
Become an ace doctor, an aspiring architect and a successful manager at the same time. Design your very own hospital, tweak every detail or choose one of the prebuilt scenarios and just jump to the doctor’s duty.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.14/day in the week to Aug 23 → 5/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About




Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 9.4Kreviews | 89% | — | $6.5M |
| $24.99 | 169ratings | 76% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 912 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Such a fun game concept, and man is it addicting. But to dump 40 hours in on a few different saves trying to progress I've found this debilitating bug. After you've built up the first few departments if you try to add anything else it unassigns all nightshift staff from their workplaces. No biggie, just reassign them right? Nope that slot then become unusable forcing you move and place back all the PCs. I looked online and sure enough people have been talking about this bug for 6 years. For such a simple and debilitating bug to be left in the game that long is ridiculous.
作为一个100小时的玩家,以及观摩过《匹兹堡医魂》、《闪闪的儿科医生》、《急诊室故事》以及《急诊室故事》等一系列医疗纪录片或写实向电视剧,而且在2024年亲身体验在脓毒血症、糖尿病酮酸症中毒、感染性休克中在ICU和普通外科病房流转过一轮的人,我很认真的在这里为这款游戏写下我的测评与感受。 真实向医疗模拟类游戏算是单机游戏和模拟经营类游戏中较为冷门的一个分支,实际上大多数模拟经营玩家体验的是某种近似于经商的游戏体验,但是医疗模拟在规划现金流以及加快效率的游戏准则基础上,更让玩家能意识到自己作为“人”的最原始的人性;对死亡的恐惧与敬畏,帮助弱者的冲动,还有面对无法挽回无可避免的死亡时的遗憾和无力。我不想把游戏体验说的多么高大,但我相信即使是最娱乐的《双点医院》玩家也都希望来就医的患者健康的走出医院大门,而不是变成鬼魂游荡在医院里骚扰你的清洁工。 我先说说优点; 《医院计划》在真实性的还原上十分成功,虽然一些病理上的逻辑问题还需要改善(例如有狂犬病患者居然被治愈了,这在现实中大概是不可能的事情,已经进入后期的狂犬病患者基本上只有死亡的结局),但是绝大部分的病理都有着在准确的推断逻辑。尽管我并不推荐专业的医学生用这个游戏当做教学模拟,但作为一个医疗科普类的功能,这很棒而且非常有意义。而对于真实医院的就诊流程和管理模拟来讲,医院计划也做得很好。急诊科常年被作为一个大号分诊台以及处理紧急病例的第一站相信会让很多急诊科医生或者不那么幸运的以急诊科患者身份体验过就医流程的人(例如我)深有感触。医院很多的内部设计逻辑在这游戏里会被人不断地挖掘,例如门诊住院医师分离,手术班子的搭建甚至是住院医师班子和手术医师班子的分离,当然这一切最好还是能有个新手教程,不然不去查攻略的玩家永远无法知道你可以决定医生可以专职于门诊、住院部或者是手术室。而这个游戏在玩家从患者的微观视角回到整个医院的宏观管理时,同时也会理解医疗工作者的处境——工作时间长,在预算不足的医院里会面对极端的高压力,甚至可能家里还有个刚出生的孩子在你回到家后哭嚎一晚上让你第二天带着黑眼圈无精打采的上班。与此同时医院管理者又必须在有限的预算,基于满意度的保险拨款以及病人快速得到救治的不可能三角里灵活作出取舍于平衡——想要花钱少满意度够高那么就不可能及时治疗到所有人,追求极致的治愈效率和预算规划又不会让所有患者的感受满意。这让玩家也体会到在现实里自己体会不到的压力,你那个平时被你羡慕嫉妒认为是社会精英与高收入人群的外科医生在医院里很可能正因医保超额或病人满意度低而被罚款,甚至可能每天都被安排13台手术连轴转到深夜才回家。 接下来我会说说不足的要点; 首先就是上文所说的新手教程不够明确。鉴于医疗模拟类,尤其是偏向真实向的医疗模拟类游戏,60%的概率玩游戏的是个新手,而还有30%则是玩过《双点医院》那种不那么严肃的医疗模拟类游戏玩家,只有10%(我甚至决的很可能低于这个数值)的玩家才有可能有真实医院的管理或工作经验,所以一个优秀全面的新手教程是很重要的。但我没有看到有特备全面的新手教程。