
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
比医院和学院好玩多了 机制丰富 甚至觉得任务剧情也不错 而且每张地图都有特色不会腻
It's always refreshing to see a series build upon past successes to create something truly special. Two Point Museum takes all of the best systems from Hospital and Campus and runs a mile with them. It is full of the same quirky charm we've come to expect, but with technical improvements across the board that elevate the franchise far above "novelty hospital simulator" into something much more genuine and robust. Make no mistake: This is NOT "funny themed hospital rooms but now we made them into museum exhibits." TPM offers unique mechanics for obtaining exhibits and exhibit pieces, displaying them in creative and synergistic ways, micromanaging the economics and logistics of your museum, and spending hours customizing every last wall, floor, and decoration. I'm so far thoroughly impressed with the number of exhibits options within each general theme - so many that each theme has 'sub' categories within it. It's not just skeletons and statues: The prehistoric tutorial museum offers fossil displays, large fictional dino skeletons that you complete over the course of several expeditions, and even a number of humorous creatures and objects that are either frozen in ice or encased in amber. The second museum site - a haunted hotel - offers "cursed" objects that vary from spooky paintings to "Ripley's Believe it Or Not" exhibits like a doll whose head follows the player camera everywhere it goes, as well as entire suite of ghostly cleaning devices in a humorous homage to ghostbusters; and I've only just scratched the surface. One of the strengths of previous Two Point games were their campaigns that promote constant, steady progression. Museum is no different; it strikes a great balance between having sufficient toys and tools at your disposal to continue developing existing museums, while the more time you spend without making campaign progress, the closer you get to walls that beg you to venture forth and unlock oodles and oodles of more content. If you like Two Point games, this may be the best one. If you don't like Two Point games, this may change that. If you've never played a Two Point game, Museum is a great point to jump in without necessary 'spoiling' the fun of its predecessors. I'd highly recommend them, but I also know that if I get bored with Museum, I can eagerly jump backwards and enjoy Hospital and campus all over again.
100% recomendable. Muy entretenido . Espero que sigan sacando más temas.... hoteles, centros comerciales... ahí dejo la idea...
Wow... I was expecting a fun management game but I wasn't expecting it to surpass Two Point Hospital. Highly recommended as a building, management game. One of the best in the last couple of years.
โคตระ เพลิน โคตรสนุก ชิว + ปั่น 10/10 ดีกว่า สองภาคแรก แน่นอน
Я поиграл, понравилась ли она мне?- Да. Я играл уже в разные игры от темы Two Point Hospital, там было больше "ну прошёл, пора на следующий уровень"- что мне не нравилось. Тут ты можешь хорошенько развивать свой первый музей до бесконечности пока не надоест и действительно хочешь перейти на следующий музей. Там ещё приятное ощущение что ты выполнил какую то статуэтку до конца, и это хорошо.
Sadly, I can't say I like TPM a single bit. I played the tutorial level, and about 30 min of the marine level. I was bored out of my mind by the monotonous gameplay loop. There isn't anything intuitive about the management. You find a relic, display it, put decor around it, a donation bucket, rinse and repeat until you run out of space. Seems like managing the staff doesn't matter, building attractiveness, temperature, essentially everything that made me fall in love with TPH is absent. The decision to "dumb-down/simplify" the game(s) was quite a poor choice. TPH required you to engage, learn about the facets of the organization you're guiding to greatness. TPM and TPC feel like children's games in all honesty. From the change of menu design to the interface when selecting objects or people, I can't stand the overly-animated and saturated style/font. If they were aiming to make games to appeal to a younger demographic, did well. At the same time, maybe return to the magic that made your game studio popular in the first place. TPH will always be one of my favorite management games, not perfect, but well put together.
这游戏看似好像在寻宝 ,但其实没有任何随机性 ,一个图一个图地循环操作
Held off for ages as I loved 2p Hospital and bought 2p Campus without hesitation, however campus was in fact 2P Sims and a quick refund which put me off even giving this a try for a long time, and frankly I missed out, this one has gone back to its roots and returned to what made 2p Hospital so good. Definite buy if you enjoyed 2P Hospital , if you liked Campus... maybe get better taste? ;P if you haven't played either and like the look of it at all grab it , its a brilliant game you wont regret it, and can play the first level easily and see what your getting inside the refund window.
I have a love/hate relationship with this whole franchise of games, honestly, and this one probably tilts closer to hate for me - some of it is smoother than Two Point Hospital (probably my favourite of the three) and that's nice, and when it's fun and things are going well, it's very nice, but when it's bad it's god awful. There are a ton of irritations and poorly designed aspects of the gameplay and the management systems that often add up into one big headache, and it really makes me hesitate to say I even like the game, let alone recommend it to someone who actually wants a solid sim-management experience. It might be ok for someone who just wants a casual museum-building experience and doesn't care about exploring the game's potential depths or meeting the career objectives, but for someone who does want to explore the game's depths and enjoys the structure that career mode gives, beware of the many frustrating trade-offs. In a game like this, I usually like to play career mode first before getting into sandbox so that I can learn the ins and outs of the game with some guidance, but I'm starting to wonder if it's worth the slog and the hassle - and I mean HASSLE. The constant pop-ups and notifications, even after I've chosen 'Hide all' in the advisor filter option in the settings, are getting damn near unbearable. The game is CONSTANTLY throwing information at you in a really chaotic way, to the point where I wonder how anyone's supposed to find it relaxing??? It's like the devs think you need your hand held for every tiny little thing, but then they focus on the most obvious, surface-level stuff, overloading you with way too much information, including stuff that isn't even very relevant to the gameplay, but when it comes to even slightly more in-depth things, for example, marking out zones and assigning them to security guards, it leaves you in the dark. Lots of actually important things are left unclear or how they work just doesn't make sense or is inconsistent with how the rest of the game works (or in some cases, how games work in general - like using BLUE instead of GREEN to mark that a tour route is a good one????? Maybe this was supposed to be an accommodation for colourblind people or something, but in that case maybe you should have just used something like ticks and crosses instead or as well as, and made them stronger or more faded depending on how good the route is!), and instead of just giving you time to breathe between tasks and figure things out, the game is constantly trying to grab your attention away from whatever task you're currently doing, or it makes it way too easy to accidentally click out of the current menu/info box you're reading and interrupt the whole process. I also really hate the stickers notifications that you get for doing basically anything at all that you were told to do - they're so pointless and annoying. I could not care less, but they're always popping up, and if you have the exhibits tab minimised to save space on the screen, the ever-present red dot makes it look like you might have something important that you missed, like a new functional item for expeditions in your inventory, so I'm forever clicking to expand the tab, only to find it's three new stickers that don't mean anything and don't add anything whatsoever to the game experience, except maybe more of my soul dying off. Sometimes it feels like deep down this game wants you to fail, by hovering over your every move like a twitchy helicopter parent who's supposedly "well-intentioned" but is actually trying to control you by micromanaging the most minor crap, keeps pulling you away from the fun you could be having and gives you none of the freedom or tools you actually need to succeed. Clearly, I have a lot to get off my chest with this game, but I'll end it here - this could be a great museum management game if it wasn't so overstuffed with shallow things and poorly designed in so many areas. If the option of a better-designed museum building/management game came out, I'd gladly stop playing Two Point Museum and get the other one instead. For now, it scratches an itch, just barely, but I'll probably limit my playing to small doses.