It doesn’t feel like much time has passed since our last conversation with the team at Two Point Studios. In fact, it was just two years ago, right before the release of their second game, Two Point Campus. At the time, the simulation game had experienced a slight delay, with the team citing challenges associated with remote development during the pandemic as one of the reasons.
The studio’s founders, Mark Webley and Gary Carr, explained that working remotely had created unforeseen challenges. They noticed late-stage development issues that likely would have been spotted earlier if the team had been in the same physical space. Two Point Studios thrives on a collaborative environment where developers can glance over each other’s shoulders, identify gameplay quirks, or quickly address minor bugs. This dynamic was hard to replicate during lockdowns.
Fast forward two years, and while much remains the same about Two Point Studios—the leadership team, the 40-person headcount, and the focus on quirky management simulation games set in the fictional Two Point County—one major shift stands out. Unlike Two Point Campus, which was developed almost entirely remotely, their next game, Two Point Museum, has been created almost entirely in-office.
Executive producer Jo Koehler reflects on the change:
“It was a much easier development process this time. With Campus, we started full production the same week lockdowns began. We thought we’d be home for a month, but that turned into much longer. With Museum, we’re back in the office four days a week for most people. The face-to-face collaboration has been fantastic.”
Design director Ben Huskins agrees, emphasizing the importance of spontaneous discussions.
“Those little ad-hoc chats are invaluable. At home, someone might message you on Slack, but you wouldn’t see it for an hour, even if they only needed a quick two-minute chat. That kind of exchange is so much easier in person.”
Koehler adds: “The magic really happens when everyone is in the same place. Having all those playthroughs in the office has been great.”
Collaboration Fuels Accessibility
Being back in person has also been instrumental in maintaining Two Point Studios’ focus on creating approachable and welcoming games.
Each of their titles—Two Point Hospital (2018), Two Point Campus (2022), and the upcoming Two Point Museum (2025)—stands as a standalone experience. While there are some recurring elements and characters (such as the beloved in-game radio DJ Sir Nigel Bickleworth), each game offers its unique twist on management gameplay. For instance, Two Point Campus centered on building relationships with students, whereas Two Point Museum leans more into the thrill of going on adventures to uncover and display artifacts.
Interestingly, each game also attracts its own audience. While some players jump from one title to the next, others prefer sticking to the specific theme that interests them—be it hospitals, schools, or museums. This means the development team must approach each game as if the players are entirely new to their universe.
“We spend a lot of time thinking about the onboarding process,” Huskins explains. “We want to ease people into the experience. This isn’t just about accommodating existing fans versus new players; it’s also about balancing the needs of hardcore management sim enthusiasts and those who prefer a more relaxing experience. Management games can feel overwhelming, and our goal is to ensure they’re as accessible and approachable as possible.”
This focus on accessibility shapes everything from the games’ visually friendly art style to their intuitive user interface. Much of the development process revolves around testing and iterating on these elements—a process that thrives in an in-person environment.
“We do a lot of playtesting and make iterative changes as we go,” Koehler shares. “Events like Gamescom are also invaluable. Watching people play in real-time gives us insights we might not get otherwise.”
Building on Familiar Foundations
Two Point Museum continues the studio’s tradition of blending familiar concepts with humor and imagination. While grounded in reality to some extent, the game adds whimsical elements. For example, players might find a caveman encased in ice to display as an exhibit—but if they aren’t careful, the ice could melt, leading to chaos as the caveman escapes.
“It’s about starting with something relatable and then putting our own spin on it,” Huskins says.
Having played a preview of Two Point Museum, I can confidently say the studio’s signature humor and style remain intact. However, I was a bit disappointed to learn that the game won’t initially launch on Nintendo Switch, the platform where I enjoyed their earlier titles.
Huskins explains the decision: “With each game, we’ve pushed the technology further. This time, we’ve introduced new features like advanced lighting effects for the exhibits and added depth to the museums, giving players more reasons to revisit their creations. For now, these advancements have made a Switch version challenging. But who knows what might happen down the line?”
This response hints at the possibility of a future release on newer hardware, such as the rumored Switch 2.
Balancing New and Ongoing Projects
Even as Two Point Studios prepares for the launch of Two Point Museum, the team continues to support its vibrant communities for Two Point Hospital and Two Point Campus.
“Managing multiple games affects our focus,” Huskins admits. “We have to prioritize updates carefully.”
Koehler elaborates: “When we create post-release roadmaps, we listen closely to the community. It’s all about doing the right things for our players.”
Huskins adds: “For each game, we maintain a list of quality-of-life improvements, community feedback, and unresolved bugs. It’s a matter of deciding what deserves our attention most. And being back in the office has helped us manage this process more effectively.”
As Two Point Museum prepares to bring its quirky charm to players next year, it’s clear that returning to the office has revitalized the studio. By rekindling in-person collaboration, Two Point Studios continues to evolve its games while staying true to its mission of accessibility, humor, and engaging gameplay.