我建议开发者应该把操作分为不同的章节进行排序,最好有演示的短视频。如果有额外的工作经历,你们可以设计一个游戏内百科,介绍游戏中各个科室的责任划分,以及可能需要用到的治疗室。 第二,这个游戏对性能的负担有点大,我不清楚国外医院的规模情况,在中国因为人口基数庞大的原因一般都喜欢按照楼层来设置科室区域,这样可以集中设备以及集中管理.(例如很多医院喜欢把住院部设置在大楼的顶部,门诊设置在大楼的底层,手术中心很可能位于3-4楼).但这就让楼盖得很高,而且会有大量工作人员(尤其我们喜欢看到熟悉的场面——人山人海的就医人群和人山人海的出院人群),这会对性能造成影响,我通过模组在游玩200名工作人员,每日500名患者的存档时遇到了糟糕的卡顿和渲染问题。作为一个2d视角设计的游戏来讲,我觉得在技术上应该还存在改善空间。 第三,我们需要更多的科室,更多的建筑面积以及更多的大规模就医或社会性事件。这个并不是必须的,而仅仅出于本人因所处环境而反应的个性化建议。但这会带来更多的可玩性。 第四,我建议开发者应该加入一个分区机制,我在第二条提过,因为中国人口基数大的问题,科室会以楼层为单位进行设计与安排,但与此同时,为了解决面积过大而导致单一科室运行不畅的问题(想象一下,在这个游戏里最大的地图上,你设置了一整层楼都是外科的住院部,即使你把电梯,值班室以及护士站全部设置在楼层正中央,你依然极大概率会遇到就医效率低下的问题,这是因为绝大部分时间全部浪费在医师和护士前往患者位置的漫长距离上)。因此现实中我们通常会把单一科室进一步划分成不同的分区进行管理。(例如ICU我们会分成至少两个区,ICU一区是即为危重的患者,ICU二区会是一些例如我这种酮酸症中毒,重度肺炎的老年人以及开放性伤口这种会危及生命但是短时间内不会有死亡风险的患者。而单纯因楼层面积过大而进行分区则应以外科举例,有些中国医院的外科甚至会有四个分区,每个分区几十张病床,同时每个分区都有自己单独的主任医师管理,他们的上面才是外科的科室主任。) 第五,人员管理的UI存在严重的设计问题,尤其在我希望为一个空闲岗位安排一个已经雇佣但闲置的员工或我希望为这个科室选择一个科室主任的时候,平行排布的人物头像让我既分不清他们都是谁也没法直观地看到他们所有人的资质,能力和特质情况。也许开发者应当做一个从上至下的类似Excel的表格能让玩家的直观性体验更佳,尤其考虑到这个游戏除了真实医疗模拟外的另一个重心是医院的宏观管理,那么对信息的集成度和直观度也应当给予更加重要的设计。 总体来说,这是个非常棒的游戏,我很少给一个游戏写测评,尤其是这种相当长的测评。这款游戏让我想到很多,尤其是我在生死垂危时拯救与陪伴我的那些医生和护士,这也是我对游戏开发团队的尊重,现在越来越少有团队愿意去做一些真实向的游戏了。我衷心的祝愿并希望贵团队终有一日可以为大家献上更加优秀的《医院计划2》,如果这可能的话。 再次祝愿游戏开发团队工作顺利,也祝愿认真观看这篇测评的玩家生活愉快,身体健康。 还有,少吃糖。尤其在你已经出现胰岛素抵抗的情况下。:)
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Latest in each market: best RU #54, worst CN #89 · 5 markets collected
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Czech, Portuguese - Brazil, Spanish - Latin America, Traditional Chinese, Russian, Turkish, Ukrainian, Italian +7 more
Hours played at review time, across 920 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
我曾经喜欢的一个女孩她是麻醉专业的研究生,并且在一间三甲医院值班实习。我和她讲了这款医院模拟器,说要从零开始盖一家和她工作所在一样大的医院,其实就是想了解更多医院知识,因为她值班不能出来,我也不能进去。她笑我:“那你医院的进步空间还有很大哦。” 我捏了个麻醉医生的小人,以她命名,从规培医生开始一步一步走向主任医生。看着她坐在手术病床上的病人的头前,安抚并麻醉病人,来回操作仪器监测病人体征状态,我总希望所有病人都平平安安,这样她值夜班手术就不会太多,能多休息一会。我跟她打趣让她来我的医院值班,她表示可不能被骗来当免费劳动力。 后来我的全科室医院盖好了,小人也升职到了主任医生,我们俩也分开了,我把小人的名字改成了我自己。
I wanted to like this game, I am a big fan of the genre. ...but its boring. - The template system gives no reason to learn what equipment is required in rooms. - There is almost no benefit to layout optimisation. - The rooms have no leveling up... it's not like more equipment improves doctor diagnostic speed. I'd be more interested if the campaign started off in the 3rd world with very little equipment, it would demonstrate how improving medical equipment improves survival rates.
