We sat down with the Two Point Studios team to talk to them about their 10th Anniversary, which happened this month. We then realized we were in the wrong room and went next door to the coffee shop. They were there, we were confused, but we interviewed them anyway.

Ron Burke, Editor in Chief for GamingTrend: I want to first say thank you to the Two Point team. I couldn't have had a successful career in Witchcraft-based Archeological Medicine (with a minor in Quad-Jousting) without you guys. I had to restock a lot of Cheesy Gubbins machines to pay off those student loans, but these cheesy fingers now grasp my diploma. (Thanks for laminating it!)

Jo Koehler, COO of Two Point Studios: Thank you so much 😀
Ron Burke, Editor in Chief for GamingTrend: I'm currently patiently waiting as a patient waiting for my Bloaty Head treatment. Is there any chance you're working on more DLC for the Two Point titles for us to busy ourselves? We can't sit in silence for too long.
JK, TPS (That's Jo Koehler, the COO for the studio, not "just kidding" about the report from Office Space, oh you get the point already...): We are having so much fun adding content to Two Point Museum and hope to continue for a long time! We may have done a sneaky tease in the 10th anniversary stream of the next DLC that we’re working on at the moment – it's one we’re really excited for!
We’re also (finally) bringing all of the Two Point Hospital DLC to consoles later this year, in the “Complete Edition” releasing on Switch 2, PS5 and Xbox Series X|S! (Editor's Note: Listen, I'm not telling you Two Point people how to do your job, but you forgot to mention that on Steam it's called the Full Health Collection and you can get it now. So forgetful, these developer types...)

ANOTHER EDITOR'S NOTE:
It's at this point that we take a small break and I plug a recent review at GamingTrend – the Zooseum DLC review for Two Point Museum. Please enjoy this mandated DLC break. Thank you for your patronage, pay on the way out. And do get out already. There are other patrons waiting and you're just standing there, gawping and not spending money.

R.B., EiC for GT: My hospital has a VERY fast rodent problem. My Museum has a vampire problem and I keep seeing my aquariums drifting towards existential dread. Are there plans for additional cross-over collaborations?

J.K., TPS: We love seeing players embrace all the strange things that happen across the Two Point universe! The crossover items and references have been a fun way for us to connect the games and reward fans who've played multiple entries in the series.
We can't talk about any future plans just yet, but it's something we always enjoy exploring. The Two Point world is full of opportunities for unexpected connections, so we'd never rule out more crossover fun in the future.
R.B., EiC for GT: You might have noticed that your games are based on...hold on, let me check my notes. Ah. It turns out they're based on your games. Is there a feature that you thought would be a great fit that was in the original but just couldn't make the transition to their new home?

Abby Reynolds, Head of Community for Two Point Studios (Hey, where'd she come from?!): The team has always strived to continue building and learning with each new page in the studio’s journey, each new edition to Two Point County’s universe has taken on board everything the community loved (and found frustrating!) and pushed for better. Whether it’s the evolution of something like the creative tools, with players now building and editing foundations, creating gardens and outdoor areas, or more minute changes like with the new colour-picker.
Each game has built on the previous title’s management too, with more complex systems and interactions to create buzzing Museums, with families and groups of guests interacting, each with their own unique trips through the levels our community create. We love adding attention to detail wherever we can, and a massive part of that is seeing the community’s reactions – when someone hears a whacky radio segment for the first time or sees a really cool animation.

R.B., EiC for GT: Fusion, Populous, Flood, Powermonger, Creation, Theme Park, Magic Carpet, Dungeon Keeper, Syndicate, Hi-Octane, Genewars – other than the ones that EA, you're kinda spoiled for choice for where to go next to 2.0 a prior effort. Are there any you might have access to but absolutely would not consider?
J.K., TPS (Hey where's Abby go?!): SO many nostalgic hits there, you’ve listed my gaming upbringing! Of course, we always look to what our players, the community, are most excited for – but we take extra consideration into what the team is excited for, and where we see a niche that we can truly “Two Point-ify" - we think we surprised the players with museum, and we’d love to keep pushing the boundaries and surprising folks.
R.B., EiC for GT: A wise man once said "Never eat anything bigger than your own head". While it's debatable whether he's right or wrong, what has been your favorite moment from these last 10 years for the Two Points team?

Ben Huskins, Design Director for Two Point Studios and I'm starting to feel outnumbered here!: Well that’s certainly food for thought. I’d like to say that my favorite moments offer equivalent wisdom, but in reality it’s all the times Mark Webley (founder and studio director) hid in the meeting rooms and scared the life out of people five minutes after the meeting started. Maybe even this can teach us something profound about the human condition?
R.B., EiC for GT: Is it true you call your Jr. programmers "snots" and smack them with a beclawed hand? Surely that's not true...but could it be?
Ben Huskins, Design Director for Two Point Studios: Someone in the studio was trying to promote the term ‘fungineers’ for the programmers recently. I don’t know if they loved it or hated it. But I do like the idea of wielding a beclawed hand and waving it around dramatically to inspire the team – do you happen to have one available?
R.B., EiC for GT: In all seriousness, the engine underneath all three of your games is actually a very complex and deep simulation engine. How did you balance that deep vs. fun, and what was the length of the smacking stick used in that balancing process?
J.K., TPS (where'd Ben go?!): There's definitely a lot going on under the hood in our games, but our philosophy has always been that our games to be accessible to everyone!
We like building deep simulation systems because they create interesting situations and give players meaningful decisions to make. The trick is presenting that complexity in a way that feels intuitive and entertaining rather than overwhelming. If players are enjoying themselves, they're often engaging with more depth than they realize!
As for the smacking stick, that's a balancing act we revisit constantly throughout development!

R.B., EiC for GT: Listen...there are more games than the ones you make. I know it's hard to believe, but it's true! What is your biggest must-have game for this year, provided it's not delayed into oblivion when GTA6 is finally released? Also...I'll use the smacking stick if you say GTA6...
Abby Reynolds, Community Manager for Two Point Studios (Somebody is gonna have to pay for these drinks – coffee isn't free ya know): This year is STACKED for choice when it comes to cozying down in the cooler months to come, with something for everyone whether you prefer a true cozy experience with Witchbrook, or cozy with a side of spooky when it comes to highly anticipated Grave Seasons – or Graveyard Keeper 2! I feel like we’re spoiled for choice when it comes to the latter part of the year. We absolutely have to give a shout out to our friends down the road at Frontier, who have blown expectations out the water already with their announcement for Planet Zoo 2!
R.B., EiC for GT: HUGE thanks to the Two Point Studios team for taking the time to chat with us, and congratulations to the crew for 10 years of amazing games. We're looking forward to seeing where you go next!








