received very positive critical reception, and Museum manages to contain much of those strong core foundations while also carving out a unique path. Though it can occasionally feel repetitive, and the version I played had a few small bugs, the game as a whole is an entry that does the Two Point series proud.
As the name suggests, instead of dealing with patients or students, players are now tasked with running their own series of museums, each with their own special theming. While Hospital and Campus both dealt a lot with interpersonal care, Museum is now more business-driven, with a shift towards acquiring and learning about new exhibits while making them as full of infotainment as possible for attendees. The game keeps the same silly tone as previous Two Point games, as well as streamlined mechanics for things like building, but the change in focus makes things engaging in a whole new way.
Two Point Museum Management 101
Balancing, Employees, Attendees, Exhibits, & More
Management mechanics in Museum are arguably more intricate than they have been in any previous Two Point title. The combination of how players can manage their employees, their museum, and the overall attendee experience combines has an incredibly satisfying amount of depth to it. From controlling what specific museum tasks workers can do, to setting specific prices for different gift shop items, to making optimal floor plans and tours, there are so many ways to engage with each museum.
There are four different types of employees in Museum: experts, assistants, janitors, and security, all of which serve their own specific purposes. Like previous entries, every employee can have different traits - both good and bad - like photographic memory, a great trait for expeditions, or being known for absolutely wrecking the bathroom, which increases necessary maintenance. Training employees in new skills is perhaps more important than ever before, both because some like survival training are necessary for some expeditions, and because an overall more talented staff will help improve a museum’s rating.

Two Point Museum Interview: Developers Talk About How It Differs From Other Two Point Games
Screen Rant was able to talk with some of the developers behind the game Two Point Museum about what makes this game so special.
There are also different demographics of attendees, like families or professors, who all wish to get something specific out of the museum-going experience. However, regardless of type, all visitors care about three things: Buzz, Knowledge, & Entertainment. The way these values are achieved is multifaceted - Buzz can be improved through things like decor, including special Buzz Bonuses activated by meeting qualifications like proximity to certain items, Knowledge is raised through informational signage and breaking down exhibits in an analysis lab to learn more about them, and Entertainment can be raised through things like interactive displays.
The biggest component in achieving all three of these is cultivating a worthwhile museum, as well as an environment that pleases both customers and employees. Both subsets will need basic needs like hunger and thirst met; the latter will also need to be satisfied with their pay, while the former needs to feel like the price of their visit was worthwhile. The overall layout of the museum can be highly customized to help achieve this, with options for things like employee-specific areas and full freedom over exhibit placement, as well as an increasing number of decor options over time.
Exploring Two Point County & Beyond
Multiple Maps, Museums, & Discoveries To Be Made
Of course, the key component of any museum is its exhibits, and the way the game goes about making the amount available feel varied and unique is honestly extraordinary. There are five different runnable museums, each of which has a focus on different themes: Memento Mile for prehistory and botany, water Cove for marine life, Wailon Lodge for the supernatural, Pebberley Heights for space, and Bungle Wasteland for science. The way these vary goes far beyond just aesthetic changes - the way each museum operates is fundamentally, meaningfully different.
Museum manages to tread deftly between more realistic topics, like fossils and plants, to the absolutely absurd. At Wailon Lodge, for example, while some of the artifacts recovered are simply cursed objects, others are spirits who must be housed in special enclosures and kept happy with decor specific to their time period. If upset, they can break out and wreak havoc throughout the museum. At Bungle Wasteland, on the other hand, the focus is on finding blueprints from an abandoned science lab and crafting machinery at the museum, which can be upgraded over time as more discoveries are made.
This is made even better with the new expedition mechanic, which is how players acquire exhibits in the first place. There are multiple different maps - which range from desert ruins, to the deep sea, to space itself, and more - where players can send teams out to explore a myriad of POIs, returning with mysterious crates that contain their findings. It's exciting to reveal their contents every time, to see if a new artifact or creature has been discovered, or, alternatively, to see the harsh consequences of a dangerous mission like injuries or disease - which is markedly less exciting.
When players begin, expeditions will have simple requirements like a single expert, but as they progress these will get increasingly complex. A trip to an ancient lagoon, for example, may require a prehistory expert and a marine expert, while other more dangerous missions will need a myriad of assistants and workers with special survival training. Some POIs will have their own unlocking requirements as well, like earning a certain amount of Buzz or Knowledge. This makes for a lot of ways for progression to feel meaningful in Museum, arguably more so than in even some of the best management games.
Extra Ways To Play Two Point Museum
Special Challenge Maps & Sandbox Mode Add Even More Play Potential
Outside the main campaign, there are even more ways for players to spend their time in Two Point Museum. One of my favorite additions is special challenges, which are trophied, themed maps that present a fun shift in focus from typical museum management. One map, for example, sees players focused on deterring thieves from a museum excessively targeted by various criminal rings, while another is entirely ing the power of a museum’s marketing department to build as much Buzz as possible for an incredibly remotely-located exhibition.