[b]Project Hospital[/b] is crunchy management and [i]deep[/i] simulation steeped in real-world medicine. I don't know how to explain my absolute infatuation with this except to say that after 65+ hours, it feels like I've only scratched the surface of the base game. [h3]Gameplay + Details[/h3] At first glance, this looks like average top-down management: build hospitals one room at a time, hire employees, take loans, balance budgets. Then a patient dies and the game asks, "Would a more efficient hospital be able to handle this case better?" The answer, always, is [i]yes[/i]. Turns out, this is a management game with an ever-evolving enemy: [b][i]time[/i][/b]. [b]Controls. [/b]Keyboard + Mouse only. Allegedly "playable" on Deck, but I wouldn't. [b]Playtime. [/b]Infinite??? [b]Settings/Options. [/b]Minimal and paltry. [b]No[/b] windowed mode and no way to prevent game from automatically minimizing if you open another window. [h3]What Works For Me[/h3] ✅ [b]Building.[/b] Not gonna lie, I picked this up to build and decorate custom hospitals, and… wasn’t impressed. Building isn't intuitive or particularly flexible; you only recover ~50% when deleting new objects, must lay foundations before walls, must zone carefully because rooms have minimum size and equipment requirements, and many items have specific locations. There's a tragic dearth of decorations. However, there's also a surprising degree of freedom (more if you're willing to sacrifice patient's lives) and experimentation. Every hospital I've built has been completely different from the ones before… though, admittedly, at this point, I'm just trying to optimize. ✅ [b]Details.[/b] I'm a process/operations engineer and project manager by trade. For me, management games are wish fulfillment: Once you understand how they work, they work every time. [i]Project Hospital[/i] isn't like that. This is the only one I've [i]ever[/i] played that I couldn't constantly run at 3X speed; there are so many moving parts, and every cog interacts with another, and any speck of dust can throw off the entire system. It's so cool. ✅ [b]Diagnosis + Treatment.[/b] A hilarious percentage of modders and folks at the subreddit are medical professionals drawn to the realistic workflow, diagnostic process, and treatments -- and that the game doesn't hold your hand. The first time I bumped into a complicated diagnosis, I had to google what the various tests even do because the game doesn't bother to tell you. If I hadn't, the patient would have died of a hidden symptom. I [b][i]love[/i][/b] this. ✅ [b]Employee Management.[/b] Employees have positions, traits, skills, specialties, whatever -- y'know, generic management sim stuff. [i]However[/i], unlike in many games, these things matter because they affect response time. That hungover nurse or that doctor with 1% advanced diagnosis skill? Yeah, they're not responding to a problem as quickly as an early bird or more skilled doc. ✅ [b]Game Modes.[/b] Base game includes three campaigns and a smattering of "challenges" designed to test your optimization skills and patience, plus a sandbox mode if you want to free-build and explore new systems. I've had fun with every single one, and am constantly impressed by how deep this game actually is. ✅ [b]Ongoing Dev Support.[/b] Eight years later, this still gets regular security and QoL patches. Thank you, Oxymoron Games! ✅ [b]Workshop Support.[/b] I'm currently using three lightweight mods ("More Occupations" and "More Names" for variety, plus "Outdoor Objects for Indoor" for building), but in another hundred hours, I'll head over to the Steam Workshop to add new departments and new diagnoses. Change how patients collapse. Download pretty hospitals. The community isn't super active in 2026, but there's a lotta quality mods out there. ✅ [b]TIME.[/b] As I said earlier, the greatest enemy is time. How long does it take someone to respond to a patient collapsing in the hallway? A lab to run a test? A ward to transport someone to surgery? A surgeon to show up? HOW CAN YOU STREAMLINE THE PROCESS? [h3]What Doesn't Work For Me[/h3] 🟥 [b]Animation.[/b] The 2D art is lovely, but there's a lot of clipping and stiff movements as nurses wheel patients through walls/objects. You have to just go with it. 