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Masters of Albion on Steam

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A bold reimagining of the God Game genre from the creator who defined it. Shape a living world as a god - or step into it and experience it through your people. Build, guide and defend your town by day, then survive the night when everything is under threat. There is no single solution. Only yours.

Masters of Albion is a strategy, simulation and god game game developed and published by 22cans.
Released on April 22nd 2026 is available only on Windows.

It has received 636 reviews of which 415 were positive and 221 were negative resulting in a rating of 6.3 out of 10. 😐

The game is currently priced at 25.49€ on Steam.


The Steam community has classified Masters of Albion into these genres:

Media & Screenshots

Get an in-depth look at Masters of Albion through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows® 10 (64-bit)
  • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce RTX 2060 / GTX 1660 Super / AMD Radeon RX 5600 XT
  • DirectX: Version 11
  • Storage: 20 GB available space
  • Additional Notes: Performance may vary on lower-end systems, and a stable experience is not guaranteed below the minimum specification

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

16 hours played
Oct. 2026
I recently purchased this after letting it simmer in Early Access for a while. Masters of Albion is a very charming and relaxing god sim and encapsulates what we love about Molyneux's games throughout the years. Yes, it is a little rough around the edges, but we are in early access after all. I feel a lot of people forget that when purchasing an EA game. I hadn't played before the recent overhaul, so I can't comment on my experience before it, but I have been engaged for the last 15 hours, which says a lot because my attention span is very short these days. I wouldn't come in here expecting B&W 3. Also, it's a very slow game (unless I'm playing it wrong), so I do often find myself letting it run in the background while I do other things. However, I am enjoying the fact that there's no real time pressure. I can start the battle sequence when I like, and it brings me back to the days of hurling rocks at advancing foes. I look forward to seeing what the team introduce as the EA cycle continues and wish them all the best
73 hours played
Aug. 2026
It's a difficult thing to review this game... I have finished Black and White at the age of 13, it had an incomparably better system, dynamic nature and resources, good/bad choices, good spells and an awesome worshipping and fight-free takeover-by-influence system as well as much more freedom in building placement. roads were paved by repeated pathfinding of characters. But there are PROs also: - I per se do not miss the creature system (it should always have been optional), and don't mind the Hero system, - The economy is pretty sweet, although it gets a bit repetitive at times and can get boring - Too many years passed without a similar game - It's still in development - a lot can change for the better yet - Not too expensive CONS: - 20+ years have passed, technology got a 100fold better, My laptop is a 100x better than the one I played Black and White on, and now - lowest specs, two extra fans cooling the boosted laptop is giving a staggering 10-23fps range with the same exact look on my display - if not worse - spread out over way more pixels Suggestions: - PLEASE - Add resource/nature spells, like rain, seed (trees/food/resource), health - Outside of combat, when no enemies are in reach, fire and lightning should also affect trees and farmlands and rain should help put them fires out - Heroes should be able to clear off nature within own territory - stop the trees from regrowing so fast without external influence, it's a strategic element when viewpoints matter, right now the only available option is to place 1x1 building plots over trees so they disappear permanently or to employ a ton of foresters nearby making it more difficult to protect citizens, foresters should also be able to water forests to induce tree growth - Add the ability to extract resources with hand - use the mana system as de-buff in return - Add a facility/building to clean - Workers should use patrol area ability similar to Heroes, they would collect dropped resources and reorganize stock inputs cleaning unnecessary items and leaving main ingredient - A little better logic to stock management, where resources automatically or manually can be separated to different stock-ins - Improve pathfinding to include walls/fortifications so workers don't get stuck in weird places - Make a community house or a gathering place for night time for citizens because they would often flock into combat by the dozens during the siege - Warehouses in B-W with the stock visible and accessible for citizens *also an added risk* are extremely underrated and should be a standard, avoiding to allow supply workers to run across the whole map to fill stocks / Citizens therefore should have hunger and require food, either by going to eat in inns (making them more useful) or by getting deliveries (another possible building/job) - there should be a visible force field of some sorts protecting areas that are impassable for the sake of the story - instead of making us run into invisible walls and slide along creeks in weird positions for prolonged periods of time (this might be a visual limit, I have no chance to check lower-mid/mid/high-resolution without crashing instantly at over 100 degrees Celsius for the CPU - changing load balance in game setting seems to produce 0 effect on CPU GPU behaviour (it might be that nvidia cheekily and forcefully overwrites changes) Current bugs that are bugging me: - Pathfinding crashes when building entrance stairs are over 3.5-4 steps high, some workers get stuck in corner of building slowing or pausing production, - Entrance pathfinding needs a little optimization because 2 doors are not enough sometimes, and it seems to be the limit of what workers would use effectively ignoring any other entrances placed / Sometimes they would use the opposite side door to enter/leave from what would make sense / When a production facility is manually forced - its' running workers often cause traffic in junctions slowing down overall efficiency boost, stopping, going, stopping others - Arena days were the most difficult as the camera often went haywire at the start of waves if i pressed hand spell wheel button too early, sometimes it would shoot me out of the view of arena - Heroes would sometimes get stuck with their hands in the air doing special attack if they were hurt during cast, refusing to move and forcing me to watch passively lose the match - Might be a skill issue but in possession combat, many orders were ignored if another one like block did not pass some time, would be nice to be able to turn during blocking, making it more realistic and enjoyable, and also slow walking during blocking this current type of blocking should be some kind of superblock that also blocks attacks from behind and sides because it feels like Hero gets into a tense trance-like defender-statue position Overall I think it's a great game, I slept very little for a week and it was great to discover the what and how, I think people who did not have any expectation from P. M. shall be in for a great experience, my mind has been corrupted by the delicacy of Lionhead studios before it was sold off to a giant, it was worth to cook my laptop and shorten it's lifespan, now I'm off to take it apart and deep clean it and put new paste, as the old one is now a silver coloured baked dough.... Order delivered. Try it guys! Now might be a good time while it's still very affordable, costs way less than a gig of ram and not so much more than a banana Guy with skill issues
21 hours played
May 2026
