive income cycle, depending on the production type. High Efficiency means your Gardens will produce more Vegetables and your Crafting tasks may produce extra items.
Approval System Rework:
- Memory Weight Shift: Approval memory weight was shifted to dramatically favor current event versus past events.
- Approval Tiers: There are now approval Tiers. Landing in a specific Approval Tier may give various penalties and bonuses.
Food Resource Rework:
- Vegetable Types: Vegetables resource was split into Cabbages, Carrots and Beetroots. You can now choose your preferred vegetable type in every Vegetable Garden.
- Wildlife Change: Deer were replaced by Small Game since it’s more plausible in historical terms.
- Meat Differentiation: Meat was divided into: Mutton, Chevon, Pork, Beef, Chicken, Small Game, and are made by different animals accordingly. Chicken is now produced every fourth cycle from a Chicken Coop.
- Sausages: Sausages are made from Pork and Salt.
- Orchard Types: Pears and Quinces were added as Orchard resource types.
- Mushrooms (Experimental): (Experimental) Mushrooms were added back.
Regional Development System Rework
- Development Perks: To a lot of players, the development tree was a weak point of the game and described as immersion breaking. Therefore, a new, more grounded system of Development Perks was introduced. The player is now faced with more realistic choices at each settlement level development and those choices reflect the settlement development stage.
- Perk Design: The perks are also designed to be more nuanced from game design perspective so that choices are less obvious.
- Rollout Status: Since it’s still in progress, only 1st batch of perks (Origins) is available.
- Policies Removal: Policies are temporarily removed (still undergoing rework).
Balance
- Animal Reproduction: Wild Animal reproduction is now dependent on their herd size. A minimum of 2 animals is required.
- Mining Range: Rich deposits have larger mining range than normal ones, allowing you to potentially place more mines on a single deposit.
- Mine Collapse Risk: There is an increasing chance of collapse if the user places too many mines close to each other.
- Homelessness Grace Period: Added a 30 day grace period since settling a region for the homelessness approval factor.
- Castle Fire Safety: Manors/Castles are no longer flammable under the assumption that raiders shouldn’t be able to easily light them on fire.
- Starting Node Balance: Starting Resource Node balance changed: Players get either Fish or Small Game, either Berries or Mushrooms, either Iron or Salt, Clay, Stone and Fertility. Two of those get boosted to a Region Strength (Rich Resource Node or a Rich Fertility).
- Fishing Node Odds: Temporary: Increased chance of fishing resource nodes on maps with many river regions.
- Consumption Scaling: Families now consume extra goods related to their Burgage Level, eg. Clothing for Lv2 and up.
- Regrowth Tweaks: Tweaked resource regrowth rates.
- Trading Post Values: New values and Trade Types assigned to Foods and Materials in the Trading Post.
- Livestock Trade Balancing: New values assigned to most Animals for orders and Livestock Trading Post.
- Tariff Increase: Increased import tariff from 5 to 10.
- Iron Recipe Rebalance: Rebalanced Iron related items and recipes to make the Iron Slab cost ratio more consistent.
- Garden Replanting: Vegetable Gardens need to be replowed and replanted after harvest.
- Settlement Growth Bonus: Every region now gains +1 Growth for 1 year from the “Fresh settlement” modifier.
UI
- UI Restyling: Overall UI restyling with a more “medieval” and less modern feel.
- Production Screen: A new screen where you can preview your regional production and consumption balances.
- Approval Hover Info: When hovering over Approval, it should now display missing Requirements over nearby Burgage Plots.
- Map Restyling: Paper map restyling. Resource nodes will display as drawings instead of icons in the map view.
- Family Widgets: Family widgets now have a Consumption tooltip displaying their consumption rate and days left.
- Road Snap Fix: Road Snap Points no longer get distorted on the grass.
- Resource Icons: New Resource Node icons.
- Rename Saves: Existing saves can now be renamed.
- Region Cycling: Regions can now be cycled through on the Region Screen.
- Windmill Efficiency: Windmills now display their efficiency value on the inventory panel.
- Log Notifications: If you get a few log notifications at the same time, they are all displayed for a few seconds instead of just the last one. This makes it harder to miss an important message for instance on the 1st day of the month when a lot happens.
- Save Confirmation: Added save overwrite confirmation window.
- Building UI Fixes: Removed the building placement front arrow since building entrances are displayed now.
- Destroy Button: Alt clicking to delete a castle module was replaced by a destroy button.
- Module Snapback: Manor Modules now also snap back to the original dragging start position to reduce accidental changes.
- Wall Selection Accuracy: Improved accuracy when selecting wall points.
- Tutorial Overhaul: Added tutorial subsections and reworked the tutorial contents.
- Description Generalization: Pass on all building descriptions to list less direct numbers, but more general terms for what they do as yields can now vary.
- Extension Display: Added extension type to building floaters displayed when pressing tab.
- Livestock Tooltip: Livestock Tooltip now displays Extension animals.
Minor Changes
- Camera Collision: Improved the camera collision with cliffs on High Peaks.
