

Two Point Hospital
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Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.











01About Two Point Hospital
Two Point Hospital lets you design and manage hospitals from the ground up. Plan corridors, rooms, and waiting areas, treat unusual illnesses, and hire suitable staff. Expand your hospital across multiple buildings and improve facilities, machines, and employees. Use statistics to adjust treatment prices, monitor patient flow, manage loans, and optimize income. The Steam PC version supports single-player play and Steam Cloud. The current rating is 92% from 26,711 reviews.
Credits
Lowest recorded in 36 months
$0.002025-06-12 · Epic Game StoreBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | Yes |
| Traditional Chinese | Yes | — | — |
| English | Yes | — | Yes |
Show 8 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | — | — |
| Italian | Yes | — | — |
| German | Yes | — | Yes |
| Spanish | Yes | — | — |
| Polish | Yes | — | — |
| Russian | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Korean | Yes | — | — |
Steam PC edition data · 2026-10-19
02Before you buy
Language and audio
The Steam PC version lists single-player play and Steam Cloud. Interface languages are shown dynamically at purchase; English and Simplified Chinese full audio are listed.
Gameplay
Design hospitals, treat unusual illnesses, hire staff, and improve rooms, machines, and employee skills.
03Frequently asked questions
What do you do in Two Point Hospital?
You design hospitals, diagnose unusual illnesses, and build the rooms needed to treat them.
Can I play alone?
Yes. The Steam PC data lists single-player support.
How does staffing work?
You manage staff with distinct traits, train them, and develop their skills.
“If the build-and-optimize loop hooks you, the fifteen hospitals of routing and staffing puzzles will happily soak up dozens of hours of your time.”
Our Verdict
After pushing Two Point Hospital out to a dozen-plus hospitals, the biggest takeaway is that it deeply understands the value of time. It does not bloat its runtime with masses of meaningless content. Instead it uses a steady drip of fresh problems to break dozens of hours into a string of small goals, each one a quiet promise that you will stop after you just solve this one thing. The result, almost inevitably, is that you do not stop at all.
A management game that respects your time
On the gameplay front, the game sits on the more hardcore side of the management spectrum. Resource management, staffing, route planning, and risk control all demand that you roll up your sleeves and think them through yourself. There is no autopilot that papers over a sloppy layout. Content-wise, there is more than enough to sustain a long haul: fifteen hospitals, a rich roster of conditions, and a sprawling unlock tree mean there is always something to fine-tune and optimize. The visuals and sound both take an information-first route, where a cartoon style and dark comedy make an otherwise clinical set of systems far easier to swallow.
The critical reception lands in the low-to-mid eights across outlets, and the awards recognition the game earned among simulation and strategy releases backs up that standing. This is not a flawless masterpiece, but it is a confident, well-built example of its genre that knows exactly what it wants to be. That clarity of purpose is its greatest strength: every design decision, from the readable art to the comedic radio to the layered unlock tree, points in the same direction, and the whole package feels considered rather than thrown together.
Where it lands and who should play
The flaws are real but contained. Some mid-to-late levels develop a formulaic feel in how they are solved, the music loop grows mildly tiring over long sessions, and the narrative stays in the background, lacking memorable characters or a story you carry with you. Yet as long as the loop of build, optimize, and build again gets its hooks into you, these issues read more as the fatigue of playing a lot than the frustration of bouncing off early.
