63.6 hours played
Written 22 days ago
A game I’ll mark as Recommended*
Ah yes, you at the back: “Why the asterisk?” Well, I do recommend it—but with caveats. Some design choices might frustrate certain players.
What’s good?
It’s fun. Building and customizing your museums is rewarding. Each theme—Prehistory, Botany, Supernatural, Marine, Science, and Space—brings quirky exhibits and humorous British-style flavor, with funny item descriptions and radio hosts that make you smile. Mechanics are easy to grasp, and the game doesn’t overwhelm you.
There’s decent variety too. You decorate your museum, learn as you go, and your staff fill multiple roles in clever ways:
Experts: Give tours, maintain exhibits, analyze/deconstruct them for knowledge.
Janitors: Clean, repair, build interactive exhibits, craft expedition gear.
Assistants: Sell tickets and food, handle marketing.
Guards: Catch thieves, collect donations, and go on expeditions.
Despite early concerns from the community, security is not an issue. A few guards, security doors, and cameras do the trick. Train a couple in surveillance, station some near the entrance, and let others roam. Thieves are mostly caught at the ticket booth or casing the place. You need guards for donations and expeditions anyway, so this system works as-is.
Money? Manageable.
While early game cash flow can be tight, it quickly evens out. You can tweak pricing in the Finance screen—raise prices until guests stop thinking it’s a “Good Value.” Sponsorships also help. One, in particular—the Mudberry poster—is a goldmine. It mildly affects guest happiness but pays handsomely: around 1.5k monthly, plus 400 per guest view. In one six-month period, it earned me over 80k. Negative effects wear off fast, or can be offset by trained Assistants or happiness-boosting plants like the Blooming Buffoon.
Other sponsored items exist, but most aren’t worth the downsides. Stick with Mudberry for a reliable cash injection without the clutter or smells.
The real grind: Expeditions.
Here’s where the game stumbles. To get new exhibits, you launch expeditions—a process that starts fun but quickly turns repetitive. You:
Click the helicopter.
Pick a point on one of five maps.
Manually choose trained staff and items.
Wait for their return.
Click the crate.
Open it.
Place or store the exhibit.
Repeat. Over and over. For instance, to get one Pristine version of four specific exhibits, I had to repeat this loop 26 times—each step, every time. That’s grinding at its worst. It feels outdated and needlessly manual, especially in the late game when you're juggling rising staff costs and multi-theme objectives.
This could be solved with basic automation—repeat an expedition with the same settings, for instance. Right now, it drags down the pacing and enjoyment.
Now for my real gripe: walls.
Wall placement is a mess. You build one wall, and another disappears. You paint a section, and it spills into the next room—or doesn’t paint at all. This glitchy behavior hasn’t been fixed post-patch and is baffling for a studio now on its third management sim. I’ve rage-quit more than once while trying to do simple room layout edits. It shouldn’t be this hard.
Final thoughts.
If you're into management games like Theme Hospital, RollerCoaster Tycoon, or Planet Coaster, Two Point Museum will likely scratch that itch. It has charm, personality, and a solid gameplay loop—so long as you’re patient with its quirks.
The asterisk in Recommended is there to say: “It’s good, but...” If you're okay with some minor grind and clunky wall tools, this is worth your time.