- River Fishing Nodes: Fishing nodes often spawn in rivers now (allowing river fishing).
- Elevation Overlay: A new Elevation overlay.
- Graphics Presets: Added global graphics presets.
- Cold Warning Fix: When a burgage plot is refueled, the cold warning should now instantly disappear.
- Module Collision: Castle modules now collide with each other when placing in order to avoid building areas impossible for pathfinding and reduce clipping.
- Wall Snapping: When castle modules are placed on a wall, they will split the wall and snap the walls to edges instead of clipping with the module.
- Wall Joining: Added an option to join 2 walls into 1 after you snap their ends together.
- Wall Snap Points: Added missing wall snapping points to the outer towers.
- Module Rotation Fix: When rotating a module, the attached walls should now stay attached. The rotation is limited if a module has wall connections.
- Stream Integration: Streams now use the river system and therefore will spawn small bridges.
- Apiary Extension: Apiary is now a backyard extension. Wax is now produced every third cycle from an Apiary.
- Deterministic Mechanics: Removed a lot of chance based mechanics in favor of more deterministic calculations to make yield balance more predictable (this includes farming and mining which used to be chance based).
- Yield Linearization: Yields are more linear as Orchard Trees and Field Crops mature.
- Family Structure Data: Moved consumption & approval data to the Family structure instead of storing it on husbands (this was a temporary workaround to represent per family consumption and approval effects).
- Disease Data Shift: Since individual villagers no longer have a consumption update, we also moved the disease data to the Family structure. As a side effect, whole families will now get sick together.
- Clothing Change: Cloaks are removed, and instead there are two recipes of producing Clothes – either from Wool or from Linen.
- Windmill Supply Change: Granary workers no longer supply Windmills since it was inconsistent with all the other workplaces needing to get their own crafting resources.
- Deprecated Jobs: Deprecated some jobs since they no longer were fitting the game design: Removed Dye and Dyer in their previous implementation. Removed Firewood Cart and Food Cart.
- Stable Optimization: Skipped animal petting in the stables since it’s no space for it anyway and it only clogged pathfinding with unresolved requests. Tweaked the ox guide locations in tight spaces to avoid unresolved pathfinding requests.
- UI Performance: Optimized population and living space UI updates.
- Tooltip Update: Updated text for establishing a trade route tooltip, delivering more information.
Sound
- Drag Audio: Added sound effects when dragging castle modules.
Bugfixes
- Approval Tooltip: Fixed approval tooltip not displaying during the first in game day in a session.
- Job Assignment: Fixed job assignment sometimes not correctly picking an unassigned family living nearest to the workplace.
- Wall Blueprint Curve: Fixed the castle wall blueprints being less curved after committing construction at least once.
- Camera Snap Fix: Fixed the camera snapping above water level when moving over waterbodies.
- Problem Banner Bug: Fixed an issue with the problem banner appearing when the trading post is connected to the trade network.
- Soldier Immobility Fix: Fixed soldiers becoming immobile if all their squad members have died.
- Region Data Load Fix: Fixed region data and problem banners displaying incorrectly after loading a save where the player has lost all region control.
- Tree Scale Bug: Fixed felled trees sometimes loading with overly large scale.
- Road Respawn Bug: Fixed certain pre-placed road pieces respawning when loading a saved game.
- Granary Upgrade Bug: Fixed the Large Granary not upgrading sometimes.
- Villager Stuck Bug: Fixed villagers somtimes getting stuck inside their homes when loading a saved game.
- Floating Resources Bug: Fixed Resource Clumps floating in the map view.
- Burgage Tint Fix: Fixed Burgage Plots not tinting red when hovering over any supply if the value is exactly 0%.
- Wagon Pathfinding Fix: Fixed pathfinding ignoring the broken wagon next to the Trading Post.
- Militia Region Restriction: Fixed the player being able to add militia units from non owned regions.
- Ox Navigation Bug: Fixed livestock orders failing due to the ox trying to navigate into the stable wall and failing.
Cosmetics
- Fishing Visuals: Tweaked fishing locations.
- Garrison Tower Model: Lv1 Garrison Tower model was reworked to be more proportional with the scale of the Lv1 Palace.
- Workshop Models: Reworked Joiner, Bowyer, Armorer & Butcher workshops.
- Door Detection: Improved door opening detection precision.
Read More
- Upload Labs: Beginner Tips & Tricks
- Pokemon Legends: Z-A New Mega Evolution Tier List
- Grow a Garden – Complete Halloween Event Guide
- Battlefield 6: All Weapon Stats (Control, Mobility, Hipfire, Precision)
- Gold Rate Forecast
- Silver Rate Forecast
- Top 8 UFC 5 Perks Every Fighter Should Use
- Incineroar Ex Dominates Pokemon TCG Pocket Meta!
- Unlock the Secrets: Find All 20 Dreamcatchers in RDR2!
- Jujutsu Kaisen: Gege Confirms Yuji Itadori’s New Role in JJK Modulo
2025-10-05 17:11