If you grew up on the Theme Hospital lineage, this is a remarkably natural modern homecoming that respects the original while modernizing nearly everything around it. If you are used to the deep systemic excavation of a large city builder, this offers a more microscopic, more concrete puzzle of foot traffic and resources, scaled down to a single building but no less demanding for it. Is it worth dozens of hours of your time? As long as you have any appetite for management simulation, that investment is not one you are likely to regret, and it may well become the comfort game you keep returning to for years. In one line: it is so engaging it feels like volunteering for overtime at a hospital management class, and somehow enjoying every minute of it.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
---{Graphics}--- ☐ You forget what reality is ☐ Beautiful ☑ Good ☐ Decent ☐ Bad ☐ Don‘t look too long at it ☐ Paint.exe ---{Gameplay}--- ☑ Addictive like heroin ☐ Very good ☐ Good ☐ It‘s just gameplay ☐ Mehh ☐ Starring at walls is better ☐ Just don‘t ---{Audio}--- ☐ Eargasm ☑ Very good ☐ Good ☐ Not too bad ☐ Bad ☐ Earrape ---{Audience}--- ☑ Kids ☑ Teens ☑ Adults ☐ Average Solitare Players ---{PC Requirements}--- ☐ Check if you can run paint ☐ Potato ☑ Decent ☐ Fast ☐ Rich boiiiiii ☐ Ask NASA if they have a spare computer ---{Difficulity}--- ☐ Just press ‚A‘ ☐ Easy ☑ Significant brain usage ☐ Easy to learn / Hard to master ☐ Difficult ☐ Dark Souls ---{Grind}--- ☐ Nothing to grind ☑ Only if u care about leaderboards/ranks ☐ Isnt necessary to progress ☐ Average grind level ☐ Too much grind ☐ You‘ll need a second life for grinding ---{Story}--- ☑ If you want story, then go read a book. ☐ Text or Audio floating around ☐ Average depends an DLC ☐ Good ☐ Lovley ☐ It‘ll replace your life ---{Game Time}--- ☐ Long enough for a cup of tea ☐ Short ☐ Average ☐ Long ☑ To infinity and beyond ---{Price}--- ☐ There is no „price“ ☑ Worth the price ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{Bugs}--- ☑ Never heard of ☐ Minor bugs ☐ Can get annoying ☐ Assassin‘s Creed: Unity ☐ Get a bug spray. Or more. A lot more. Or maybe a flamethrower. Or a nuke.Show moreShow less
HOLD OFF ON BUYING [GP Simulator 2018] Firstly, this game has all of the charm of the original Theme Hospital, and I genuinely enjoy it. It would be a solid 9/10 for me if the devs fixed a couple of game breaking issues, as well as implementing small quality of life fixes. As of writing this review, there is a serious issue with the way the game's AI handles queues and diagnosis percentage per visit. For example, many people are finding themselves building 7/8+ GP offices - which are unable to diagnose patients adequately, resulting in unmanageable queues. Patients are also constantly referred back to the GP office, until they reach a 100% diagnosis (especially if you lack more advanced diagnosis rooms). Many things also distract patients from going to diagnosis rooms efficiently. They regularly get up to satisfy their hunger, thirst, entertainment and bathroom needs. This leaves doctors / rooms idle and stalls queues even further. When your hospital begins imploding because of this and your death rate spirals, ghosts will also disrupt your queues and make the situation become completely unmanageable. Building additional rooms, training staff to the max level, the perfect layout - nothing seems to solve the problem. With a bottleneck in your hospital, it makes it impossible to cure patients efficiently if you can't diagnose them. Cures also equals income in this game. You'll consistently see yourself fall into the red when you feel like you've done everything right. The game also provides you with no obvious solutions and this severly hinders progression (it gets worse every level). The way the game handles reputation is also broken and exacerbates the above issue. Hospital reputation is responsible for the amount of patients who visit your hospital. If you enjoy building as much as possible in advance and planning your layout, the game will swamp you with more patients than you can handle and doom you to fail. The bar raises to maximum level ridiculously fast. It's also very difficult to get your reputation to go back down, and deaths barely seem to effect it as of now. Your only option is to build very slowly and barely decorate to keep the bar low and control patient numbers, which is extremely counterintuitive. Other quality of life fixes that are needed would be the ability to create room templates. If the game is going to force you to build numerous diagnosis rooms per level (literally a wing or two worth of them), it would be nice to drop them down immediately. The list / grid of items you can add to a room also gets enormous and makes the building process even more cumbersome. The game also doesn't remember the direction you're rotating items to, so having to do it manually also becomes a drag. I really want to see this game succeed and will change this review to positive if the devs address these issues. As of now, I'd hold off on a purchase as the above becomes extremely frustrating & off-putting. As a massive fan of the original, I'm very disappointed and am going to be holding off on playing more until bug fixes are implemented.Show moreShow less
