About the Game
The Empire has fallen, leaving in its place multiple successor kingdoms. The lords and ladies of these petty kingdoms squabble for control and influence – whether with cloak and dagger or sword and shield, families feud amongst themselves and against each other as greater threats cast a shadow across the land. Famines wreak havoc on the lives of the peasantry, warfare and disunity threaten the social order, noble families fall to decadence and hedonism, and beyond the borders of the old Empire, great armies of pillage and destruction form under the banners of invader-kings.
In these uncertain times, you must lead your small kingdom to greatness – and the members of your noble family to survival – in this medieval colony sim focussed on generating stories of great valor and vile treachery.
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Your family rules from on high, working together – or against one another – to take charge of your city, your kingdom, and your political ploys. Each family member has their own strengths, weaknesses, and ambitions that drive them as they build complex relationships amongst themselves and with foreign rulers. Witness blooming friendships, drunken escapades, and brutal assassinations as your nobles dole out orders to your peasants, lead armies into battle, and study ancient texts brimming with knowledge.
A plethora of skills determine which of your family members are best served performing various tasks – who among them are the greatest warriors, the greatest taskmasters, the greatest scribes, and the greatest negotiators? Seek opportunities to further train their strengths, educating children to secure the future of your line while unlocking additional talent in future generations.
Beyond their skills, each family member has traits that determine their personality and capabilities, varied cultural backgrounds that influence how people perceive and treat them, and a wide range of needs and desires to keep an eye on. Dissatisfaction breeds resentment, envy, and disloyalty, and that’s when the daggers come out. Will you seek to calm tensions through gifts and camaraderie, or will you draw first blood to eliminate any threat to your preferred nobles?
Sometimes the blood you draw belongs to your own kin – driven by ambition, greed, and opportunistic thinking, the members of your family will draw blades against each other given the right circumstances. From scorned lovers and power-hungry siblings to family members influenced by foreign kings and queens, trust is in short supply.
Your kingdom’s capabilities are determined by what your nobles know – they will individually study ancient texts to learn new technologies, and should they perish, that knowledge will be lost with them (unless recorded or passed along to their students). Acquire books in different languages and read them to unlock new buildings, tools, and opportunities for your kingdom. Ensure more of your family members can learn their secrets, translating the texts into a language they speak as needed, preventing a sudden loss of knowledge resulting from a stray arrow. But will you hoard such knowledge in your libraries? Or will you transcribe these writings to trade to others in exchange for immense wealth and resources? After all, knowledge is power…
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The common folk of Norland are the backbone of any kingdom, serving their noble lords on the battlefield and around the city with deference and loyalty… until their bellies become empty or the beer runs dry. With different backgrounds, needs, and thoughts of their own, the peasants are difficult to please and easily manipulated into rebellion, crime, and controversy – will you address their complaints as a benevolent lord or answer them with the executioner’s ax?
Acting through your nobles, tell your peasants where to work, what to prioritize, and when to fight – though you lack direct control over the lower class of your society, they still have hopes, dreams, and relationships of their own. Managing them carefully is critical for success as they are the ones who maintain the complex production chains of your city and are responsible for building structures, harvesting resources, and producing the very goods that keep them satisfied.
Your average peasant will rely on their accrued wealth to lead a fulfilling life. Manage the wages handed out at the end of each day as well as the cost to purchase basic needs like food and beer at the local market to ensure the people stay motivated. High wages and low costs are also an excellent way to encourage migration, but be careful of who you might welcome to your lands.
Peasants hail from different cultures, often at odds with one another, and having them coexist in your small city can be challenging. You can use this friction to your advantage at times, but if the populace has an issue with your noble family’s heritage, you might find hiring additional guards the key to a long life.
Some peasants are devout adherents to the Church of Saint Sophia, and will care most for a noble’s piety, while loyalist peasants simply need enough money to buy food and beer to remain happy. Other factions and sub-factions have different priorities – as you expand and grow stronger, expect these groups to form shifting alliances where they find common ground. Even when they’re formally on your side, though, their actions and methods might not be to your advantage, and you will never escape the consequences of their separate agendas.
When tensions flair, don’t hesitate to establish a nightly patrol, or to give a few unruly members the literal ax. Sending a clear message will often bring the peasants back in line – but do not imagine yourself invincible, as even a great lord is one angry mob away from becoming a head on a pike.
