
Curate and manage incredible museums! Explore to discover amazing artifacts. Design and refine the layout, keep staff happy, guests entertained, donations plentiful… and children off the exhibits
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Two Point Museum Includes:
Design, manage and develop incredible museums
5 unique main museum locations to Two Point County:
- Prehistory - Memento Mile
- Aquarium - Passwater Cove
- Supernatural - Wailon Lodge
- Science - Bungle Wasteland
- Space - Pebberley Heights
3 Pop up museums with set tasks and challenges
Sandbox mode to build your very own MEGA MUSEUMS!
6 main exhibit types and 30+ sub categories of exhibits
You’ll adventure through 5 different expedition maps with 100+ unique points of interest
200+ unique exhibits to uncover and fill your sticker book
350+ decorative items to make your museum uniquely you
18 guest types to meet and cater for …. including those meddling kids
Unlock and manage all the museums in Two Point County!
As fledgling curators, you have the task of designing and refining your very own museums to create the ultimate guest experience. Coordinate Experts on far-flung expeditions to discover new Exhibits, generating Buzz to entice droves of knowledge-hungry guests who will expect top info-tainment if they’re to leave impressed. This is all while you keep your Exhibits safe, rooms clean, staff happy… and children off the dinosaur bones.

As Curator, the design and management of your expanding museum is in your hands! Send your team of partially trained Experts on Expeditions in search of rare and mostly well-preserved artefacts. When (and hopefully not if) your Experts return from their adventure, proudly display their fantastic finds in your museum.
You’ll unlock new locations as you decide where the next adventure takes you.
Your work doesn’t end there; Exhibit maintenance is crucial. While some Experts are gallivanting across Two Point County and beyond, you’re in charge of managing staff back home to ensure Exhibits and the museum stay in tip-top condition. If taking care of the carnivorous Chomper isn’t enough, there are also meddling thieves to watch out for. Thieves, and more frequently, children, are known for touching and grubbing up the displays, so make sure enough security is guarding your prized collection!

Get creative to design your museum layout your way! You have decorative freedom, so design thematic areas to guide your guests’ visit. Splash paint and lay carpet as you lovingly arrange each prehistoric fern, potentially melting iceman, and dinosaur remains wherever you see fit.
Once you’ve created the perfect atmosphere, arrange guided tours with custom routes led by a charismatic Expert. Tours are a fantastic way to enrich your guests' experience. To keep guests enthused, showcase Exhibits with the highest Buzz - those that are top quality, provide ample info and beautiful decorations are likely to attract the most donations!

Guests know best! The different types of guests who will frequent your museum may have different interests, but they do have some things in common… they expect the place to be kept clean, have plenty of refreshments, ample toilets, and a gift shop filled with goodies. And, of course, they need to be dazzled with knowledge of your Exhibits, which are kept well-maintained…
Two Point County will bring a variety of guests to your museum, and they all hope to discover their new favourite Exhibit… From dino fanatics and botany buffs to haunted horror seekers, you’ll need to cater to their personal preferences to meet their needs. By exceeding their expectations, you can keep them engaged, leading to longer visits, increased donations, and glowing reviews!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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
Hours played at review time, across 118 reviews with recorded playtime.
Reviews
Themes across 118 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I highly recommend this game as it was first in a long while to spark real joy back to my gaming. The game is full of well implemented ideas, artistic creativity and whimsical fancy. Let's be very honest, this is not a game for everyone nor should it be. It's a game about running a museum(s) in a quite silly world, it's a game about decorating the aforementioned museum(s) and it's a game about constant discovery. From raw technical perspective, the game ran smoothly and is very playable with a controller / steam deck. Two Point Museum has a lot of content to play, as an example I haven't at the time of writing completed all of the campaign. The core mechanic of "send staff to expeditions -> get stuff" is repeated in many places but almost always with enough variety that it don't come off as boring. This was my first touch to the Two Point franchise and I'm intending to play those as well. With current experience the Two Point Museum is much more character focused in contrast to the previous Two Point Campus. I would not get a guide and just discover the game by yourself. My biggest gripes with the game, would in the end be lack of real challenge, after realizing how to make money in the game, there are very few mechanics pushing the player to improve. On the other hand, low difficulty gives room for the real end boss, making the museum(s) look nice and like actual museums. Would still recommend, there are enough mechanics to give a challenge for the first 20 hours.
