Two Point Museum on Steam - User reviews, Price & Information

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

Two Point Museum is a simulation, casual and strategy game developed by Two Point Studios and published by SEGA.
Released on March 04th 2025 is available on Windows, MacOS and Linux in 12 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Turkish and Polish.

It has received 2,824 reviews of which 2,703 were positive and 121 were negative resulting in an impressive rating of 9.2 out of 10. 😍

The game is currently priced at 29.99€ on Steam.


The Steam community has classified Two Point Museum into these genres:

Media & Screenshots

Get an in-depth look at Two Point Museum through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 version 21H1 (build 19043) or newer
  • Processor: Intel Core i3-8100 or Ryzen 5 1400
  • Memory: 6 GB RAM
  • Graphics: Nvidia GeForce GT 1030 (2 GB) or AMD Radeon RX 560 (2 GB) or Intel UHD Graphics 630
  • DirectX: Version 11
  • Storage: 8 GB available space
  • Additional Notes: Very Low, 720p @ 30 FPS
MacOS
  • OS: Big Sur 11.0+
  • Processor: Mid-2017 or newer MacBook Pro 4+ core. Mid-2017 or newer iMac 4K. 2019 or newer Mac Pro. Late 2018 or newer Mac mini i5.
  • Memory: 8 GB RAM
  • Storage: 8 GB available space
Linux
  • OS: Ubuntu 22.04 (AMD64), Ubuntu 24.04 (AMD64), SteamOS
  • Processor: Intel Core i3-8100 or Ryzen 5 1400
  • Memory: 6 GB RAM
  • Graphics: Nvidia GeForce GT 1030 (2 GB) or AMD Radeon RX 560 (2 GB) or Intel UHD Graphics 630
  • Storage: 8 GB available space
  • Additional Notes: Very Low, 720p @ 30 FPS

