

Two Point Museum
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 Museum
Design museums that draw visitors and keep them running: send experts on expeditions, uncover exhibits and arrange displays. You also manage staff, cleanliness, security and guests’ needs. Steam player reviews: 95% positive from 9,898 reviews.
Credits
Lowest recorded in 36 months
$17.952026-06-25 · GameBilletBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | Yes |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 12 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | Yes |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | Yes |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Turkish | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| Thai | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Museum management
On Steam PC, design and manage museums, send experts on expeditions, and look after exhibits, staff and visitors.
Controls and languages
The Steam PC version has full controller support. Listed interface languages include English, German, French, Italian, Japanese, Polish, Portuguese, and Simplified and Traditional Chinese.
03Frequently asked questions
Is there a sandbox mode?
Yes. Alongside museums with set tasks, a sandbox mode lets you build freely.
What do expeditions do?
Send experts on expeditions to discover exhibits and unlock new locations.
What locations are included?
The description lists five main museum locations, three pop-up museums and five expedition maps.
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.
You play Two Point Museum for the game. I play Two Point Museum to take artifacts from foreign lands and refuse to give them back. We're not the same.Show moreShow less
Fun game up until the Thieves are unlocked. The thievery mechanic needs to be completely overhauled, because it ends up pulling focus away from all other game aspects. Unless you like having hours of your real time literally stolen by this poorly-designed "feature"...Show moreShow less
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.Show moreShow less
I’ve heard and read good things about Two Point Museum. While I skipped Campus, I absolutely loved Hospital. And while I don’t blame them for copying Bullfrog’s homework, it seems that Two Point chooses to go in a different direction with their games than Bullfrog did. It’s not one that I enjoy. Hospital was all about managing queues, optimizing the patient journey, and balancing the budget. It had depth, required real strategy, and rewarded good planning. Museum, on the other hand, drops most of that and focuses on decoration and grindy objectives. And that’s where the disappointment kicks in. The game has everything it needs to be great: polished visuals, fun animations, and a solid theme. But it’s so easy that it becomes boring. With no real challenge or tension, all you do is watch and wait for things to happen. It’s not a bad game, but it feels like a different kind of game entirely. If you're looking for the strategic management experience that made Hospital so satisfying, Museum probably won’t scratch that itch.Show moreShow less
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!!!!Show moreShow less
This game came highly recommended by friends who like cozy games, sims, and collectors and at first, I could see why. I poured hours into my first few museums, figuring out how to make things look aesthetically pleasing while meeting decoration requirements and grinding for perfect pieces to display. The progression felt great, consistently growing, unlocking new mechanics and areas... Then, after I was thoroughly invested and well past refund, something happened. Suddenly none of my staff worked properly. They'd pace back and forth letting their meters deplete and jobs go undone until they quit of frustration. The dev has apparently been working on this for a couple versions so I decided to be patient, slow down my gamespeed, and carefully micromanage a couple dozen employees who couldn't figure out how to use the bathrooms or feed themselves. And I was pretty committed to it too... until theives were introduced. Honestly had I known about them I'd have been more reluctant to buy in the first place, but seeing the implementation basically ended any interest in campaign mode for me. Suddenly, in these buildings you've carefully been laying out and decorating for hours you need to lay out elaborate security systems. Cameras to deter an unrealistically high influx of theives all throughout what was your attractive exhibits and decorations where wallspace was already at a premium. Not too many cameras though, because guests also don't like them! Not just cameras either, you need security rooms, chairs to manually set the guards who will need to be escorted to the bathroom in, robot guards even! It's completely antithetical to all the rest of the gameplay before it and I'm not alone in this opinion. Check the game discussion and you'll see months of people who were enjoying the game until hitting this mechanic well into gameplay, and the dev repeatedly ignoring their requests to make it less intensive, instead offering to maybe eventually fix the broken npc behaviors that often make it even more infuriating to work with what we're apparently stuck with. The sandbox mode lets you toggle all of this off, which is nice if you just want to mess around and build whatever... if you wanted the progression and satisfaction of starring all the campaign buildings and the otherwise satisfying progressiom though? Can't advise, just play open rct2 or something.Show moreShow less
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!Show moreShow less
