But, this being a Two Point game, things aren’t as simple as they may first seem.

Think Night At The Museum, but with zany and sarcastic British humour.

All the obvious boxes have been ticked, but these alone would be mundane.

Two Point Museum artwork showing a trio of visitors quaking underneath a giant dinosaur skeleton.

That immediately sparked lots of ideas with us."

Firstly, creation is no longer restricted by rooms as in previous games.

Moreover, Two Point is branching further outside with expeditions.

Cover image for YouTube video

Of course, this could bring disaster as much as joy.

Two Point hinted even more tragic events could occur.

Experts may even perish while away.

Two Point Studios screenshot.

Still, even these exhibits may not be what you expect.

There’s even a fossilised floppy disc, because our childhood is museum-worthy nowadays.

Dinosaurs, in particular, are collected in parts with multiple fossils required to complete the set.

Two Point Studios screenshot.

I doubt the cafe has a pigeon serving customers, though.

What other themes are on the way?

Two Point is naturally keeping tight-lipped, although I did spot some aquarium facilities in the game’s trailer.

Two Point Studios screenshot.

He points to previous games and lore implications for hints of what may be yet to come.

Personally, I’m hoping for an art gallery where you’re tasked with preventing soup-throwing vandals and heists.

“Stay tuned,” Huskins hints.

Two Point Studios screenshot.

Two Point Museum has something far more frightening than dinosaurs though: children.

Visitors will arrive in groups, including pesky kids who will run riot without proper entertainment.

I noticed one climbing all over one of my precious fossils but was sadly unable to swat it away.

Two Point Studios screenshot.

School trips will also be added in.

A big aim in the game, of course, is to generate cash.

Just double-check there are enough security guards to prevent anything being stolen.

Two Point Studios screenshot.

“We always want to learn from our previous games,” says Koehler.

The last thing you want to do is make anything feel unnatural for our players."

It’s clear Two Point Museum is as thorough in its execution as it is charmingly funny.

Even after a brief demo, it had me wide-eyed with wonder as to what could possibly happen next.

And isn’t that what the joy of museums, and of discovery, is all about?

Really, it comes back to that depth of creativity from the studio.

“It’s very much an open process,” says Huskins.

“Everyone on the team is interested in chipping in ideas.

You’ve got artists, designers, coders, producers, all chipping in.

Is this just over-complicating the game if we add this in?

“We try ticking all the boxes for everyone, it’s a lot of testing.

And we don’t always get it right, but we just iterate until it feels right.”

Indeed, just asTwo Point Campusiterated onTwo Point Hospital, Two Point Museum looks to be doing the same.

Fans of the studio’s past work won’t be disappointed.