This game is honestly one of the best gifts I could have hoped for as a long-time fan of Peter Molyneux’s work. People can say what they like, but some of my fondest memories in gaming came from Black & White, The Movies, and Fable. Those games were not just products to me. They were creative, strange, ambitious experiences that stayed with me for years. I still go back to them now, which says more than most modern games ever manage. The constant criticism around Peter has become tired. Yes, he overpromised at times. Congratulations, welcome to the games industry. Developers, studios, publishers, marketing teams, and entire trailers have been doing that for years. The difference is that Peter also gave us games with real imagination. Proper imagination. Games that tried to do something different, even if they occasionally ran face-first into a wall while doing it. People love dragging up Godus like it personally came round their house and unplugged their console. It was a mobile-style game. Was it perfect? No. Did it erase decades of creativity, risk-taking, and iconic ideas? Also no. One weaker project does not wipe out a legacy that gave a lot of us some of our most memorable moments in gaming. Another thing people conveniently forget is that Peter was not always operating with complete freedom. He worked under companies, publishers, deadlines, budgets, market demands, platform limits, and business decisions that were not always fully in his control. People act like every promise, every cut feature, and every compromise came from him alone, as if the wider industry machine had nothing to do with it. That is where the double standard really shows. Modern developers deal with this constantly. Games are announced too early, features change, publishers interfere, budgets shift, marketing gets a bit too excited, and final releases often look different from the original pitch. When other studios do it, people call it “development reality.” When Peter does it, suddenly it is treated like a historic crime against gaming. Creative people working inside companies do not always get to make the exact game living in their head. That is true across the entire industry. The difference is that Peter’s ideas were often bigger, stranger, and more ambitious than most, so of course the gap between the dream and the final product was more visible. But I would still rather have someone reaching for something bold than another safe, forgettable game designed by committee and focus-tested into dust. And can we remember that this game has literally been out about a week? A week. Some people are reviewing it like it has personally had ten years to mature, buy a house, and sort its life out. People have very short memories when it suits them. They will cherry-pick every little issue, act like early problems are a final verdict, and then completely ignore the fact that this is exactly what Early Access is for. The entire point is to shape the game, test systems, find bugs, fix problems, and build it with feedback over time. That is not some shocking scandal. That is the label on the tin. And the bad reviews over performance issues are honestly something else. Some people are trying to run a new game on a potato with a fan attached and then acting personally betrayed when it struggles. Maybe, just maybe, before blaming the entire game, have a quick look at the ancient 3GB museum exhibit under your desk and ask whether it was ever ready for the job. Of course bugs should be reported. Of course feedback matters. That is how Early Access works. But there is a difference between giving useful feedback and throwing your toys out the pram because an unfinished game is, shockingly, unfinished. Now we finally get something that feels connected to what many of us have been asking for — something with that old creative spark — and people still complain. At some point, it feels like some players do not actually want to enjoy anything. They just want to sit in the corner with a clipboard, muttering about Godus like it happened yesterday. People make me laugh and lose the will to live at the same time. They ask for ambition, complain when it arrives early, ignore what Early Access means, and then pretend they are doing gaming a public service by writing the same dramatic review everyone else already wrote. I am grateful this game exists. I am excited to see where it goes. I would rather support ambition, imagination, and a developer with a real legacy than sit around joining the same tired pile-on that has been running for years. Peter should ignore the critics who keep recycling the same complaints like they are waiting for a loyalty card stamp. Give it time. Let it breathe. Let it grow. Not every game needs to be buried alive in its first week because the internet has the patience of a damp crisp. Get over it. Some of us remember what these games meant — and still mean.
6 hours played
May 2026
This is not a “Mixed” game! It is a great prototype with huge potential. And honestly, a lot of the negative reviews feel like a basic misunderstanding of what the game is trying to be. Yes, it’s rough right now. Yes, there are issues. But it’s Early Access, and beneath those rough edges you can clearly see the most important thing: Strong core idea and that rare feeling of something new, which is almost missing in todays industry I have spent a few hours in the game and genuinely enjoyed it. Not because it is perfect, but because it has soul and a clear game directors vision. It feels like I am looking at the foundation of something truly big and potentially great! I want to wish Peter Molyneux good health, solid investors, and the time needed to fully realize this project. Because if everything comes together, this could very well become his magnum opus Simple conclusion: the game already hooks you despite being rough. And that means the foundation is right I recommend it and encourage people to support the developers
41 hours played
April 2026
TLDR: Remember Dungeon Keeper, Black & White, and Fable? I think this game is the last chance you have to experience the little something special those games had but,... It’s hard to say if this game will work for you. It took me a few hours with it to form a clear opinion. My first impression was quite bad, but after sticking with it and understanding it, it worked... for me, at least. The thing is, even if you liked games like B&W or Fable, chances are you’ve sugarcoated your memories of them. Those games were janky, even if they had something magical to them. This game is the exact same thing: a whimsical game with dark humor. CONCRETELY, think about the Black & White DLC, Creature Isle, but you don’t have the creature. Instead, you have heroes, units you can possess, a bit like the creatures of Dungeon Keeper. Keep your expectations in check: this "ARPG" part is ultra-basic. Then there’s the city-building. At first glance, this part of the game seems lackluster, but if you persist, it’s actually really well done, with some genuinely good ideas. You can basically mix buildings, but it’s far from clear at the start. Also, the whole economy of the game revolves around collecting ingredients, cooking dishes, and selling them an odd concept and an anecdotal minigame, but why not? Outside of that, while exploring the map, you’ll encounter classic quests, the "doremi" stones, and the typical side quests you’d find in B&W. OK, Peter Molyneux has oversold every game his name was linked to. There were real failures among them (Godus, The Cube), but heck, there were also games that were legit masterpieces (Populous, Dungeon Keeper, Black & White, Fable). All those games had some kind of jankiness to them, even the best. So which is Masters of Albion? AFTER FINISHING THE CONTENT OF THE EARLY ACCESS at launch, the game needs a lot of polish. Even though it has the potential to be great, everything feels too bare bones. At launch, it feels more like a big demo than a proper early access. Everything is also too railroaded, making it feel like one long tutorial. There’s a hint at something BIG coming to the game that will please fans of Black & White. The developers are apparently still actively working on the game, with at least another year of development ahead.After all, it is early access, so why not? Only after more updates and the end of early access will we know if it’s another Godus level failure or a genuinely good game.