🟥 [b]Crash to Desktop Count: 6.[/b] Autosave does its best, but I recommend manually saving after any significant or time-consuming renovations. 🟥 [b]Painting Walls.[/b] When Oxymoron patched camera rotation into this isometric 2D game, it made it easier to decorate -- but more annoying to paint walls. Unlike in [i]The Sims[/i], walls are only colored in the direction you're looking at; you have to rotate the camera 180° first to properly paint a room. It doesn't sound like a big deal until you have five floors sprawling across a 96x96 lot. (Also, I would like more decorative items, please.) 🟥 [b]Time Stats.[/b] WHY CAN'T WE SEE HOW LONG PATIENTS ARE WAITING? 🟥 [b]Triage + EMS.[/b] You can place reception desks and assign nurses to "triage" (change priority order of) patients, and ambulances deliver critical patients to your trauma center. In both cases, the nurse and paramedics don't… help? No emergency treatment or discovered symptoms or anything at all; honestly, in a game where time is the only thing that matters, this is the least functional mechanic. [h3]Tips + Tricks[/h3] ➡️ Assume that any pre-built hospital or template room is deliberately designed to waste time and endanger patients. ➡️ Radiology, Medical Labs, and any Operating Rooms should be central to ALL departments -- whether a middle floor or the middle of the complex. Group a department's Cardiology room with their general offices to reduce waiting rooms. [h3]Final Thoughts + Recommendation[/h3] For the first few hours, [b]Project Hospital[/b] didn't feel like much. There didn't [i]seem[/i] to be a lot going on, and the tutorial levels were kinda… whatever. But somewhere along the way, it started to unfold. I glimpsed systems and complexity that I'd never seen in other games. Within a few weeks, this consumed my brain and free time. I think about it at work and while making dinner and while trying to sleep. I once woke up at 3AM and ran to my computer to see if relocating an entire wing would make things run more smoothly. I hate this game. I love it beyond all reason. I do [b]not[/b] recommend it if you have any medical anxiety, hate building and rely solely on templates, just want to chill and not think too hard about how something works, or if patient deaths might upset you. In all of these cases, I think you'd enjoy [i][url=https://store.steampowered.com/app/535930/Two_Point_Hospital/?curator_clanid=45365863]Two Point Hospital[/url][/i]. That said, if [i]Two Point[/i] was too goofy or easy for you, or if you’re looking for a genuinely complex management game that reveals new layers the longer you play… you need [b]Project Hospital[/b]. [i]DLC Reviews: [url=https://steamcommunity.com/id/dustbath/recommended/1149760/]Doctor Mode[/url] • [url=https://steamcommunity.com/id/dustbath/recommended/1282550]Hospital Services [/url][/i] [quote][b]Follow [u][url=https://store.steampowered.com/curator/45365863/]Eekz Today[/url][/u] for more crafting, life sim, management, strategy, and story-rich recommendation
笔记本玩家慎买,游戏字体非常小,不凑近根本看不清,设置里不能直接调字体大小,想要改只能手动调节界面比例,让界面和字体一块变大,但是界面变大会导致ui重叠,特别影响人物信息和列表的查看,部分文字和按键还会被挤到屏幕外,根本看不见点不了。。。操作十分难受
Great game, wish i could find any other games like this. I would love to see more departments and diffrent types of staffing.
I don't have 445 hours in this game for nothing... One of the best games I've ever played and I'll probably keep playing it till the day I or it dies, whichever comes first. I've been playing one particular hospital since 2022. The DLC and Mods make it even better.
UI非常小,看起来太吃力了,严重影响到了游玩体验
Please make a sequel to this. Easily a top 5 realistic game for me. If you ever wondered why hospitals are so complicated play this game and it will show you.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.5M | 3.5K | 82% | $24.99 | |
| $71.6K | 98 | 63% | $19.99 | |
| $1M | 1.8K | 79% | $19.99 | |
| $289.5K | 1.3K | 67% | $6.99 | |
| $640.4K | 739 | 76% | $24.99 | |
| $63.3M | 73.9K | 89% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6.5M | 10.9K | 72% | $29.99 | |
| $6.5M | 17.5K | 84% | $14.99 | |
| $6.5M | 12.3K | 76% | $19.99 | |
| $6.5M | 4.9K | 93% | $49.99 | |
| $6.5M | 45.3K | 97% | $4.99 | |
| $6.5M | 11.5K | 92% | $29.99 |