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Hey Curators! Hold onto your brushes, Curators, because summer in Two Point County is just heating up, and so is your favourite museum sim! Weve got a jam-packed season ahead, and this update? Consider it the picky bits before the main BBQ event. Expect new content, seasonal delights, and quality-of-life updates alongside optimisation - tonnes of lovely Two Point goodness to keep your museum halls buzzing over the warmer months. But the best part? The cherry on top? To add some extra sparkle to all this lovely new content, this update is thanks to YOU. We couldnt do this without every single one of you brilliant (and occasionally chaotic) Curators whove sent us your thoughts, feedback, and fantastic ideas. Weve been listening, weve been brewing, and whilst theres exciting new content still cooking were here to do one thing to kick-start a fantastic summer: deliver!
[previewyoutube="28sEILiXUG0;full"][/previewyoutube]New Memorial Exhibit Items for MIA staff; statues, busts, plinths and plaques
30 new posters across the cafe and gift shop
Expedition randomisation overhaul (first trialled on select POIs)
Batching workshop items
Staff XP changes & 6 Staff Traits
Further security improvements
Community-inspired quality-of-life changes
and much more!
Weve all lost staff members (and some more than others). Whether youre a careful curator and have only lost your cherished Derek Mayonnaise (who went missing on the quest for those pesky Sickly Pears). Or, you're the kind of player with complete disregard for County employment laws, which heavily impacts your staff turnaround. Either way, youll be glad to know you now have a permanent way to remember your beloved (or sacrificial) staff members. [img src="https://clan.cloudflare.steamstatic.com/images/45147557/be35f571904cd345fc69a02c9b2b0388747992b5.png"][/img]Now when you receive the dreaded news that Toilet Terror, Tracy Plunge, hasnt returned from your latest expedition endeavour, youll receive a memorial item to remember them. The type of item is dependent on the staff member's rank, as well as their staff type and gender. From a humble plaque to a gigantic statue, for those high-level losses. These memorial exhibits are engraved with your staff members name, alongside their years of service and where they went MIA, so youll never forget the perilous journey that ultimately met their demise. Guests can admire your wall of shame (or fame), as they would traditional exhibits. You can create a memorial garden, to do your trusty staff members justice, or, shove them in an unused corner. Dont want to remember them? Youre a fire and rehire kinda museum manager, huh? Well, lucky for you, memorial exhibits can be sold, you cold-hearted capitalist.
Weve seen your requests for new items, and wall decor, alongside more items for your rooms, came in joint first in community requests. You can now showcase the gift shop posters being sold to your guests, with each of our six exhibit themes having four poster variants. Youll need the MEGA store to beat all megastores to showcase them all at once, and they are lovely if we say so ourselves. [img src="https://clan.cloudflare.steamstatic.com/images/45147557/0c88794cceb9f95a90728aa3359480a525586e27.png"][/img]In the cafe, show off your favourite Two Point County brands with the new Cafeteria posters. You can customise your walls with six new posters, from Dinosaur Nuggets to Hog-Logs Cereal, theres a fan-favourite food for every Pointian.
RNG not manifesting that pesky missing exhibit? Weve overhauled randomisation to give us more control to fine-tune expeditions, so theres (hopefully) no need to repeat the same expeditions over and over, and over, again. Now, fine-tuning things is a tricky job, so weve gone with a phased approach to iterate on randomisation. This ensures we dont inadvertently make things worse by upsetting the RNG powers that be. Our goal with these changes is to ensure greater control over quality distribution, alongside ensuring you see each exhibit across a set amount of expeditions. [img src="https://clan.cloudflare.steamstatic.com/images/45147557/1cf0ee0b6f5a622fddb9e22f1ee66c628c145df5.png"][/img]These POIs are smarter, knowing when youve not received an exhibit for a long time. For now, weve introduced this new randomisation model to:
Cold Mines
Downtown Wetlantis
Greasy Fields
Carrion Trail
Ginormous Rock
Darkest Depths
Rib Row
Endless Dump
From here, well monitor feedback on these POIs and increase the number which use this new system over time. We want to get this right, so please let us know how you get on!
A heavily requested feature, from all of you, our lovely curators, was the ability to batch or queue up workshop projects. This enables you to create several of the same workshop projects at once, freeing up your time for more important tasks, like noodling around with prehistoric ferns or laying new carpets. [img src="https://clan.cloudflare.steamstatic.com/images/45147557/29799d4cbb38ca1ae1e72fa5e5664cdc691828b9.png"][/img]Youll now have the ability to create 1, 3, 5 or 10 workshop items at once, enabling you to stockpile expedition essentials like checks notes Rank Cheese? Each item is built sequentially, so youll get the first copy of the cargo item in the same amount of time. Batching items together will increase the upfront cost of beginning the project, however, cancelling midway through will reimburse you.