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Norland is set in a rich world with a vibrant past – its inhabitants form a tapestry of different cultural backgrounds with checkered relations, and the power vacuum left in the wake of the Empire’s collapse has given rise to uncertain times. In the distance, an Unholy Horde grows ever stronger, pillaging and burning all in its path, while elsewhere the Church of Saint Sophia uses faith to maintain an iron grip on vast resources.
The Empire ruled over a vast tract of land, and its collapse has left behind many successor kingdoms vying for control. Resources vary from kingdom to kingdom, with each potential starting region providing the player different advantages to harness and challenges to overcome.
Send your appropriately-skilled nobles to seek out alliances through marriage, negotiate lucrative trade deals, plot assassinations and kidnappings, and incite rebellions. Will you attempt to recruit spies and conspirators in foreign kingdoms and bring them down from the inside, or do you prefer to settle your differences through force of arms on the open field of battle? And how will you respond when, inevitably, your enemies infiltrate your ranks or bring their armies to your borders?
Watch history play out as events and calamities put you in difficult circumstances from time to time, further complicating the intricate tale of betrayal and bravery that the countless nobles and peasants of Norland weave. From kidnapped relatives to plague-infested refugees, from blackmail to natural disasters, your family will be put to the test throughout the years.
Do not expect the world to sit idly by – traveling nobles will seek refuge or sow dissent, and just as you can send your family members and envoys out to seek opportunities, so too can the other kingdoms of Norland. Bandits will establish camps in the outskirts of civilization as other kingdoms push for alliances and engage in wars of their own. WIll you join them in their violent endeavors, or work in isolation instead?
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When all else fails, blades are drawn and bloodshed settles disputes. Raise your citizen militia, motivate prisoners to fight for their freedom, and put your nobles in command to inspire the troops – but whose life will you put on the line when the banners are raised?
Dissent and rebellion will see your peasants raise arms against you, and while a poorly armed riot can be crushed by a well-trained and loyal militia, some groups plotting against you will not be so lightly armed, and a succession crisis or power-mad relative may become your greatest threat. Keep public order in check and stay on guard against enemies hiding in your midst.
Your warriors are the very people that tend to your fields, brew your ale, and cheer on your executioners – war is not to be taken lightly as valuable lives are risked with each battle. Will you avoid bloodshed at all costs, or are the lives of your people a sacrifice you’re willing to make?
The equipment in your warrior’s hands and on their backs must be either imported or manufactured locally, limiting the makeup of your armies based on your economy – plan ahead before declaring war, and before war is declared on you.
Defend your home against foreign invaders or march across the world map and dive into all-out battle commanding the forces you’ve raised and armed – morale, combat skills, and tactical prowess can determine the victor, but no one is safe in the chaos of clashing steel.
Through a multitude of scenarios to choose from and a plethora of options that define your nobles and the world around you, Norland allows you to build a society and tell a unique story of any kind – warmongers with penal legions fighting for their freedom, highly educated religious zealots trying to spread the faith, wealthy multicultural idealists hoarding tomes of knowledge, treacherous spymasters plotting assassination and intrigue… what tale will you tell?
Screenshots
11 images
Version Information
Steam Patch Notes
Official update history
Hello everyone!
This is a small hotfix for the main branch that fixes a number of critical bugs related to the latest update, including the issue preventing caravans from arriving.
We apologize for the inconvenience. The update was quite large, and things like this can happen.
Thank you.
Changelog:
Fixed a bug that could prevent caravans from arriving when loading saves made in a previous version of the game
Scripttonic will now bring 1–2 books from another culture. If the player has a lord of a different culture than the ruler, one of the books is guaranteed to belong to that lord’s culture
When loading a game, if roads had already been built in a city, the player’s ruler will receive the corresponding knowledge required to build those roads
Added the option to disable soft tutorials during gameplay
Fixed tutorial errors
Hello everyone,
While we’re working on new major features (and therefore postponing the release of the next big patch to early April), we’ve accumulated a number of fixes for the main branch.
Thanks to everyone who reported these bugs - you’ve made the game better for everyone!
List of fixes:
- Fixed an error when showing the on-screen event for a guest arrival
- If a dog seller’s dog dies before being sold, the seller now leaves the map; wolves no longer attack unique guests arriving on the local map
- Fixed an issue with the lord burning ceremony not working correctly
- Fixed an issue where villagers defending a village could engage allied troops that came to help them
- Fixed a rare freeze when a map entry point was too close to a mountain
- Fixed a crash when viewing sub-hints in production buildings
Hey all,
Just a small update with a bunch of fixes for main branch.