GIVE ME THE ♥♥♥♥♥♥♥ COPY/PASTE ROOM BUTTON! 10/10 would play again. (Ttips to combat the somewhat broken system atm: 1. Use patients list, manually send those patients to treatment or home: a. Very high diagnosis but still queuing for GPs (even 100% patients will wait for GP till their death, it will waste most GP resources) b. Very low mood/health patient, if you can gurantee the patient getting their treatment soon w/o affecting others in the queue, use the room's queue function, or use click on the patient to change his position in the queue, otherwise send him home to avoid penalty 2. Treatments are much more profitable than diagnosis, plus they leave after treatment no matter what, but if well treated, then you don't need much ghost hunting janitors 3. If in need of money in the early game, don't bother with food/drink/bathroom/comfort, do the minium and focus on your diagnosis -> treatment, most patient will get treated before they rage quit, thus make you a lot of money. With staff, if they near rage quit, just raise their salary. 4. In the early game, only put down the essential objects (e.g. only desk and file cabinet in GP's) to maximize your profit. They only room I recommend to decorate to lvl 5 is staff room to speed up their recovery. 5. ALWAYS ensure there is a toilet right next to your staff room, and a cafe. If a tired staff need bathroom, he/she will walk all the way to the staff room and back to toilet and back to staff room, even if a toilet is right next to his/her office. Samething with Cafe, it provides a 'nice meal' bonus. 6. Do not build more reception than you need, build less. It is a great way to control the patient flow, they don't wonder around while in a reception queue. 7. For a large map, patients entering the hospital from mutiple gates. I don't recommend building reception other than one specific area (preferably right next to GP's office), reason as above. 8. News agent can get long queue very easily, as long as you have one, patients in queue will travel all the way across the map for it. So be careful, either don't put any, or put one in every building (at least). 9. With spare money, get your staff trained ASAP, especially staff providing treatment (to ensure high chance of successful treatment) 10. Click on a room, goes to 'info' tab, the last sentence there will tell you what training the staff in the room should have. 11. Keep track of your staff's skills, and assign them only ONE job in the staff -> job assignment menu, so AI won't mess your system up.) Things I'd really like to be changed: 1. WAY too many patients. I think the new patients' growth(spawn) need to be slow down at certain point either automatically or mannually, I often found myself in need of double the amount of GP offices in the mid-game. Since GP offices are the choke points, it can get out of control in matter of seconds, which left no Human resources/money/time to train everyone. Besides, it is realistic, there are only so many people a town have. And because of the growth issue, I find myself have to build more and more, I'd like to slow down and taking care of every corner of my hospital, not just keep building. Quality takes time, nobody like be overly pushed by the game. 2. Rooms merge Just like in real lives, Doctor's room are private, but pharmacy? I think other rooms should not be private - Allow us to put multiple machine and people in one room, make it shared. It is just bizzare to not make it shared, and vey wasteful of time/money/spaces. Besides, some room looks really empty. 3. Wards Wards are weird, I'm not sure why. Often than not, I have more than enough beds and nurses, but still 6+ wait outside, I'm not sure what triggers them to be 'called in' 4. FOOD/DRINK/TOILET is broken I'm sorry, but I'm not gonna build cafe & bathroom every 3 inchs. IRL, most hospital have 1~3 cafes, a small~medium toilet on every floor. Space is valuable, I would rather leave it to medical facilities. I think the AI is a bit broken at this point, they constantly want drink/food/bathrooms while I have 6+ machines/2 toilets in every building. As if they can't walk 10m to the nearest one. 5. Janitors are kind of dump.....I wish we can assign areas to janitors/assitances, so they won't always walk across the map back and forth. 6. Man, this is 2018, we got central heating and air-conditioning...for real. Maybe make a seprate tunnel system? Like water, electricity, heat, air. Hospital's air exchange system is much more important than usual buildings I believe. 7. Credit to Ibbi Wyxx in the commnet, I think it is great to set patient with certain percent of diagnosis straight to treatment rooms. It makes sense and later in the game, with doctors fully trained I imagine 100% diagnosis on most patients in the GP's shouldn't be a problem. And it is how real life works as well, dorctors are not always 100% sure whats wrong, they might start some harmless/urgent treatment first, myself actually is in this situation right now (sometimes I feel like I'm being treated in my own hospital because I just stayed at one IRL, so I have to make everything right as if trying to please myself...) 