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Two Point Studios have established a legacy of goofy simulators with their previous games, Two Point Hospital (the spiritual successor to 1997’s Theme Hospital) and Two Point Campus, asking players to succeed in institutional entrepreneurship through their set of distinctly silly business-building systems.
Now, the studio is solidifying its position with a third installment, Two Point Museum, which tasks you with fixing up a, you guessed it, failing museum after its previous owner suspiciously dipped out. Capitalizing on the series’ goofy sense of humor and forgiving gameplay, Two Point Museum isn’t hell-bent on reinventing the studio’s tried and tested formula. Still, despite this overly familiar setup, Two Point has delivered a beginner-friendly management sim PC game that I found surprisingly hard to put down.
Review info
Platform reviewed: PC
Available on: PS5, Xbox Series X|S, PC
Release date: February 27, 2025
In Two Point Museum, your time is spent balancing your income through ticket sales and donations, as well as compelling guests with rare exhibits and intriguing interactive equipment like dino playgrounds and sound booths. The people are fickle, though, and it’s not enough just to have a caveman trapped in ice or a stegosaurus tail slide. You’ll also need to dress up that caveman with thematic decor, as well as send your hardworking explorers out to find more icemen in the wild, too.
To do this, you’ll participate in a mixture of active and idle gameplay, setting up Expeditions — which play like a passive resource-collecting minigame — and maintaining your customer’s happiness by building up local amenities and cleaning the museum clean.
Your staff are the hardworking backbone of your success, with essential work split between Experts, Janitors, Assistants, and Security Guards. If you can manage and train them well, the outer wilds of the game’s map become your playground, with your team able to steal enough artifacts to make your museum the greatest tourist destination in the world. The Natural History Museum might have whale bones, but it doesn’t have a plant that births a clown every few minutes, does it?
You are not serious people
Early in the campaign, your primary consideration is whether to send your staff on expeditions or leave them back to work, though admittedly, this isn’t a particularly challenging choice. Both exploits earn them experience to level up and learn new skills that make them more efficient, and you can comfortably stretch to afford multiples of each staffing type from the early game. This is until you start to explore further afield, and the expeditions become more dangerous.
At first, the trips you’re making look straightforward, and you can choose your staff based on who will be missing from work rather than who is the least likely to die. That doesn’t last long, though, as certain areas on the map will eventually prop up complex Event Cards that dictate riskier barriers to success. Here, the goal becomes matching your worker and their skill to the event to nullify the issue or pay the price.
On one occasion, my under-prepared archaeology expert got IBS on a job and couldn’t work, so I had to ship him off to the hospital for a hefty cost. A few trips later, my favorite janitor went MIA, and I had to train another staff member to replace him, leaving me unable to run the missions until everyone was up to speed.
Unpredictable events also attempt to sully your best efforts and pop up mid-mission, asking you to make decisions about the expedition, with the wrong decision resulting in illness or worse. Where previously I had been haphazardly shipping off anyone to earn precious loot, I quickly began playing favorite, taking the time to neutralize threats. This consideration added a much-needed layer of strategy that did well to keep me focused and drew my attention towards staff management as an essential metric rather than an afterthought.
Best bit
There’s something so funny about sardonic British tannoy playing overhead in your local shop, a humour Two Point Studios clearly understands with Two Point Museum. As you potter along, designing exhibits and sending your employees on perilous expeditions, an occasional voice will sound off, delivering informational addresses loaded with contempt. While there were far too many good ones to choose from, my favorite arrived as I set up my first tour, with the voice overhead announcing: “Childish behavior will be met with childish retribution.”
Outside of Expeditions, special events occur randomly, drawing your attention back to the Museum. For example, health inspections and unique visitors require the space to be in top shape when they arrive, with cleanliness and exhibit quality adding to the overall experience. While these metrics aren’t hard to hit, having a few more considerations to juggle on my way to total success was nice.
Two Point Studios’ wacky British humor is visible in almost every aspect of Two Point Museum. Throughout the campaign, I was delighted whenever a text window would pop up or a tannoy would play overhead, giving me another chance to giggle at the goofy writing. This style applies to the non-verbal aspects of the game, with the NPCs acting out and interacting with my historical pieces in unlikely ways.