The bug that prevented loading a save from the main menu after generating a new map has been fixed
Incorrect tag overriding in orders has been fixed. Because of this, squads could theoretically sometimes pass through fortifications
Bugs in the “Hot Prayer” conspiracy have been fixed - the conspiracy could not be assigned if there were temples in the city, and the stage of moving characters to the temple could end prematurely without waiting for the conspiracy leader to reach the temple
Lords who have developed senility can no longer conduct conspiracies or be targets of conspiracies on the local map
Political characters who develop senility stop being politicians (here our game slightly departs from realism)
Characters who develop senility cancel their sermons and action tasks, including studying knowledge
Lords with senility can no longer be someone’s idols or puppets
Lords in madness (including senility) can no longer be assigned to study knowledge
A bug where residents sometimes did not buy certain resources on the local market has been fixed
A bug in manual combat on the global map has been fixed where the player was awarded victory after destroying all enemy squads even if archer towers were not destroyed while the player’s squads were completely defeated
A crash when viewing sub-hints in production buildings has been fixed
Hello everyone,
...and a few more fixes — sorry, we just can’t stop.
Though we do feel a bit bad about the dog.
List of changes:
Fixed a crash where the game could crash for some players immediately after the intro on startup
Fixed a bug where sex was interrupted if an animal (wolf or dog) was present in the building
Fixed a bug where the notification about missing Paper for writing a book could appear while Paper was already being carried to the Library
Fixed a bug where rewriting and writing new books did not work
Fixed a bug where a tooltip could freeze in the trade menu
Hello everyone,
Before heading off for the winter holidays, we would like to fix several unpleasant bugs that were discovered in the main branch.
A large and exciting update is planned for the second half of January.
In the meantime, we wish everyone a happy upcoming New Year!
(And as gifts, we gladly accept your reviews on the game’s store page and your feedback on our Discord!)
List of fixes:
Fixed an issue related to ragged ones attacking
Fixed the behavior of the advice and issues menu
Fixed a possible crash when hovering over an assigned task icon in the character menu if the task cannot currently be performed due to certain conditions
Fixed the army menu freezing when a weaponless soldier appeared in the mercenaries list
Fixed an error that occurred when stripping a politician’s follower-lord of their title and turning them into a knight
Hey guys,
This was a large patch, so we tried to fix the inevitably arising issues and bugs as quickly as possible.
Thanks everyone for the reports — we’re still investigating some of the cases.
Things should be better now:
Fixed a crash in old saves where a resource production was running that had been moved to another building (e.g., Bows and Crossbows)
Added a marker button with a hint to the global map city menu explaining how relations with neighbors work
Politicians will no longer get desires to kill an enemy, as they have access to conspiracies
A lord will no longer try to kill a lord who is not on the local map; lords will not get revenge desires toward enemies not on the local map
Fixed a bug where thoughts about long or short distance to the workplace did not disappear after dismissal
Personality traits list in the second tab of the character menu now shows icons for traits that have them
The “Conqueror” trait is now shown in red in the lord hint; icons added for some personality traits
If a vassal or ally is attacked with a goal that can change borders (destruction, conquest, forced neutrality), they will always request help from their liege or alliance leader, even if they believe they can defend themselves
Restored population requirement info in cultural technology hints in the technology menu for when they appear at the trader
Fixed a bug where the highlight on the required book did not appear in the caravan trade tutorial
Reduced marauder attack frequency
The “Military Logistics” technology is now a general technology instead of a Varn cultural technology
Fixed a bug where dialogue bubbles were visible while the global map was open (if they were near the top-left of the map)
Burning a wolf now yields 3 Meat instead of 7
Hey everyone.
This is a beta update that includes a lot of fixes and balance changes. We thank our community for actively finding these issues and discussing balance.
In short, it should now be more stable, easy, and more logical.
Try it out, we’re curious what you think has improved.
Balance
Rulers on the global map now recruit warriors according to the same technology thresholds available to the player. For example, they won’t have shields before reaching 60 population, and so on. These warrior sets also now depend on culture: some prefer to recruit archers, while others favor melee fighters.