8. Some of those skills just look fancy since you can't replace them. This one does not matter much, I'm very OCD when it comes to managment, so atm I have to wait for the right person w/o any skills I don't want on them so the training oppourtinity will not go wasted, but it is hard and annoying. Besides, it is a real problem since you can only learn 5 skills, so just choosing whoever is not effective and effecient in the long run. (for example a GP w/ Radiology skill) Also, it makes some of the skill essentially useless, i.e. master class (speed up learning and teaching), it may seem useful, but it will eventually cost you a lot more than you gain. Down the line it will cost you one spot for other skill. If just hiring someone w/ this skill to teach then fire him, it is also costly and not making any real sense. Things I'd like to see (in DLCs?): 1. Ambulances management. Ambulance are essential part of a hospital, ERs are even better! (Stayed at a ER bed not long ago watch the whole ER room working,man, ERs are cool af, but I do hope less people need to see it because it is...ER) 2. Multifloor-hospital. 3. ICU etc.? 4. Medicin/drug development/management 5. Specialists office? 6. More background music/radio, its a bit repetitive at this pointShow moreShow less
This game was really nice. Not fantastic but really nice. Offered a good amount of hours to play. Nice little challenges. It's not hard but satisfying. The DLCs are bit expensive for the content though. I still bought them. The only thing that puts a red flag on it to me is the fact that it is a solo game. I bought it as a solo game. And then to play certain parts of the game, I now need to have 3 other friends on steam that play the game totally separately to advance in a dumb part of the game. Thanks for reminding me that I'm the only one in a group that plays that type of game. And I don't want to bother with unknown people to satisfy a bad design. Feels like some cheap mobile games trying to get more people to play their game. Cheap and lame.Show moreShow less
Exactly how i remember Theme Hospital from the old days but with better gfx and extra mechanics. Honestly if you loved its early versions than everything about this is the same with more. The puns are still good ol dad joke quality but tbh muscle memory has kicked in from the old game so for me its just a continued experience (which isn't bad at all).Show moreShow less
Might change this review because the game is on the whole a lot of fun and its a throwback to the old Theme Hospital I played as a kid, but right now there are so many little frustrations that I need to vent. This is mostly a rant, I doubt casual players would even notice any of this because the game lets you take it easy, but I like to run a tight ship and it gets very frustrating. Plus, with 2 DLCs you'd think they would have fixed this stuff by now so if they wanted my good review they should have earned it. The A.I. of the staff is godawful. If you want things to run smoothly without having to micromanage them, you need to hire 2x-3x as many staff as necessary for the job. This isn't even one problem, this is like 4 separate problems with how the staff's AI works which could all be fixed independently: -Staff will work and won't go on break until almost exhausted. By the time they are exhausted they are also unhappy, which makes them suck, which makes them accidentally kill patients. You need to manually click "take break" or drag them to the breakroom. -On top of that^, there's a "perk" that makes them work until completely exhausted, which means they'll be unhappier and kill more patients before going on break. There is also a "negative trait" which does the opposite, they go on break sooner and kill less patients. Perks make staff cost more to employ, negative traits give you a discount :^) -Even if they are currently not seeing any patients/none are queued, staff will not go on break until tired. -Staff take breaks for a set period of time, regardless of how much energy they have. Even when they're exhausted it doesn't take that long for them to have full energy, but they'll sit around in the breakroom anyway doing absolutely nothing until you literally drag them to work by picking them up. -If staff have finished a job (janitors), or their break is up, they'll wander around the hospital looking for work. Key phrase being "wandering around", they seem to need to be within a 1 screen of an available job to go do it. The distance is generous, but here's the thing: while wandering around they still get tired as if they were working, so they'll eventually need to go on break again. As well, if you pick up a staff member who is looking for work and set them in the break room, they will instead become "on call" and they'll wait in the break room, refreshing their energy, until work is available ANYWHERE in the hospital, then they'll run out and go do that no problem. WHY DO THEY WANDER AROUND AT ALL? This mechanic literally just makes the game more tedious because I have to be on the