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Frequently Asked Questions

Masters of Albion is currently priced at 25.49€ on Steam.

No, Masters of Albion is currently not on sale. You can purchase it for 25.49€ on Steam.

Yes, Masters of Albion received 415 positive votes out of a total of 636 achieving a rating of 6.31.
😐

Masters of Albion was developed and published by 22cans.

Yes, Masters of Albion is playable and fully supported on Windows.

No, Masters of Albion is not playable on MacOS.

No, Masters of Albion is not playable on Linux.

No, Masters of Albion is not playable on Steam Deck.

This information about Masters of Albion is not available yet.

No, Masters of Albion does not support VR.

Masters of Albion is a single-player game.

No, Masters of Albion does not currently offer any DLC.

No, Masters of Albion does not support mods via Steam Workshop.

No, Masters of Albion does not support Steam Remote Play.

Yes, Masters of Albion is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Masters of Albion.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 03 October 2026 23:38 UTC
SteamSpy data 17 October 2026 00:40 UTC
Steam price 26 October 2026 20:18 UTC
Steam reviews 19 October 2026 09:52 UTC

If you'd like to dive deeper into the details about Masters of Albion, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Masters of Albion
  • SteamCharts - Analysis of Masters of Albion concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Masters of Albion compatibility
Masters of Albion
Rating
6.3
415
221
Game modes
Features
Online players
10
Developer
22cans
Publisher
22cans
Release 22 Apr 2026
Platforms