Spring 2026 Roadmap & Studio Update 🐝

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Spring 2026 Roadmap & Studio Update 🐝

​Hey Pointians!

As the days start getting longer and flowers start budding, it’s time to look forward into spring 2026 and what’s freshly blooming in YOUR museum.TPM_SPRING_ROADMAP_v3.png


We’ll kick off 2026 with our first major update, welcoming version 8.0, which will include a tonne of bug squashing we tackled in a studio-wide bug bash, and some of your most requested quality of life changes, too, but more on that below!


This spring, you can also expect new Digiverse rifts (yes, rifts!) in the coming months, as well as a brand new seasonal event to celebrate all things spring (chickens not included).


And guess what? On top of all this, expect news about our latest DLC, which we know will have you all buzzing.

If you've got ideas or suggestions for future content in Two Point Museum, or you fancy chatting and daydreaming with fellow Pointians, we'd love to hear from you. And to get stuck in with other fans, join the Discord, we may even have a leak or two.


We're super excited and hope you have a fantastic time curating all this new content!


The Two Point Team <3




​What have we been up to?

Bug Bash


This January, we set ourselves a studio-wide challenge to squash as many bugs as we possibly could within a week. A few of these changes made it into version 7.3; however, the main bulk of the 100+ (!!) bugs we tackled in the bug bash are coming this spring. Expect a juicy change log for version 8.0, and as always, we’ll continue tackling bugs and issues as they pop up throughout the year. 


This is all part of our wider goal for the start of 2026: a proper ‘New Year freshen up’. Whilst 2025 was an exceptional year, we’d been concentrating on new content releases, which we know had a knock-on effect of introducing some bugs, sometimes frustrating, sometimes hilarious.TPM_CHICKEN_ENTITY.png

​We couldn’t tackle this many bugs without everyone of you playing at home who reports to us, so a massive thank you goes out to you, lovely Pointians, for your reports, logs, and save files.

Quality of Life Changes


As part of this freshen up, the team moved from bug squashing over to adding those extra additions that may seem small but really add up to make a big difference. These quality-of-life changes will be a big part of version 8.0, and we thought we’d take some time to present our process for how we go about prioritising quality-of-life.TPM_SUGGESTIONS.png


​We’re a small-ish to midsize game studio, of around ~45 now, which means whilst we’d like to tackle all the things, we have to do clever prioritisation to take on projects that will feel most impactful, but, importantly, not take up precious time away from achieving other cool things. There might be something the team or community would really like to see that would take significant time to implement, iterate, test, and release. In those situations, it could mean we only have time to bring one QoL change to the game, rather than multiple!


To keep us prioritising the right things, we keep an internal wishlist, and alongside that, we keep a tally of what you, our players, have been requesting, how often, and what exactly it is you’re requesting. You may ask for “a better sandbox” - but the important details there are what you think will make it better, as everyone might have a different idea of ‘better’.TPM_SPREADSHEET.png


​Our mega community suggestions spreadsheet sifted these categories to the top (where number 1 is the most requested):

  1. Expedition Changes

  2. Better inventory & filtering

  3. Outdoor stuff (decor, fences, toilet, vending machines, etc.)

  4. “Under construction mode”: the ability to close rooms

  5. Creative sandbox options

Expedition Changes


Tackling numero uno on the list, expedition changes: the ‘RNG’ element of the game is one that we spent a long time iterating on during development, to get that balance of discovery and adventure, whilst making sense from a gameplay perspective. This is one we’ve continued making changes to, as well, like in an early update where we completely overhauled the loot tables.TPM_EXPEDITIONS.png

​We see a lot of feedback about the process being repetitive, about how a ‘repeat’ button would be beneficial, and about specific loot tables being unfair, and we’ve done some investigating into what is and isn’t possible:

As expeditions are so variable, a repeat button isn’t as easy a fix as it may seem. The game would have to consider things like: what happens if a member of staff is injured, MIA or has quit? What if you’re out of cargo items, or what if the season has changed, and there’s a new event to counter? 


Simply put, having a ‘repeat’ button in theory would solve the issues above; however, if the button is greyed out because a variable makes the expedition group invalid, it can quickly become clunky and unintuitive to display and inform the player properly, and they’d have to be troubleshooting and managing their expedition crew, anyway. Implementing a repeat button would mean extensive work on the “why” part, to explain what situation had arisen to cause the button to be greyed out, which would involve tool-tips, pop-ups, or other things like that, which become less and less intuitive. 


So, instead, we’re investigating other ways achieve a similar thing: reduce friction in expeditions. We collect POIs that the community reports are troublesome for balance passes, as one example. And, on top of that, we’re looking at whether we can streamline expedition setup by looking at things like: can we filter staff better on the setup menu? Can we give the player the ability to block certain staff members from appearing? Can we make autofill more intelligent?


