Across hospitals and universities, the Two Point series has definitely made a name for itself as a quirky take on simulation games. In Two Point Studios’ latest, Two Point Museum invites players to curate their very own collection of oddities – from fossils to the paranormal and everything in between. It’s their own defined take on the tycoon game formula that still gives players plenty to work at. Whether you’re maximising patron buzz or increasing the knowledge they can gain from a shiny new artifact through your own research, as curator, the choice is yours.
If you’re unfamiliar with the Two Point series, it all began back in Two Point Hospital, which saw players running their own hospital in a tycoon manner. It’s a quirky take on that stanch management sim approach that quite effortlessly lets players loose on the world of healthcare. Since then, we’ve also had Two Point University, which made education the focus while showing the business aspects in a similar fashion. Each balances the setting with design, profits, and that signature dash of Two Point flavour, so it’s unsurprising why the games have such a solid following. Two Point Museum is, as one might say, a familiar return for the series to those same pillars as the other Two Point sims, yet this is definitely not a reskin.
Two Point Museum lets players manage a developing museum from that very first exhibit. Everything from hiring staff, ticket prices, training, exploring for new exhibitions, renovations, designing, and guest satisfaction all fall on the player juggle as their collection begins to grow. The game’s campaign mode gradually onboards the player across the gameplay, so it’s not quite like being thrown in the deep end. The Sandbox mode is also available for players seeking a more self-driven experience, complete with customisable settings to make the game easier or harder – perfect for curators who’ve already played the campaign or just want to feel their way through.

Thankfully, Two Point Museum gives players almost full reign to build and design their museum no matter how they play. From the floors to the walls and even the building layout, players are encouraged to make each museum their own, which is a delight. When I first began designing, it was beyond satisfying to just experiment with everything from exhibit placement to decorations and other museum pieces like information signs, donation stations, and even bins. It’s not long before the spaces really begin to feel like a real live museum. While the Two Point series does air on the side of quirky comedy, there’s a real earnestness to the experience that lets players really engage with the museum. Everything is up to the player in true simulation game fashion, even if there are some consequences to deal with down the track.
As players progress through the campaign, they also unlock other museums across Two Point County. There’s a total of 5 unique museums themed around prehistoric, space, marine, and even supernatural discoveries. Each has its own unique twist on that familiar first museum. I really enjoyed the subtle references in the supernatural museum and the accompanying exhibits. As you unlock more of the discoveries, cute little pop culture references like a possessed doll or even ghost-hunting backpacks played into that special Two Point style. The space museum is another fun example of how determined Two Point Museum is to not just be a stuffy representation of museums. Launching expeditions and finding an assortment of space tech becomes even more rewarding since certain parts communicate, leading to an assortment of floor layouts that feel even more intuitive. As players unlock new museum locations, more expedition locations become available, which increases the artifacts players curate in their museum. It’s a clever progression system that rewards players for tweaking their museum designs, no matter the budget or exhibitions available.

Expeditions are the main way players can earn new artifacts for their museum. From ghosts to floppy disks and dinosaur bones, each expedition holds an array of discoveries with some even featuring multiple pieces to collect. Players have to send specific museum staff on these adventures, though there is a certain amount of risk involved. Experts are usually the most integral, with janitors, assistants and even security staff also being required in some instances. All staff can be hurt, cursed or even lost. You need to be quite particular about how you prepare them for the events they might face. Along with items, staff can also be trained as they level up, allowing you to decrease the risk of the expeditions. This becomes really helpful in the later stages of the game, provided you align the staff training to the events of the expedition. Losing a staff member, particularly one that’s fully trained, is a blow for the player, given the investment it takes to upskill them through the game. It can thankfully be avoided through preparation for the various obstacles staff face on any given expedition.
As players continuously run expeditions in locations, the chance of new and higher quality finds increases. During my time with the game I was always sending out expeditions when able, as it meant I was always getting new pieces for the museum. While training staff takes time, the reward is a steadier flow of new museum pieces to plan around.

Playing curator can be pretty chaotic at first. Learning the whims of guests from wanting to sit down or even learn more – the real challenge is building a space that functions across the board. This can be overwhelming at first! Players are able to monitor guest’s thoughts and even make changes on the go, which goes a long way in building that perfect space to balance out the initial learning as your museum grows. At times, it was easy to really get lost in how to maximise exhibition traffic and the arrangement of decorations to support that guest experience. While one wants to make a really open and free-flowing museum, it soon becomes clear that creating a guided path in the museum for guests is really integral to reducing bottlenecks and guiding guest flow through your spaces.
From guest interactions to random events, it’s never a dull time within the museum. The game announcer gently guides the experience, even providing small hints to aid the player. It’s quite a playful addition to the tycoon game that sets the Two Point series apart. It even adds that extra level of character to the experience here. From telling you an exhibition has been stolen, reminding you to train staff, and even flagging when staff aren’t where they should be – the announcer is like your eyes and ears when you’re otherwise busy. I really adored the moments when the announcer would mention smaller guest interactions, too. It helped the commentary feel charmingly present and not at all prerecorded.




As simulation games go, Two Point Museum definitely refuses to get bogged down in the usual logistics of the genre. Here, everything feels really player-focused, with clarity in how that information is presented, right down to the guest’s approval. Managing your budget can be a juggle, yet as you get deeper into the playthrough, it never feels like a drag. Figuring out how to maintain profits while keeping guests satisfied is challenging, but you’re more than rewarded with new exhibitions and decorations. That signature Two Point quirk is the secret sauce here once again with its fun take on the role of curator, which only makes escaping into the museum setting more of a delight.
TWO POINT MUSEUM REVIEW
Two Point Museum is exactly what this series does best. Blending simulation game elements with that signature quirk of the Two Point series leads to this game being my favourite yet. The museum setting showcases that charm with ease while players get to curate their own collections full of wonders. It feels like that sim formula the series does so well, with some great new tweaks, such as the expedition system that really drives the game’s progression. My hype around curating my own museum has definitely been met, and I’m very excited to continue pouring my time into Two Point Museum.
PROS
- Two Point’s signature charm returns
- Curating is really player focused
- Campaign is engaging
- Expeditions reward progress
- Announcer feels present
- Sandbox mode is great for experimenting
CONS
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Early game can feel a little overwhelming
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Losing fully trained staff on expeditions sucks
Reviewed on PC. A review code was provided by the Publisher for the purposes of this review.