[hr][/hr]As usual, this update also comes with a load of bug fixes, improvements and optimisation changes. A huge thank you to you, our community! Whether youve just started curating or have been around since the Two Point Hospital days, we are ecstatic with how the launch for Museum has gone, and its all down to your positivity; whether youve shared your museum build, a top tip, or sent us a message with your ideas and feedback, its been overwhelmingly lovely watching you curate, and we cant thank you enough for putting your faith in us and for playing our games If youd like to send us your thoughts for future content or updates, or show us your fab museums, heres the place to do that:
Discord TikTok BlueSky
Twitter Instagram Facebook
Love from Abby & the Two Point Team <3 (P.S. One of the best things you can do to help support the studio is to leave a Steam Review! If youve tried your hand at curating, wed love to hear your feedback. Thank you!)
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Number of changes: Inspired by the community: Changes with were inspired by the community.
When a staff member goes MIA, the related inbox message will now give you a memorial exhibit that you can place in the museum
The exhibit's Buzz and appearance depends on the rank of the staff member when they went MIA
Added Gift Shop poster wall items for each of the six exhibit types. Each type has four cosmetic variants
Added Cafetaria poster wall items, six in total for food items like the Dough Cake, Hog-Logs and Dinosaur Nuggets
Thieves who have stolen something now carry a backpack and have a different walking animation, making them much easier to see
Thieves who have been revealed but have not stolen something now play more suspicious animations
All Crime Guilds now have their own entry in the sticker book which details their Modus Operandi and additional information
The drop table randomisation system has been overhauled and a new system is being trialled on a selection of POIs
These new POIs are smarter at knowing when youve not received an exhibit for a long time and have a better understanding of how to distribute multi-part exhibits versus regular exhibits
We will monitor feedback on these POIs and increase the number of POIs that use the new system over time: Cold Mines Downtown Wetlantis Greasy Fields Carrion Trail Ginormous Rock Darkest Depths Rib Row Endless Dump
When building cargo items, you now have the option to build 1, 3, 5 or 10 copies of the item
Each of these copies will be built sequentially, meaning youll still get the first copy of the cargo item in the same amount of time as if you were building just one copy
Choosing more than one copy will increase the upfront cost, but cancelling mid-way through will reimburse you for any unbuilt copies
Increased the amount of XP gained from most jobs Significantly increased the amount of XP gained from capturing criminals
A major pass has been made on how certain items are calculated to be invalid: you should now see far fewer exclamation marks above walls and items
Workhorse - +5% Movement Speed, Energy decays slower
Delightful - Will occasionally entertain guests
Clumsy - Occasionally spontaneously gets an injury
Good Egg - Raises happiness of nearby staff
Bad Egg - Lowers happiness of nearby staff
Theatrical - Gains happiness when working on tours
Introduced a character cap limit which is available in the settings menu. This is recommended for low-end PCs to improve performance
Whenever an ambience speaker is duplicated or copied, it will retain the previously selected ambience theme
Updated the UI for the cafe to make it clearer that the food options can be changed
Added a queue indicator to most queue-based items to help signify queue direction and the front of the item
XP rewards from expeditions now show the correct amount of XP in the crate reveal screen
Updated the sorting layer of all fish in the aquarium to make them easier to select
Staff who are on an expedition are now greyed out in the staff list
Fix for Staff Flip flopping between points after a series of Expeditions to specific POIs.
Fixed Ghostology themed archway to prevent stuck characters.
Fixed an issue where robot staff were not correctly going to get perks installed
Fixed an issue where training items were not correctly improving the time it takes to train
Fixed Sunny and Stormy being able to appear on the same staff member
A fix to the Ghostology-themed archway to prevent stuck characters
Updated to the functional description of the Ambience Speaker, which reflects a change to the phrasing of related status effects. Buzz effects are to guests and not exhibits.
Fixed the issue where keyboard prompts were not respecting keyboard layout during the tutorial.
Updated ghosts to be removed from the room when destroyed/repossessed
Fixed Objective navigation on the gamepad, the back button now closes sub-objectives
Fixed issue with the ability to specify staff zones over plots not in play
Added dragging prompt to build button prompts to help avoid confusion when creating a room on controller
Fixed issue with gamepad staff zones cursor appearing initially under building floors
Fixed issue with the Botany salad food option, it now correctly gives a buzz boost to the Botany theme
Made fell in ectoplasm expedition injury and physical injury
Added progress bar to unlock plot(s) objectives sub-goal when requiring more than a single plot
Fixed issue with Pebberly Heights platform looping audio
Fixed inconsistency between Training icons in the Staff Inspector Menu and Training Menu.
Updated staff resignation warning to just be sad sprite
Added improvements to the Ransom Message
Fix for several Alien exhibits display incorrect symbols in all inspector menus.
Fixed interior shadows leaking onto exterior surfaces below the playable area
Fixed player's inability to remove landscape smart brush tiles when painted in Wailon Lodge and Pebberly Heights levels
Camera zoom is no longer limited to Very Low-quality settings
Fix for Lodge plot build audio issues
Fix for radio show subtitles not pausing when the game is paused
Fix for Assistant working in a gift shop outside of assigned staff zone.
Fix for issue where players could paint exterior paths in buildings on Wailon Lodge.
Players are now able to reduce character cap on Console platforms.
Optimisation improvements
Stability improvements
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