Two Point Museum Release Date, Platforms, Price, And Preorder Bonuses
Two Point Museum’s release is coming soon, bringing plenty of hilarious chaos for players. Preorders are available now for this silly management sim.
As in previous games, Museum also offers a sandbox mode, but it’s more robust than ever before. Instead of focusing on a single map with player-set parameters, every locale is unlockable just as it is during the usual campaign. There are three pre-set difficulty levels, and each can have the experience further tailored in several different sections, from starting money to things like the amount of criminal activity museums will experience. These two additional ways to play really help offer even more variance and potential hours players can sink into the title when compared to past games.
Final Thoughts & Review Score: 9/10
A Fresh Take That Doesn’t Forget Its Foundations
The title isn’t completely flawless - like many management games, there are still sections that necessitate sitting and waiting for things to progress which can feel boring at times, there were a few segments that seemed like they should have voiceover for location-based milestones but didn’t, and sometimes XP for staff after missions would appear to lower despite being gained, though this never seemed to actually impact their progression. However, as a whole, it’s still a highly customizable and comprehensive experience designed for every level of simulation player that allows them to maximize efficiency and minutiae to the amount they desire.
While every game in the Two Point series has shone in its own way, Museum perhaps takes home the prize for the progression that manages to feel the most meaningful through having it take several different forms: there’s trying to raise one’s overall Curator Class, which is tied to the star rating of each museum as well as a few other side tasks, the unlocking of new expedition POIs, and the discovery of exhibits. Additionally, it provides more reasons than ever before to return to previous museums even after initial main goals are achieved.
With both Hospital and Campus, once I’d achieved maximum efficiency at each medical facility or school, there wasn’t much left to do, and I never felt compelled to revisit them. However, with Museum, I often still felt motivated by the idea of further completing each collection, or decorating each museum more to better showcase existing exhibits. Two Point Museum is arguably one of the most highly-anticipated management games of 2025, and through innovating with a whole new concept while keeping its core structure intact, it absolutely doesn’t disappoint.














Two Point Museum
Reviewed On PC.
- Released
- March 4, 2025
- ESRB
- Everyone // Mild Fantasy Violence, Comic Mischief
- Developer(s)
- Two Point Studios
- Publisher(s)
- Sega
- Engine
- Unity
- Franchise
- Two Point
Aspiring curators design and manage museums, orchestrating expeditions to unearth rare artifacts. Balancing staff well-being and guest satisfaction, they craft immersive exhibits while navigating challenges like mischievous children and potential thefts.
- Innovates with a creative new concept while maintaining franchise foundations.
- Creates multiple ways for players to feel meaningful progress.
- Levels of management minutiae for all player preferences.
- The same silly sense of humor and creativity as past titles.
- Some points of waiting for progress can feel a bit repetitive.
- A few glitches regarding XP and voiceover.
ScreenRant was provided with a Steam code for the purpose of this review.
Your comment has not been saved