Sadly no ... and this is from someone who gave solidly positive reviews to both Hospital and Campus. Why ? A few reasons. 1) There are far too few artifacts. Each area has two to four and then it's duplicates or upgrades all the way. You feel you've exhausted an area shortly after unlocking it. 2) This is the biggie. Your employee AI is awful. I had 11 security guards wandering around but collection buckets remained full and unemptied even after I'd given specific instructions to empty them sending me diving towards bankruptcy. And then they allowed a theft (after stopping several others I have to acknowledge). 3) An expedition that cost 25,000 (a huge amount of money) resulted in nothing more than an experience boost. What !!!??? Some things are better. Having staff members train once every five levels instead of every level is a boon. The scenarios aren't as clear as previous games. In hospital sick people were cured or died. In Campus people graduated or didn't. Here they need to have a good time and - it just doesn't click the same way. I know that I'm in a small minority here but the game just didn't get it over the line for me. If this was a general problem with AI it needs to be solved. S.x.
好玩,很好玩,慢慢上头,先把生涯模式玩完
Wicked innit
It's good but i don't see myself playing it much, would be good for a family to play.
tl;dr: Better than Hospital, worse than Campus, with nothing especially bad about it but a thousand little irritating things that add up. Two Point Museum (Two Point Studios, 2025) is the third entry in the Two Point series of simulation games, this time putting you in the seat of a museum curator, responsible for designing and running various themed museums throughout the very silly, quasi-British Two Point County. In some ways, TPM is the logical follow-up of the previous games: while in Two Point Hospital you're trying to get patients through the system as fast as possible and Two Point Campus you need to keep your students happy and successful during their static four-year stay, in this entry you're trying to keep your guests in the museum for as long as possible to milk them for every last cent they're carrying. You do this through displaying attractive and well-researched exhibits, fun interactive features, and getting folks to stop in your gift shops and restaurants. Exhibits have two main stats: buzz, representing how _exciting_ it is, and knowledge, representing how much we can teach guests about it. Different guests have different desires, but it's safe to say that you want both buzz and knowledge to be as high as possible. A satisfied will toss you a donation, and get you that sweet, sweet cash flow to expand your operations. The keystone of this is, of course, the exhibits, and you gain them by sending various experts out on expeditions. There are several different themes available, running the gamut from the expected, like prehistoric fossils or interactive gizmos at a science center, to more creative interpretations of what a museum is, like aquariums and zoos. You send experts out on expeditions and they come back with a shiny new toy to display, and I have to give props to Two Point Studios for avoiding what I'd say is the last major unrepresented category of real-life museum: "♥♥♥♥ we took from other people". We do hate colonialism here, folks. So, expeditions. I'd argue these are _the_ core system of the game, and unfortunately this is where the pain points start to show. When sending out a helicopter, you choose a region of the world, such as the Bone Belt (full of fossils, naturally), or the Two Point Sea (full of fish and sunken treasure!). Then, you choose a location in that region, which will have a staff requirement and a set of rewards you can find at that location. Fill out the roster, choose if you want a dangerous, fast expedition or a thorough-but-slow one, pay the fee and send off the crew. They'll leave for some time, where semi-random events will trigger depending on what items you brought or skills your expedition party has. When they return, you'll get a shiny new exhibit to display, sell, or research for addtional knowledge. There are a lot of minor pain points, and it's going to sound like I'm just whinging - and I kind of am! - but let's go over them. First: the survey level. Each location in a region has a survey level between 0% and 300%. The higher the level, the better the exhibit you get, and you _want_ those Pristine-quality exhibits to get the most buzz. And without any items or skills, the survey level goes up... 10%. Per expedition. Or 20%, if you take the thorough expedition that takes twice as long. Early on, you unlock a craftable item that adds a flat 50% to your survey