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Masters of Albion on Steam - User reviews, Price & Information

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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 in English only on Windows.

It has received 631 reviews of which 412 were positive and 219 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.

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
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.
5 hours played
April 2026
Growing up, Lionhead Studios and their games were among my very favorites. I know that Peter Molyneux often lied, twisted the truth, and overpromised on many fronts, but he still made some of my favorite games of my childhood. Masters of Albion really reminds me of a lot of those games. It feels like an early 2000s god game in a lot of really good (and sometimes not-so-good) ways. The charm is definitely there, the gameplay is very fun and engaging, and the art style is cartoony in a way that reminds me of the original Fable. The tutorial can be a little slow, but it is really thorough in introducing all of the mechanics. The game also ran surprisingly well for an early access game for me. I didn't really run into any bugs or glitches in my 3+ hours of game time at the time of this review. As for the negatives, it does feel like this game needs a little tweaking before a full release. The graphics can be a little bit rough around the edges at moments, and the controls are definitely janky and need refining. Sometimes the interaction detection for the hand can be pretty off, and the powers/actions can have trouble when trying to target the enemy or pick up an object to throw or manipulate. The balancing also needs work. I don't think you should be able to move into the negative in your currency stores, and I think progression needs to be tweaked. Certain powers/buildings/upgrades should probably be locked until progressing to a specific day where the corresponding mechanic is unlocked. I accidentally unlocked the weaponsmith building early, not knowing that there would be a whole quest related to this building a couple days later, and ran myself pretty deep into debt from the unlock of the building and from building it. Not a huge deal, but it would be a nice quality of life improvement if progression was tweaked in that way. I normally don't write reviews on Steam like this, but this game really means a lot to me. There aren't many creatives left in the industry like Peter Molyneux, and it feels like there are even fewer god games. Despite his flaws, he has helped create some of the most important video games of my childhood. This game is already very charming and fun, and has the potential to be even better. I really hope this ends up being a success story for Molyneux and 22cans.
9 hours played
April 2026
Godus + Black & White, but in Fable with a fun economic twist. Peter Molyneux, the prequel to Todd Howard, overpromised a lot, but he did good games also. MoA is his redemption story after so many sweet little lies. Now, all it needs is a giant bipedal animal that can cast magic. I cannot wait to see this game evolving and what the team is going to cook!

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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 412 positive votes out of a total of 631 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.

This information about Masters of Albion is not available yet.

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 25 August 2026 12:14 UTC
SteamSpy data 07 September 2026 19:19 UTC
Steam price 11 September 2026 18:52 UTC
Steam reviews 09 September 2026 19:59 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
412
219
Game modes
Features
Online players
5
Developer
22cans
Publisher
22cans
Release 22 Apr 2026
Platforms