SPOILERS AHEAD! I have played the old Bullfrog Theme Hospital, I've played Two Point Hospital and now I have played Two Point Museum. And it is another big step in the right direction, mostly through more freedom when it comes to designing the museums compared to the hospitals. Still the game is far from perfect and highly limited by its design and what I can just describe as uninspired storytelling. I’ve managed to get all my museums to 4 or 5 stars by now, and naturally, I’d like to push them as far as possible. That said, I feel like the endgame is really lacking across almost every scenario. It just turns into an unneccessary grind. Some scenarios ask you to nearly double your buzz rating from 4 to 5 stars, which ends up either meaning excessive hours of grinding - placing the same exhibits two, three, even four times - or awkwardly stuffing in completely unrelated themes just to hit the numbers. And to make matters worse, some museums are already causing performance issues on my PC at 4 stars, so reaching the goals for the fifth star feels almost impossible due to technical limitations, not gameplay. Then there are goals that just feel... odd. For example, Wailon Lodge requires level 30 Enlightenment to unlock new plots for the fifth star - more than double the knowledge I’d accumulated up to that point. Sure, I could do that, but spending another 10+ hours just feeding every new exhibit into an analysis machine? Really? Passwater Cove has you repeatedly visiting the same locations, building massive tanks just to accommodate the same fish again and again, all in the name of hitting the breeding goal. Pebberley Heights introduces those oversized interactive artifacts in the late game, forcing a complete museum redesign to accommodate them, which, in my opinion, makes it the most frustrating scenario in the game. Would I recommend that game? I'm not too sure. It is fun for some hours (around 40 for me) which is great, but it really lacks long term motivation, since quite fast you've seen it all. I guess I had hoped the final challenges in each location would feel like a proper grand finale - something fresh and creative. Instead, it often just feels like: “Okay, now do everything you’ve already done again - but for longer!” Honestly, the game feels like it reaches a natural conclusion more around the 4-star mark. That’s where most of the meaningful challenges happen - after that, it just becomes repetitive. I expected the final scenarios to explore more of the game’s potential, like experimenting with guest behavior, shifting conditions, or management challenges. Why not introduce very impatient guests, or moody ones who need constant entertainment? What if extreme weather became part of the scenario? Scorching heat, bone-chilling cold, or crazy humidity? And this maybe even seasonal with a change every - 20 minutes or so? Imagine staff going on strike, sudden budget cuts, or a business partner disappearing with your funds. Maybe illnesses or curses spread among guests, or people storm off if they don’t get their favorite snack. An avalanche happens and you need to keep guests inside as long as possible or guests even get blind and need to move through the exhibition guided by loudspeakers and tours alone? At the moment all of these factors - temperature, hunger, mood - seem to be more of a side aspect not influencing the gameplay very much. Giving it more impact would also give some of the items a lot more meaning. Right now, I don’t really need f.e. the robots, scent diffusers, or speakers - they just feel optional or tacked on. I think the game would’ve benefited if those items weren’t just requirements like “build two robots to reach this goal” or “you need two robots to unlock this location” but instead became essential tools, like if your regular staff went on strike or got sick, and robots were your only option to keep things running. Obviously, if you are forced to spend hours in every scenario building basically everything the game has to offer, the sandbox mode is from limited interest. You've seen the same old dinosaur at least 15 times before and putting it in a sandbox museum on one of the maps you've already spend hours on is not that interesting. Maybe this will change if we get some kind of scenario editor, but without that, the game does offer a lot less than expected...Show moreShow less
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.Show moreShow less
This was hard to review, because the game isn't *bad*, it's just not that good. Two Point museum is great if you want a pretty mindless game to just click at for awhile. It's one small step up from a mobile tap game like Cookie Clicker or Clash of Clans. If you want any level of sim that provides challenge or requires planning this isn't the game for you. What it *does* let you do is design a museum pretty much however you want. There is so little challenge and so few restrictions that you can pretty much make any janky thing you want and it'll work just fine. If that's good to you (and I acknowledge some people might just want a museum dollhouse) then you'll probably like this. Essentially to me the problem is the core gameplay loop. You send expeditions out to get items for your museum. Then you put them in the museum to display. There is nothing you do actively with the expeditions, your people just go and come back with a big loot crate with a random thing inside it. It takes like 30 seconds. It costs money, but it's so cheap that I actually didn't even realize that it cost money until like 6 hours in. So, you get a random loot crate. Maybe it's something you already have. Maybe it's new. There's no way to control it. So you click a menu, wait a bit and get a random loot crate. That's it. That's the whole game. Technically you have to hire staff and present exhibits, but staff are so cheap and decorations and building rooms is so easy that just sitting and letting the game run for like 15 minutes while you go eat a sandwich will give you a cushion of money you would never realistically spend through. And nothing bad will happen in that time assuming you've staffed your museum with a basic level of competence. Decorating your exhibits is similarly brainless. You just throw down anything. You get a bonus if it's "on theme" but there's no real downside to using the same thing over and over again. You can make the most cluttered museum with absolutely no flow from exhibit to exhibit, and everyone will be fine with it. The difference between kinds of museums is meaningless. A botanical garden, a prehistory museum, an aquarium, they're all just barely reskinned versions of the same thing. In the botanical garden your plants have to be watered or they'll die! In the prehistory museum the exhibits get dusty and have to be cleaned. In the aquarium you have to keep the filter clean or the water gets dirty! Same difference, they all work the same, just a flavor text on one mechanic. Since getting new exhibits is as easy and clicking through a menu and waiting 30-60 seconds on the expedition, if your plant or fish dies who cares? Yeah, there are cool museums out there that people have made. And again, if you just want a museum dollhouse with the barest shell of a game covering it, you'll probably have fun. But anyone who wants to be required to actually *try* to do good, instead of just being able to do whatever you want, I'd say look a little further afield.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