As my exhibitor numbers skyrocketed, the space became more like a Where’s Wally book of cartoonish weirdos, and all it took was me to zoom in randomly and watch someone pop out of a carnivorous plant or lick an ancient amber pod. These irreverent moments of stupidity not only made me giggle but did well to break up the repetitive nature of Two Point Museums‘ more tedious management activities.
Life finds a way
Designing rooms and exhibits is where Two Point Museum really shines, and I thoroughly enjoyed placing tropical shrubbery and plotting dinosaur feet decals as if guiding guests through a Universal theme park ride. Visitors are most attracted to exhibits with ‘Buzz’, a metric related to how new the piece is and how well it’s dressed. Certain exhibits require specific decor to earn Buzz boosts, offering light touch guidance to your interior design exploits.
Your exhibits must also have educational prowess, with some patrons preferring edutainment over pure pizazz. Much like the rest of Two Point Museum’s forgiving gameplay, balancing these metrics isn’t overly complicated. Thankfully, the UI sorts the specific set dressing by room, so you don’t need to trawl through random menus to find your missing piece.
If dinosaurs aren’t your thing, Two Point Museum also offers alternative Museum genres, each with its own unique goal. The ghost-infested Wailon Lodge encourages you to explore a rift between worlds and house found poltergeists in unique homes that match their time period. Alternatively, Passwater Cove asks you to dive for all manner of fish and build lavish coastal aquariums to house them in. The alternate areas aren’t just extensions of the base and offer unique decor and mechanics that flesh out Two Point Museum’s foundational gameplay nicely.
Unfortunately, as much as I adored going big on design, a densely packed space was more profitable for success in nearly every scenario. While I did find time to flex my creative muscles through frosty flooring and flora-forward props, the urge to min-max my staff routes often fell higher on my to-do list than style alone. The call towards efficiency isn’t helped by the game’s ‘Kudosh’ currency, which allows you to unlock additional cosmetics by hitting specific achievements. When my bags of income arrived without much extra work, Kudosh enabled a more instrumental style play, occasionally creating a strange bottleneck for my design goals.
Thankfully, Two Point Museum’s Sandbox mode is the salve to many of these issues. Split into three sections (Creative, Career, and Hardcore), this mode opens doors to those who want to build bespoke structures, like myself, or those, ahem, masochists who are looking for a much more complex and punishing management experience.
Despite the pressure to deliver financial success and the plethora of passive systems to consider, my time with Two Point Museum was surprisingly worry-free. As I consistently dipped into the financial red and sent my overpaid workers on expeditions, I never found myself on the verge of bankruptcy or failure – a far cry from the heightened emotional investment of Frostpunk 2. Still, I felt compelled to return to my museum even without impending doom on my coattails coaxing me on, which speaks to the game’s idiosyncratic charm and accessability.
Should you play Two Point Museum?
Play it if…
Don’t play it if…
Accessibility
In Two Point Museum, you can access the settings submenu from the Pause menu at any time in the game. From the main Game subhead, you can toggle on and off camera shake, flash effects, and character limit. You can also choose your Game Autosave frequency (Ingame – Every Month, Every Three Months, Every Six Months) and your Career Auto Save Frequency (Every Change, Most Changes). From here, you can also toggle on Subtitles and a Player Idle Message, as well as toggle UI Scale (Small, Medium) and Status Icon Filter (All Icons, Reduced Icons, Minimal Icons, Vital Icons).
Where sound is concerned, you can tweak individual streams, such as Tannoy, SFX, and UI, using a slider from the Audio submenu Settings menu. In the Controls Menu, you have the option to toggle on/off Inverted Vertical and Horizontal Camera Rotation, as well as Camera Edge Scrolling, Controller Input, and vibration. From here, you can also use a slider to dictate camera sensitivities for panning, pitch, zoom, and rotation. You can also rebind keys to suit your set-up.
How I reviewed Two Point Museum
We played Two Point Museum’s campaign and sandbox mode on the base model Steam Deck and gaming PC for around 20 hours. I used an AOC 27-inch QHD VA 144Hz gaming monitor for my PC, a Logitech MX Master 3S mouse, and a Logitech G915 TKL keyboard. I used my external Creative Pebble V2 computer speakers and Audio Technica ATH-MX50X headphones plugged into a Scarlett 2i2 interface for sound. My GPU is an RTX 3080, and my CPU is an AMD Ryzen 9 3950X.
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