A well-decorated and well-explained exhibit will generate Buzz, thus encouraging guests to donate to the museum.
Exhibits can be analyzed to unlock more knowledge, allowing information stands to educate visitors more effectively.
[3] Players need to recruit assistants for running the ticketing office and shops, security guards for maintaining order in the museum, deterring thieves and mischievous children from vandalizing the exhibits, and emptying the donation boxes, and custodians for keeping the museum clean.
Locations are gradually unlocked as players complete various gameplay objectives, some of which are shared across museums.
The idea for building a museum simulation game stemmed from Two Point's cofounder and technical director Ben Hymers.
[5] Museum was chosen as the game's main setting because the team was "immediately drawn to" the idea of collecting and curating artefacts, and enables players to have the creative freedom to build spaces that can inspire awe for visitors.
[1] Design director Ben Huskin added that the team ensured that none of the artefacts in the game had relations to real civilizations around the world, though they may reference real-world history in a "tongue-in-cheek" way.
[2] According to lead designer Luke Finlay-Maxwell, each exhibit subcategory also has their own unique gameplay mechanics so that players are persistently faced with "new and interesting' challenges as they progress.