lookout for staff standing off in a corner doing nothing and drag them back into the break room. -Janitors will not perform maintenance until an object is down to 50% or less. Even if an object is at 51% and a janitor who is looking for work walks past, they will not stop to fix the object unless you manually click on the object and then click "call for janitor" The overview screens could be better. On a scale of "Ultimate Nightmare: Dwarf Fortress" to "Clear and concise" I would rate them as "sometimes annoying". The "finance overview" screen is actually the overview for several factors in your hospital, including hospital policies which aren't much related to finance. The "finance overview" is the only way to access hospital policies. On the staff overview screen, for some reason all of the staff information is split into multiple tabs so I have to flip back and forth a lot to compare staff members. The staff overview only takes up like 2/3 of the screen and Im pretty sure they could have fit everything on one page if they made it take up the whole screen. Also, it doesn't even list the staff member's traits; you need to click on individual staff and look at their profile to check. There is no smart scheduling of staff duties; you can't set specific staff members as priority for certain tasks. If I have a level 5 doctor with +50% to treatment and a level 1 doctor with no skills, and they're both allowed to treat patients, the game will arbitrarily decide which one to use, probably whichever is closest. With those same people, if the level 1 is allowed to do several jobs and the level 5 is only allowed to do one job, the level 1 will happily hog that job while the level 5 starts wandering around the hospital looking for work that he'll never find. There is a warning threshold for diagnosis, but not for treatment. You can tell the game to notify you when a patient's diagnosis is less than X% (90% by default) confident, but if that same patient then has a 10% chance to survive treatment they'll happily run off to die without any warning. I'm not even sure if there's any penalty at all for sending a patient home compared to a large reputation loss and upset doctors when a patient dies. Several game mechanics are lazily implemented: Hospital beauty and room prestige are a simple sum of all the objects compared to the size of the rooms. You can buy 10,000 copies of 1 object and plant them all in a corner in the middle of nowhere while the part of the hospital the patients see is overflowing with trash and your hospital will be the most beautiful and prestigious in the nation. This can be a pain when you want to buy more room in your hospital so it isn't cluttered, as soon as you buy more space your beauty drops because you have the same amount of beautiful objects but more space in the hospital. The game is fun it's just this tedious garbage takes me out of the flow of the game, some of these problems would be easy fixes for the devs it's just they're overlooked or the devs don't care to fix it. (e.g. The staff already have a specific internal threshold for when they go on breaks, why isn't there an input field to let the player adjust this? Another example, the janitors already fix stuff at <50%, why can't the player set that higher?)Show moreShow less
Theme Hospital 2.0 First of all - I have read alot of the bad reviews of this game and they are pure "moans". People who want easy lives and never wanting a patient to die ever in their entire game and perfectionists or people with OCD or some sh*t This game isnt like that. People are gonna die... alot... but it doesnt stop ypu from achieving your objectives or running a decent profitable hospital. I dont know how many people who have bought this game live in the UK? and if they have ever heard of the NHS? But seriously if you want a Theme hospital this is it... I dont know where else in the world it would take weeks to see a GP or to die before your planned treatment date... this is more of an NHS simulator than anything. So if you think this game is not realistic, become a UK citizen and try our healthcare system.. Jokes aside it's pretty much like the original Theme Hospital game, it has a way you need to play it in order to become good at it. You need to let deaths slide, you need to send people home, you need to monitor your patients and send them to treatment before they die, you just got to keep an eye on things. All the negative reviews i've seen are just from people who want an easy life. It's not like Theme Park or Rollercoaster Tycoon where no matter what you build people are happy and you win. This is a hospital. I can understand some of the frustrations people have with room templates and not being able to instantly put down the same room layout (especially GP's offices) but it doesn't apply to every room. Some rooms you do need to build to different sizes and layouts in order to maximise space effiency (and increase room prestige) and plus you unlock extra stuff for the rooms as you go along so you'd never want them to be exactly the same. In a nutshell, I dont really understand the negative reviews of this game. It seems to me like pure ignorance or a case of it's too hard for me so I'll review it badly. To summarise, it's not meant to be easy and people will die. Compared to the origjnal Theme Hospital there is hardly any difference for me. I am just as good at this one as I was at that one. You just need to learn how to play it.Show moreShow less