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

March 2025
More innovative than you might expect. --- If you're coming into this from Two Point Hospital or Campus you may be expecting more of the same, but this manages to go in a slightly different direction while maintaining the same overall world and aesthetic themes. With Two Point hospital you had the challenges of trying to heal patients with silly diseases and the challenge comes from managing emergencies and struggling with early budget restrictions before finally building up a hospital to the point of being self sustaining and then moving on to the next. There's some building and decorating elements, but the core of the game was patient management. Two Point Campus dropped the difficulty and focused on managing student education. What few challenges you faced were in the planning stages during the summer and then you pretty much watched a fish bowl play itself out through the school year before deciding how to expand further. There's some fun in the management and planning stages, but it lacked the difficulty or urgency present in Hospital. Decorating and expanding the buildings became your diversion and fun during the long wait periods between seasonal changes to course management. Two Point Museum takes a different approach. You don't have patient needs to meet. You don't have students paying you for an education. Instead the entire focal point is "decorate" and impress visitors on a grand scale. The building and decorating elements in this aren't just a diversion you do along side your main job, it is the main job. If you enjoyed the building and decorating elements of the previous two, this will probably be an enjoyable game for you. To keep some level of challenge and gameplay variety there's the introduction of expeditions. You have to hire staff and send teams out into the world on a variety of trips to find new exhibits. Those exhibits attract more visitors and impress visitors based on how well you display them and arrange decorative elements around them. The ability to fully alter the building size is back (introduced in Campus) and expanded on further by letting you place your own interior walls (even angled) and customize the exhibit spaces into your own hall or room shapes. Management of the museums and expeditions is even more of a non-linear design. In both prior games, while you could technically revisit previous hospitals and campus you were more or less expected to just keep moving on to the next one after completing them. In this your career is more interconnected. You'll unlock a new museum but still need to return to prior ones to complete new tasks and continue research into your exhibits and their history. Your exploring of new sites continues to unlock more things you can display, so you'll eventually be juggling an empire of displays across multiple museums. So far it's a fresh take on what could have easily become a stale formula. To compare difficulty, Hospital is still the hardest of the three. Campus is the easiest and Museum comes down right in the middle, but still leaning towards being pretty easy. It's a relaxing game of exploring and decorating and "doing something wrong" isn't game ending, it just means taking longer to complete your next set of goals. Active decisions arise from student trips showing up in groups and your responses to emergency decisions during expeditions that can alter the outcomes, and later into the game you'll need to plan around stopping thieves, etc. There's still management elements, but it's much more about managing the buildings and how you design them while trying to find new and unusual things to put on display. And less about managing people as you don't have any patients to save or students to teach. It's just you and your staff trying to build something fun and interesting while coaxing the cash out of your visitors pockets by impressing them enough to donate. --- Bottom Line: Two Point Building Designer ~ Museum Edition --- [url=https://store.steampowered.com/curator/38232109/]While you are here, would you consider following my curator page? [url=https://steamcommunity.com/id/kunovega/recommended/]Want to read all of my reviews and not just the curated ones?
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March 2025
I loved Two Point Hospital and Two Point Campus, so this was an instant buy for me and my partner. I can't believe it, but it's genuinely better than the previous two installments. They really nailed the whimsy and fantasy of building your museum, and they've made a TON of QOL improvements to how their general sim formula works. They've overhauled how decor and environment affect your areas, meaning the game doesn't have the notorious "medicine cabinet GP room" spam where you just place one item down repeatedly in a space for the best results. Instead, exhibits value decor, yes, but they also get special bonuses for being near items that match their theming or specific decor pieces. And the decor pieces are diverse enough in theme and size that you feel inspired to make each exhibit feel fun and unique. My partner especially liked this, as she always hated when you hit the point in previous games where you felt like you had to abandon the fun theming for efficiency. We're over halfway through our campaigns, and she's mentioned that this one feels like the best because you're still so excited to get new exhibits and make new rooms/areas 20+ hours in. I'm totally in agreement, and I ended up even starting a second playthru and sandbox playthru just to experiment with different designs on the same maps. The excavation system is fun and engaging, and I like how as you go down each tree, it feels like a puzzle with little micro-goals to unlock new mysterious exhibits. It's way more engaging than how Campus did courses, or how Hospital unlocked disease and treatment rooms. The writing and general design is, as always, charming and witty. They've also made improvements to how campaign flow works in a very positive way: instead of feeling like you have to push through one map all the way to three stars--risking burning out on "same-yness," you actually travel back and forth between museums. This prevents the self-pressure to run through a map, and also incentivizes you to carry what you've learned on different maps back to older ones, both in the form of new mechanics and new areas of interest. Later maps have a lot of opportunities for synergies within disciplines--like supernatural and botany, or prehistoric and sea life, meaning as you progress you can add really cool hybrid areas to older maps. Plots also have unlock goals as you progress through the campaign, meaning you're ensured you always have a fun new area to build on in older maps. Map identity feels unique, and I loved the general theming for each location. Popping up onto each map for the first time always felt exciting, and it really made me excited to see the future locations and disciplines they could design in DLC. Also of note: pathing is IMMENSELY improved. Both me and my partner noted you no longer need to fear tighter corridors or oddly placed objects. NPCs have much better AI when it comes to moving around the museum, and there's much less risk of them being dumb and needing a vending machine or a trash can every five feet just to prevent them from dying. The guests also smartly stay near designed areas, so you don't have to really block off parts of the building. There's a few small kinks I think they need to work out with the touring mechanic, as it feels really unforgiving (shorter tours of literally two or three exhibits are rated highest, and god forbid your guests have to schlep a whole five yards to take in the full experience) and occassionally buggy on the pathfinding. My poor partner had to redesign her space cheese room like four times before realizing that the reason the tour pathed into the exhibit, back out, and then back in again, was because she had a floating planet decoration that was technically "blocking" the route. All in all, bugs are extremely minor and not game-breaking. The game feels remarkably polished, and I started playing on early launch. In today's age, a game coming out this clean is unheard of, and the team should be REALLY proud of what they've made. It's fun, charming, polished and overall a great example of how iteration and improvement can be great for a franchise. I find myself already eagerly anticipating the DLCs. It's also already got a few mods on Steam Workshop, which I think greatly increases longevity for a game like this. It's always fun to have new decor options, and mod makers in this community tend to be so talented. :) The one dream mode I'd love to see is a sort of randomizer sandbox mode, where excavations and map locations have randomized unlock goals and rewards; I think it would add a lot of fun replay and challenge. Keep up the great work Two Point team! And congrats on an incredible launch!!!!
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March 2025
37 hours. And I really enjoy this game. Its nice to see a game being released and it feels complete. I have played for 37 hours and I still have lots to unlock and do. Which is refreshing. I am enjoying not being trapped in a room like Two Point Hospital. Its nice to have freedom to build. Yesterday I started the challenges and normally I hate challenges. I hate being on the clock but I really enjoyed how different they were. For example one challenge had me prevent criminals from stealing while another had me running successful marketing campagains while another had me trying to level had my staff as quickly as possible. All challenging took me a couple of tries but didnt make me angry or feel like I failed. Because it was well balanced. My favourite theme is the prehistory (prehistoric) as the skeletons are well designed, imaginative and fun. My least favourite is the spooky/ horror/ cursed themed. I was just a bit underwhelmed. There are a couple of nice artifacts/relics but oh look a vaccum cleaner, oh look a toilet.. Overall a very good game. And great price. This game is finished and ready to play day one. I have had zero clashes and no clitches
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March 2025
Incredibly fun management game with a lot of different things you have to manage and pay attention to. Runs surprisingly well on Steam Deck even with 100s of guests. Controls great out-of-the-box as well!
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March 2025
Worth the $40 if your into 2point games. This is an improvement on Hospital and runs great. It's shocking to have a completed game that runs well on release day in 2025.
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Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates

Steam data 12 March 2025 16:51
SteamSpy data 12 March 2025 15:00
Steam price 12 March 2025 20:52
Steam reviews 10 March 2025 15:52

If you'd like to dive deeper into the details about Two Point Museum, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Two Point Museum
  • SteamCharts - Analysis of Two Point Museum concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Two Point Museum compatibility
Two Point Museum
9.2
2,703
121
Online players
6,972
Developer
Two Point Studios
Publisher
SEGA
Release 04 Mar 2025
Platforms