
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
Most likely between $6.3M and $17.9M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $29.99 | 95% | approximately $10.5M |
| PlayStation | $39.99 | 94% | — |
| Xbox | $29.99 | 88% | — |
| Nintendo | $29.99 | — | — |
| Epic | $29.99 | 94% |
Reviews
Themes across 1258 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
positive critical· bar length = how often the theme comes up
Reviews
Bought this game on sale, looked like a cute management game. At time of writing I have not bought or played any DLC. [h3]Gameplay[/h3] The gameplay loop is surprisingly fun, and surprisingly deep. What begins as a simple "hire x person to do y job" eventually cascades to a labyrinthine "hire x person to perform y job faster, specializing them away from z jobs, while retaining w abilities..." and just keeps giving. I am [b]shocked[/b] by the amount of times this is revisited on a playthrough. Characters are valued for a certain trait at the beginning of the game, but by the middle and end those may become entirely less useful. I found myself constantly thinking through how to optimize my museum for various tasks. This game is very polished, in a way that is rarely seen these days in my opinion. In order to maximize value for exhibits in your museum, there are various traits and perks that the player is intended to stack onto each exhibit. However, this isn't as cut-and-dry as "bones go here, live animals over there." Instead, certain exhibits may receive a bonus by being near a separate type of exhibit, and these may not always coincide with one-another. This leads to the player needing to rethink not just the type of exhibit to seek out next, but also the layout of the entire museum. Creating a more cohesive museum has in-game benefits. It doesn't just look pretty. [h3] Aesthetics [/h3] Characters in game have personalities, and guests fall into categories that desire different things. For instance, a professor guest will want a strong tour, but a family will want entertaining alcoves for the kids. I don't love the art style, but the exhibits themselves are cute. During gameplay your museums (yes, plural) will all have their own aesthetic feel, and look like a bustling museum full of guests and events. This feels like a modern roller coaster tycoon. [h3] Content [/h3] 12 hours in, there's no end in sight. What i thought would be a few exhibits (the guide book has these greyed out silhouettes) has evolved into layers upon layers of depth. There are several museums that the player is meant to maintain and curate simultaneously, and each provide benefits to one-another. Again, the level of polish here is noticeable.
上头
跟前两作相比质量更好了。不太好的地方是每一个地图都不知道后面需要什么技能的员工,技能学错了就完了...不擅长随心所欲的装修,只会矩阵一样把展示品摆出来,要不要加入一个摆放模板呢?
Great game.
一开始没玩懂觉得一般,等知道怎么玩的时候,已经停不下来了
超值游戏打开即可获得腱鞘炎,更有失去睡眠福利等着你哦
好玩,无需多言
越玩越上头
é bom
I’ve never really been able to get into city builders/tycoon games because there’s usually a really deep learning curve that I struggle with. A lot of games drop you in the deep end which can work for some but not for me, but this game has such a good progression system that taught me how the mechanics work while never being too overwhelming. Plus it has a bit of everything. Like it has elements of a zoo tycoon games, a coaster tycoon game, etc all in one package. There really is so much to do in this game it’s insane. Highly recommend for people like me who sometimes feel really dumb playing tycoon games and want to ease into them lmao