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

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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 5,975 reviews of which 5,649 were positive and 326 were negative resulting in an impressive rating of 9.1 out of 10. 😍

The game is currently priced at 29.99€ on Steam, but you can find it for 21.38€ on Eneba.


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.

July 2025
I rarely write reviews but this game has absolutely captivated me. The humor from both announcements to NPC behaviors is some of the funniest I've ever experienced. I can also say as a museum professional that many of the comments, visitor behaviors, and staff behaviors all hit really close to home. The need for quality exhibit design and visitor flow makes sense and you can tell that the designers spoke with museum staff or at the very least explored some museums. :) Good work and you've made me into a lifelong fan of your work! Thank You!
Expand the review
June 2025
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.
Expand the review
March 2025
This is not just the best Two Point game so far, but one of the best management games I have ever played. In the 50 hours it took for me to 5 star all of the museums (and achieve gold on the four smaller pop-up museums), I did not once feel like the gameplay was repetitive or dull, which is something that the structure of previous Two Point games inevitably led to at times. Coming into this, I was worried that only having five museums to play through was going to make the game feel a bit too short, but the amount of themed content they managed to pack into each one of them made the museums feel far more memorable than any hospital or campus ever was. I GREATLY prefer the new structure as opposed to the older games and think it was a brilliant move that meshed flawlessly with the concept this time. I think the craziest part of all though is that even after essentially "completing" the career mode, there's still a ton left for me to unlock and a bunch of incentive to keep playing the game, something previous Two Point games lacked as well. Finding exhibits and laying out the plan for your museum is extremely satisfying. The amount of diversity between animations and models keeps the game entertaining. And the sandbox potential is utterly absurd. THAT SAID, there are some aspects of the game that do feel like mild steps backward or, at the very least, in a direction I think could have gone a little better. And I've decided to bullet point these as it'll better help me hone in on the few flaws I was able to find. - The soundtrack, while technically fine, doesn't really measure up to the other games. In Hospital and Campus, I found myself humming along to the music more often than not. And maybe it's just because Museum is a lot more active in terms of gameplay, but I never got that from this game and didn't find any of the tracks all that memorable. - Similarly, while the major radio personalities and DJs make a return, I felt like the writing for them wasn't as strong or absurd as it normally is, and I would have liked to hear a lot more from them as they were my favorite parts of the other games. - The dopamine rush after achieving a new star doesn't really hit as hard as it used to. I've always loved the little passive aggressive quips from Tarquin Foxbridge after ranking up and, while they still technically exist, they feel like a bit of an afterthought now and are usually only a short sentence or two. - Leveling up is VERY slow and there isn't really a way around it. If that's how the devs want it to be, that's fine. I just find it strange and potentially unintentional that I was able to fully complete the entire career mode without ever having an employee make it past level 15 (and even then, only one of my employees ever touched that landmark). - The game does begin to struggle a little in terms of FPS once museums start to get very large. I have a decently solid PC and struggle to maintain 30fps in my 7 star museum with around 400 guests inside. I imagine this might be better optimized in future patches as Two Point has been very receptive to community feedback and extremely prompt with bug fixes so far. All things considered, as a GAME, Two Point Museum is hands down the best thing Two Point Studio has put out so far. It's satisfying, immersive, and the pacing of career progression itself is fantastic. My only wish is that it leaned further into the personality and quirkiness of the previous games' narrative content as Museum does feel like a slightly more muted take on them. And I know can't speak for everyone, but the world and characters of the Two Point series are a MASSIVE factor in terms of why I love this franchise so much. I'd just hate to see them not get the love I believe they deserve.
Expand the review
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!!!!
Expand the review

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Frequently Asked Questions

Two Point Museum is currently priced at 29.99€ on Steam.

Two Point Museum is currently not on sale. You can purchase it for 29.99€ on Steam.

Two Point Museum received 5,649 positive votes out of a total of 5,975 achieving an impressive rating of 9.13.
😍

Two Point Museum was developed by Two Point Studios and published by SEGA.

Two Point Museum is playable and fully supported on Windows.

Two Point Museum is playable and fully supported on MacOS.

Two Point Museum is playable and fully supported on Linux.

Two Point Museum is a single-player game.

There are 2 DLCs available for Two Point Museum. Explore additional content available for Two Point Museum on Steam.

Two Point Museum is fully integrated with Steam Workshop. Visit Steam Workshop.

Two Point Museum does not support Steam Remote Play.

Two Point Museum is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Two Point Museum.

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 28 July 2025 19:04
SteamSpy data 30 July 2025 07:01
Steam price 30 July 2025 20:53
Steam reviews 29 July 2025 01:46

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 PEGI 3
9.1
5,649
326
Game modes
Features
Online players
1,395
Developer
Two Point Studios
Publisher
SEGA
Release 04 Mar 2025
Platforms
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