It's not terrible, but it's quite shallow, and way overpriced with all the DLC. Maybe unless you see a big bundle at a mega discount, it's just not worth it. "Received for free" on my review is incorrect: I played it during free weekend, quickly got bored and uninstalled it. Then I later picked it up on sale (because of Theme Hospital nostalgia), but got bored with it again pretty quickly afterwards. The tag just stuck. If you are looking for something more simulator rather than cartoonish casual: Project Hospital is a way better game IMO. More of a learning curve to get into, and the interface isn't the most intuitive, but it's got much more depth and value.Show moreShow less
"PATIENTS ARE REMINDED NOT TO DIE IN HOSPITAL CORRIDORS." If this sounds familiar to you, then get this game. You won't regret it. Full & comparitive review at https://youtu.be/jm5J-N1T38UShow moreShow less
Either I'm too good for the game or the game simply does no challenging. Saying that, because I don't understand all the positive reviews and here is why: The way the game is made, you simply don't have to look much on all the details and so most people probably miss how bad some things really work. After all, it's easy to beat anything: Just put out more stuff of anything. Too long queues? Simply build another room and hire another doctor. Need higher prestige? Spam the walls with posters or certificates. Need faster training? Spam the room with training boosts. The "challenges" the games put out, are always similar: Achieve so much money in so much time. Treat so many patiens having a specific illness in a specific time. Not hard to beat those. And if you don't, there's no downside. You can even simply dismiss them or not accept them. Overall the game provides little to no challenge. I've been playing classic games of that kind, which all had some balancing and difficulty, with negative effects for your success. But this one doesn't have anything of the like. A bad rating somewhere? Doesn't matter. Bad reputation, so what? Too high prices, patients keep visiting you anyway. Balancing? I don't see it. Take as example this: You can have the worst hospital, but then you can have one room, spammed with posters, certificates and other stuff (and this is btw the only way it works and what affects prestige all the time from beginning till the end), and while the rest of your hospital is Level 1, this one can count as Level 5000 (exaggerated to make it clear), without anything else affecting this rating. Not even, if you place in the staff's room like 20 radiators and burn your doctors alive, the room still counts as awesomely awesome and your staff is happy with it! Once you start paying a little bit more attention on what the patients and your employeers do, you start getting the feeling, things weren't finished or fine-tuned. People keep bumping on each other and they only manage to move forward, once they "slide" enough and other things. Similarly, other things feel missing or unfinished, especially since nothing has a real downside on your gameplay. In the end, everything is achievable, even if you are the worst hospital manager. Money is also never a real issue in the game. I suppose, the game wants to make money based on the nostalgy of that classic game. Because, on it's own, without borrowing the enthusiasm of the classic fans, it leaves a lot to be desired. I kept playing nearly 30 hours hoping it would get better and somewhat challenging, but that's not the case. If a game does not achieve that in less than 30 hours, then... It's a simple simulation and not a very good one. The one thing, that seemed to be cool when watching the trailer, the different "crazy" illnesses, actually is only cool in the trailer. In the game, it loses immediately it's funny side. I'm really missing the "fun part" in the animations and in how the patients or doctors behave. Further, the game is very unpersonal. At no point you connect with your doctors or any of your patients, since it presents everything and anything in simple text-only popups, all being the same. This is another part that feels unfinished and as if no love went into it. And these annoying messages that keep appearing, you can do this and that, hundreds of times, when you already know, that you can upgrade machines, or how to hire another nurse. No way to deactivate them, when they come up. It will keep annoy you, over and over again. So, you see, I don't understand all the positive reviews, with so many things not done very well. But like I said, at first, the way the game plays and makes you focus mostly on room-building -> hiring -> training -> hiring -> room-building, it is easy for anyone to miss all these negative sides of the game. And I believe, that this is what happening.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.