
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
Most likely between $6.3M and $17.9M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $29.99 | 95% | approximately $10.5M |
| PlayStation | $39.99 | 94% | — |
| Xbox | $29.99 | 88% | — |
| Nintendo | $29.99 | — | — |
| Epic | $29.99 | 94% |
Cheapest copy: ≈ $14.58 on Xbox · Türkiye (−51%). Compare 33 prices in 14 markets →
Reviews
Themes across 1264 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
positive critical· bar length = how often the theme comes up
Reviews
成日都無啦啦彈GAME! 更新哂所有野都一樣!
Fun Play this
Fun game! Though I miss the different types of guests being a factor like Two Point Hospital.
I love all the Two Point games. They are goofy and engaging without being overly complicated.
I am giving this one a downvote by comparing it to Two Point Hospital and Two Point Campus. This game plays very similarly to both of those, which is great. However, both of the other games had a world where you went to a single city, completed the tasks, got 3 stars, and then moved to the next one. You could always come back to older cities if you wanted to (and I sometimes did to take advantage of more research money at higher income locations). But, with Two Point Museum, you cannot complete a city until you start every city. You have to get 1 star in city 1, then 1 star in city 2, then 2 stars in city 1, then 1 star in city 3 and 4, and so on. The game will not give you higher star tasks until you complete single and second stars in targeted cities. This is because those cities are where a special room, excavation location, or workshop item unlocks. I suspect that this change in star generation is because of a common complaint from the other games in that once you unlock something in a city, that thing is never again used elsewhere. I understand that frustration. But, that could have been resolved by having a Campaign Mode (played through first to unlock everything in story order), and then a Hard Mode (where all events are unlocked and available in all cities from the start). Oh well. I will complete this one, because I do enjoy the games. But, it is getting a downvote simply in comparison to the other games from Two Point Studios. It is still a better game than many others.
Bought this game on sale, looked like a cute management game. At time of writing I have not bought or played any DLC. [h3]Gameplay[/h3] The gameplay loop is surprisingly fun, and surprisingly deep. What begins as a simple "hire x person to do y job" eventually cascades to a labyrinthine "hire x person to perform y job faster, specializing them away from z jobs, while retaining w abilities..." and just keeps giving. I am [b]shocked[/b] by the amount of times this is revisited on a playthrough. Characters are valued for a certain trait at the beginning of the game, but by the middle and end those may become entirely less useful. I found myself constantly thinking through how to optimize my museum for various tasks. This game is very polished, in a way that is rarely seen these days in my opinion. In order to maximize value for exhibits in your museum, there are various traits and perks that the player is intended to stack onto each exhibit. However, this isn't as cut-and-dry as "bones go here, live animals over there." Instead, certain exhibits may receive a bonus by being near a separate type of exhibit, and these may not always coincide with one-another. This leads to the player needing to rethink not just the type of exhibit to seek out next, but also the layout of the entire museum. Creating a more cohesive museum has in-game benefits. It doesn't just look pretty. [h3] Aesthetics [/h3] Characters in game have personalities, and guests fall into categories that desire different things. For instance, a professor guest will want a strong tour, but a family will want entertaining alcoves for the kids. I don't love the art style, but the exhibits themselves are cute. During gameplay your museums (yes, plural) will all have their own aesthetic feel, and look like a bustling museum full of guests and events. This feels like a modern roller coaster tycoon. [h3] Content [/h3] 12 hours in, there's no end in sight. What i thought would be a few exhibits (the guide book has these greyed out silhouettes) has evolved into layers upon layers of depth. There are several museums that the player is meant to maintain and curate simultaneously, and each provide benefits to one-another. Again, the level of polish here is noticeable.
上头
跟前两作相比质量更好了。不太好的地方是每一个地图都不知道后面需要什么技能的员工,技能学错了就完了...不擅长随心所欲的装修,只会矩阵一样把展示品摆出来,要不要加入一个摆放模板呢?
Great game.
一开始没玩懂觉得一般,等知道怎么玩的时候,已经停不下来了