Population threshold for unlocking the Chancery changed from 60 to 40; Ale production and Herbalist building thresholds changed from 40 to 20
Removed the “Shields” technology; shields are now available immediately after learning Armorer. Added a new “Light Armor” technology (unlocks at 75 population)
Migrant culture calculation now considers only direct neighboring empires
Crossbow and Ale technologies now require less population to unlock
War-caused migration: one migrant will always be a bandit (if bandits are allowed by the player’s current development tier)
Bandit camp towers now appear at 75 and 90 population. The bandit leader appears at 60 population and now wears light armor instead of heavy armor
Loyalty sermon cost reduced from 150 to 100 coins
Adjusted forest bandit composition based on the population size of the city in the same province
The “Defeat in battle” thought is now removed from prisoners when the player brings them to their city
After reaching the final settlement development tier, the Scriptonic will visit the city once every 10 days
After destroying a bandit camp, a new camp will not appear in the same spot for at least 4 days
Adjusted population thresholds for Pig Farm and Paper Workshop technologies
Removed negative prisoner thoughts about the player’s army size; only positive thoughts remain (when soldier count is equal or twice as high)
Bishop and Matriarch now have the “Tolerant” trait, which removes the “Hated Culture” thought toward characters of cultures hostile to theirs
Removed the “Patrols” technology. You can put them from the start.
Politician will demand attacking an enemy only if that enemy is weaker than the player
Soldier taste preferences are now identical to peasants: no negative thoughts from carrots or flour, meat gives the same strong positive thought, and the turnip thought no longer lasts twice as long or has increased strength as it does for lords
If the player frees a foreign lord from bandits or from being a hostage in another army, the player receives half of that lord’s ransom value and improves relations with that faction’s leader
When assigning the “Hire a free lord” task, the executor now begins performing it immediately
Rutabaga Typhos can now occur immediately after reaching the required development tier, not only after 50% of citizens eat turnips
UI and QoL
Building hint in the construction menu now displays whether the building gives comfort bonuses or penalties to nearby housing
Adjusted population thresholds for some cultural technologies; removed the 110 population requirement
Optimized tooltip display for caravan goods during scrolling; fixed a bug where next-tier technology descriptions did not appear
Optimized redraw and rebuild of the trade menu when switching tabs
Caravan now uses the player’s current development tier instead of current population; if population decreases, book deliveries remain tied to the highest reached development tier
Characters will no longer wish to see their close child, since they cannot interact directly with them on the global map
If the player reaches a new development tier while trading or while the caravan is already on the local map, the caravan’s book list updates
If the Hall has no servants, worker reassignment is attempted every hour; if no one can be assigned, an event about missing servants is sent every 6 hours
Peasant info hint now displays “Migration allowed” when migration is enabled in the Hall
Notifications about knowledge becoming widespread are now merged into a single notification if multiple technologies trigger it
On Easy difficulty, the 60-population notification no longer shows the line about Loving Family protection being removed; this line is also hidden if protection was already removed due to player aggression
Bug Fixes
Trees incorrectly marked as decorative on load (and therefore could not be chopped or removed when placing buildings) are now either deleted or replaced with real trees
Fixed a bug where the order of lord commands was random and could differ between players
Fixed localization issues in the “Invite a lord to visit” and “Take/Put rings/gold” commands when the Hall was missing
Fixed a bug where hiring a free lord and other treasury-costing tasks were canceled if the treasury had less than twice the task cost
Fixed layout issues in the caravan trade menu
Fixed a bug where AI city armies could receive extra troops left over after attacks on that AI’s villages
Fixed a bug where, in rare cases, already killed soldiers could continue fighting
Fixed a bug where the learned “Durability Ointment” technology also reduced the chance of destroying enemy armor and shields
Fixed a bug where the next population tier was calculated from current population instead of current development tier; this caused incorrect ambition hint information when population dropped
Fixed a bug where AI lords entered their first battle without equipment after adulthood, causing heavy injuries; they now receive their full gear immediately after maturing
Fixed missing context in the iron mining hint
Fixed a bug where some icons remained visible on the loading screen
Fixed a bug where the tooltip for goods on the exchange table in the trade menu showed incorrect items
Fixed a bug where captured enemies on the local map could still have the “Defeat in battle” thought
Fixed a bug where a bandit camp could appear for the player before reaching the required settlement development tier
Hi.