The team is investigating these areas, amongst other possibilities, and whilst we can’t make any promises currently, we’ll keep making changes and iterations on expeditions and keep assessing the feedback as it comes in.

Better Inventory and Filtering


This is something the team is already sorting! The main pain points for filtering stem from the exhibit inventory, and especially in the decor and items menu, where we’ve recently added new themes or certain item categories have become more important. We see a lot of requests for the ability to filter out items like mods, alongside the “source” of items, such as whether it’s from a seasonal event or DLC.


We’re currently testing better systems for the exhibit menus and, alongside this, have been introducing new tabs in the items menu in internal testing builds, to help players find and categorise items more easily. This is still in early stages, however, as UI changes can have knock-on effects and additional testing requirements across all of the different control schemes and scaling we support.TPM_SPRING.png


​We also have a new visualisation coming for item icons, meaning at first glance you’ll be able to see where an item is from, i.e. if it’s from a DLC or seasonal item. This is also true for walls and floors, so there’s no need to go digging through the menu to find the newly added flooring anymore, as it’ll be easier to spot using the icon.

Outdoor Stuff!


The most common request we see in this category is, well, more! More fence/hedge options, more terrain, more benches/lights/bins, and on top of that, the ability to place certain things outdoors like Ticket Desks, Vending Machines and Toilets.TPM_OUTDOORS.png


​Now, again, some of these are harder than others. For starters, currently, if you don’t have a staffed Ticket Desk, you’ll see your guests congregate towards the door closest to the Desk. So, in the case of an ‘outdoor’ Ticket Desk, there is possibly no door. So, there are extra considerations about how to change guest behaviour to make an outdoor Ticket Desk function. This guest behaviour has a knock-on effect on things like their stay length, as guests walk from their spawn point to a position to where they can either wait near a door by a Ticket Desk or buy a ticket, so removing this behaviour in favour of outdoor tickets would potentially introduce longer walks and affect stays. We haven’t ruled this out, but it needs further consideration!


Instead, the team have been testing other outdoor stuff, including new additions, some for 8.0, some for future updates - so this is one to wait and be surprised about!

Ability to “close” things for construction


So the root cause of this suggestion is usually a bug, where: empty Polterguest Rooms, Aquariums and Habitats will have guests peering in, looking for exhibits, who’ll then be cheeky and ask for Info Stands for looking at nothing. We’re pretty sure we’ve gotten this bug sorted, and it’s currently in testing. This behaviour meant folks would ask for the ability to close rooms whilst they’re renovating or building them up. We also saw this suggestion for empty equipment plinths, which we’ve already introduced a change for, so guests shouldn’t view them.TPM_POLTERGUEST.png

​Another suggestion we see is the ability to fully close the museum. This is something we discussed as a team; however, we felt like it would have a lot of negative knock-on effects, like the potential to spiral financially with staff costs, or even disrupt the game flow completely, which would detract the need to play reactively.

Creative Sandbox Options

We see a load of requests for more customisation options and unlocks in sandbox mode, especially from our more cozy creative curators. This is something we began iterating on before, and in a previous update we added the ability to switch off the Curator Class Objectives, and gave better sandbox customisation options, for example, to staff pay increases.


In version 8.0, we have new options coming to the sandbox, and we will continue assessing player feedback and iterating on the sandbox in future as well. We want to see how you find these new options and if they’re ticking the right boxes, before we continue developing.TPM_PEBBERLEY.png


​We’re also assessing whether or not certain options can be changed during an active sandbox, like Kudosh levels, and we’ll also reassess whether creative sandbox is giving players enough Kudosh and currency by default. Changing things mid-session will be technically more complicated, as it involves editing game settings that are usually preset, so they’re touched once and not again, so we can’t make any promises on this possibility just yet.


The biggest request we see is an option to ‘start with all exhibits'. This is possible with dev hacks; however, it currently dumps all exhibits in your inventory, resulting in what can only be described as a jumbled mess. So, this option is dependent on us iterating on the inventory system (which we’re starting in v 8.0), and then we’ll assess whether the new inventory has the tools needed to make an ‘everything’ museum a fun experience and not give the vibes of your average local car boot sale, only with a humungous scroll bar.




If you’ve gotten this far, thanks so much for being here on this journey with us. We hope this gives a transparent snapshot into the decision-making behind the scenes and how we tackle prioritisation.


This doesn’t fully cover everything we have coming in version 8.0 (and beyond), as for one, there's a lot coming, and secondly, we don’t want to spoil everything we’ve got cooking, so we’ll see you soon for more on that.


If you have an idea or suggestion that we've not mentioned here, please comment below. It may be that it's already on our radar, and whilst we can't spoil everything, we can log it or let you know more.


Massive love to you all for your continual support,
The Two Point Team 

Source: Two Point County