level, but using that presupposes you're not using anything else in that item slot (such as an item that keeps your crew from ♥♥♥♥♥♥♥♥ dying_) and, even then, you still need to send our four expeditions to get the survey level to 200%, the earliest level which unlocks Prisitine exhibits. And, again, this is _per location_, not per region, and each huge region has _dozens_ of unique locations you'll have to slam over and over again to get that survey level up. And the Zoo-seum DLC gets rid of this system for an _even more annoying_ system that does the same thing! Whee. There's also the events. Every expedition will trigger one or more events, which you can preview while planning the trip. Some of these events are good, like bonus EXP or a quickened expedition, but mostly, they're bad. You'll get various injuries, or if you're especially unlucky illnesses or curses, which need to be cured. Your helicopter may become damaged and need repairs. Your trip might become massively delayed, or the quality of your exhibit may go down. Or, worst of all, someone on the crew might ♥♥♥♥♥♥♥♥ die_. Sorry, "go MIA". This is, of course, the nightmare scenario, since you really don't want your carefully curated and slowly-trained expedition crews to die, so you'll want to avoid those at all costs. These events can be mitigated in a lot of ways - crew with certain skills can add positive events or remove negative ones, or certain items might help, or bringing especially-senior staff can help as well. Counterintuitively, going on a hasty expedition adds a Helicopter Damage event to the pool, and I definitely scammed my way out of a risky MIA event by diluting the pool with a relatively harmless helicopter damage event more than once. Most downsides end up being annoying, with the exception of the crippling MIA events, which of course show up very often in later, more lucrative areas. I mentioned injuries, illnesses and curses as well. These are persistent debuffs for your crew. Injuries are fine - your staff will go get medical treatment on their own. But illnesses and curses are more persistent and more likely to have large downsides, like making guests unhappy. How do you cure them? An expedition, of course! I hope you have a spare helicopter to send your sick or cursed crew out, one at a time, to the one (1) location that can cure them. It's fast, but it's annoying to have to do, especially since you're going to get ill or cursed a LOT. And, worst of all, when your staff returns, you still need to go and interact with the helicopter as if it brought an exhibit back, opening a crate to reveal a mighty pittance of bonus EXP. I don't care! Just have my guy come back and free the helipad for another expedition! There are actually a lot of locations like this, with non-exhibit rewards, and they're all annoying to deal with. Sometimes they'll be training locations for staff, sometimes they'll get you resources needed for things like crafting science exhibits. But either way, it draws your attention away unnecessarily when it could have been seamless. As for running the museum itself, it's a good time. I'm not an especially creative person, but I still enjoyed making themed exhibits for each category and subcategory of exhibit and trying to make a mentally-curated museum walkthrough (not that the guests actually account for that. At best, it's helpful for tours, but the tours system is kind of half-baked and it's optimal to run tours showing just one high-quality exhibit, so...) I've complained in the previous Two Point games about their decoration system, where they want you to make spaces nice but punish you for spamming the same thing over and over again, and I think they finally reached a good median here: it's not too hard to max out decoration levels with some variety, and certain exhibits will want to be near certain themed decorations as well. Your museum will look half-decent without too much effort. This review is getting too long, so to wrap it up, overall it's a good time. I think Campus was tighter overall, and I have my issues with this (especially the expedition system), but overall Two Point Museum is a worthy entry in the series and I'll be there day-one to pick up whatever they release next.
好玩爱玩
bon jeu
I like it a lot
So much content, chill game, very well done.
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Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Languages: English*, French, Italian, German*, Spanish - Spain, Japanese*, Korean, Portuguese - Brazil, Simplified Chinese*, Traditional Chinese, Turkish, Polish +3 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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