We’re preparing a major patch this week, but since it will go to beta, we also decided to improve a few things in the main branch as well.
Here are patch notes:
A politician will no longer start a riot sermon after the player ignores their political demand if their relationship with the king is 0 or higher
Fixed a bug where unique guests leaving the player’s city could “join” a bandit camp
Reduced the time required to start a new game or load an existing one
Other minor bug fixes and balance improvements
Hello everyone.
We’re rolling out a hotfix for the latest patch.
Huge thanks to all of you for the bug reports!
Also, just a small reminder: your review on Steam is like a sip of fresh Flavorful Ale for us! Thank you in advance!
Patch notes:
Fixed a bug that could cause an AI faction’s own support army to be present in a city it was attacking
Mercenaries with expired contracts will now automatically leave their squad on the local map. Mercenaries whose contracts have expired and who are not currently on the local map cannot be rehired until they return home
Characters will now experience jealousy only toward people present on the local map
Fixed a bug where some social actions on the global map (e.g., seduction) did not work
Fixed a bug where characters became jealous of their lovers’ relatives;
Аlso fixed an issue where notifications about the same rivals appeared every two hours
Removed the “Malnutrition” trait and thought, which were applied if the character’s hidden satiety value fell below 20
Low REST values will no longer prevent characters from performing work tasks, since this is a hidden parameter not visible to the player
Hello everyone. Today we're rolling out a small update to the current version. It mainly includes bug fixes and minor interface improvements.
Next week, we’ll aim to release more significant improvements that are currently being tested.
Thank you all, we're in touch.
Here’s the list of fixes:
Greatly reduced the chance of characters catching fire while extinguishing a blaze
Fixed a bug where, instead of showing the percentage of neutral soldier or citizen support, the interface displayed their count
Fixed a rare crash: “vertex_submit: Illegal vertex buffer specified”
Characters will now choose any available door when entering a church, not just the lower one
Fixed a bug where builders might not deliver resources for construction if the building was placed after 6 PM and there were no prisoners among them
Added display of average thought strength in citizen thought statistics
Fixed a bug where the position of the king’s culture icon when zooming out on the global map depended on the name’s length
Fixed a bug where lords who were knocked unconscious in global map battles were considered dead when attaching the thought about losing an AI commander whose army was used in the attack
Fixed a bug where all orders already in progress in global map objects were canceled after loading a game
A small update that fixes a known and annoying issue with worker behavior, especially noticeable in the later stages of the game.
Hello everyone!
As you can see, we've been spending all week - and part of this one - fixing bugs that surfaced after the big update, and today’s patch is focused on that as well.
But we’ll be returning to developing new features soon!
In the meantime, here’s the list of fixes:
- Every 4 days, if an AI city has 4 books, there's a 70% chance that one of them will be replaced with a different one.
- Trees will no longer grow on road tiles.
- The "Prisoner" thought penalty was reduced from -19 to -7.
- Fixed a bug where the player could randomly lose money at 17:00.
- Fixed a game freeze that occurred when placing a scaffold with inaccessible tiles (e.g. water) directly below its front side.
- Older characters will no longer receive thoughts related to sexual desire.
- If the player completely blocks off part of the map with a solid wall, a squad trying to exit through the blocked point will now choose another accessible exit to reach the global map.
- Fixed a crash when attempting to place a production building in an area unreachable by pathfinding.
- Equipment that soldiers haven’t picked up from storage yet will now be included in the victory chance calculation.
- Fixed a bug where a peace treaty would break if one of the signatories became a vassal, while the treaty icon remained visible.
- If a pig farm fails to load, its pigs will now also be removed from the map.
- During a village battle, peasants will no longer receive the "Homeless" trait.
- Fixed a bug where a squad on the local map would lose its global movement order after loading a save.
- Buildings can no longer be placed directly adjacent to walls — they must now be at least one tile away. This prevents units from walking through diagonal walls.
- Fixed a crash when trying to build a road at the edge of the map (bottom or left side of the screen).
Current Release
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Uploaded Mar 18, 2026
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System Requirements
How to Install
Norland.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
799 MB
22325832
58B79DC9
9b3179a5e0529cbcca64c5968bc40fcc66eccc791722d5ffc4c56e63bd8a5a94
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View AllDownload Norland for PC with a direct link or via torrent. Get the full version of Norland for free. Norland is a RPG released by Long Jaunt.