
Game intel
Manor Lords
Manor Lords is a strategy game that allows you to experience the life of a medieval lord. Grow your starting village into a bustling city, manage resources and…
This caught my attention because player frustration over long, opaque update cycles is one of those self-inflicted wounds that kills goodwill faster than a bad patch. Hooded Horse, the publisher, just announced it will take over communications for Manor Lords – not by polishing press releases, but by mirroring the developer’s internal planning board publicly and giving regular reports. For a live early-access city-builder where expectations and complexity collide, that could be the difference between a calm, engaged community and another ratings slump.
After the October overhaul, Manor Lords went almost nine months without a major follow-up. Lead dev Greg Styczeń admitted the team “took on way too many issues at once” and slowed development while expanding Slavic Magic’s staff. Player patience frayed and Steam ratings dipped — though they’ve since climbed back to about 87% positive. Hooded Horse CEO Tim Bender says the publisher will now publicly mirror the developer’s planning board so players can see real-time task lists, bug discussions, and feature progress.
That’s more than PR polish. The immediate payoff is a first public update from Hooded Horse outlining the next patch, which Bender says is “getting very close.” Rather than new mechanics, the patch zeroes in on AI behavior (rival settlements and worker logic), balance, QoL fixes, optimizations, and a big stack of bug fixes — Bender counts roughly 130 fixes since beta.
If you’ve watched rival settlements act like drunken tourists — building orchards they can’t staff or selling essential tools at the worst possible time — those specific complaints are in the crosshairs. The AI will be more conservative with investments (no more building resource producers it can’t use), avoid short-sighted tool sales, and better handle seasonal harvests, disease-driven worker redistribution, and housing prep for population surges.

Worker pathing and assignment are getting smarter too. Animals and workers should go to the closest available resource or job unless circumstances demand otherwise — a small change with outsized drama-reduction in chaotic towns. Families with able workers joining construction is another quality-of-life tweak that actually adds life to village development instead of being purely cosmetic.
Bender promises “dozens upon dozens” of balance tweaks driven by player feedback: goat and orchard yields, building costs, and consumption rates for garments and footwear. UI improvements include a more accurate in-game economy wiki, rye bread reserve displays, and production limit indicators — small things that reduce head-scratching during mid-game plateaus.
Then there’s the bug list. Optimization and crash fixes are called the biggest category, and the team claims roughly 130 fixes so far. Bender’s tone is candid — he even joked about a fix that stopped hounds following people, lamenting as a beagle owner that “something has been lost.” That kind of personality helps, but it’s the scale of fixes that actually matters.

Why now? The community’s patience was waning, and bad communication amplifies every bug and balance gripe. Publicly mirroring the planning board can lower tension by setting expectations and showing progress — but it also invites hot takes, misinterpreted priorities, and pressure on a small studio expanding its team. Watch whether updates stay regular, whether devs retain control of the roadmap, and whether transparency turns into a stream of spoilers or a genuine trust-builder.
Hooded Horse taking over Manor Lords’ communications is a promising fix to a real problem: long, confusing silence. The next patch focuses on smarter AI, balance, QoL, and heavy bug-squashing (about 130 fixes). Transparency could calm community frustration — if it’s handled responsibly and doesn’t pressure the developers into rushing work.
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