The simulation genre often finds itself in a peculiar space within the gaming universe. While you could argue this about any gaming category, the mix of results is more pronounced here. Over the years, I’ve encountered some truly excellent simulator games; however, it’s equally true that some of the genre’s less impressive titles seem to get a free pass simply due to their labeling as sims. Indeed, some of my least memorable gaming experiences fall within this category. Today, we’re diving into LIBRITOPIA: Librarian Simulator on PC. The game certainly possesses a degree of whimsy, yet it still falls short in several areas. Before you chalk this up as a negative rant, keep in mind that this game is still in Early Access. What you’re getting here is a snapshot of its current state, not the polished product.
In LIBRITOPIA: Librarian Simulator, you’re tasked with building and managing your very own library. There’s something quaintly charming about this premise. Libraries often stand as quiet retreats filled with knowledge for voracious readers and curious minds alike—a sanctuary for those looking to escape life’s frenetic pace. As I set out to explore this game, I anticipated a leisurely escape that balances serenity with addictiveness. What I didn’t expect was an unanticipated dip into a dash game atmosphere.
Your role in LIBRITOPIA: Librarian Simulator involves catering to the needs of your library’s visitors while managing their expectations. Failure to meet patron requests results in dissatisfaction and the potential for them to leave unhappy. Too many departures spell game over. If this were solely a dash game, perhaps these abrupt challenges would feel more fitting. But instead, the game’s simplification strips away the depth that often defines a true simulation. We’re left dealing with stress rather than engagement, which might mirror real-world librarian duties but doesn’t necessarily align with player expectations.
Before each day begins, you’re given the chance to expand your library by adding items and retrieving returned books from the prior evening. From a curious choice of starting your day at the computer to the bustling inrush of bibliophiles, the game begins with conditions that align with the expectations set by its premise. Voicing complaints about this initial setup wouldn’t be fair.
Yet, it’s immediately apparent that the patrons you serve appear less than well-read. Early in the game, with just twelve books displayed openly on your shelves, visitors often request titles that sit visibly before them. While such behavior might be forgivable in a vast, labyrinthine collection, in such a sparsely populated environment, it’s rather absurd. Although this dynamic shifts later in the game, what seems like a natural progression introduces a slightly problematic system that feels unintentional.
As your library expands, book spines—their only visible part—require you to gather titles from customer requests. Patrons sometimes seek authors or genres rather than specific books, challenging players to either memorize stock or waste time consulting the check-in desk—an intelligent, albeit patience-draining, concession. Impatient customers are prone to leaving, and you don’t want to test their patience as it risks your progress in the game. Although you can label shelves, this is a time-consuming task and offers limited immediate relief.
The gaming structure divides your library into discrete zones, with separate desks for check-in and check-out. Despite the advantage of having dual systems, this division seems unnecessarily complex. Realistically, all operations should occur within a fluid, single-system interface. Introducing a waiting area for client inquiries makes some sense but in the framework of a dash game, starting with simplicity and layering on complexity would be more effective. Automated desks, purchasable within the game, become essential as demands grow, though initial interactions still feel unrefined.
Checking books out to customers requires returning to your computer, searching the database, and completing the transaction. While functional, the required steps make handling book queues cumbersome. If a straightforward interface allowed quick reference to listed books, reducing redundant actions, player satisfaction would likely rise exponentially.
The check-in procedure involves a matching mini-game of titles, authors, and genres—a mechanic that felt sluggish during play. Intended to be a quick task, the game asks for swift precision, yet often fails to register interactions promptly, complicating a seemingly simple task unnecessarily. For a game leaning on dash-like mechanics, fluidity is paramount and not consistently present.
At its core, LIBRITOPIA’s gameplay loop is straightforward: manage book exchanges and maintain library guest satisfaction. It should feel intuitive, but its cumbersome mechanics add unnecessary hurdles. An unwelcome twist is patrons requesting unseen books early on, which feels unfair when such occurrences hint at limited chances to win them over.
Graphically, LIBRITOPIA feels like a relic of past decades, reflecting a dated style rather than artistic innovation. Though one can admire developers’ resource constraints, the visual experience leaves much to be improved. Sound design is minimal or misaligned; inconsistencies, such as mismatched voice effects, stand out. Despite average controls that function as expected, these other elements detract from the immersion.
For enthusiasts of dash-style experiences, LIBRITOPIA: Librarian Simulator holds potential. While not poised for major award acclaim, lively features within its gameplay remain. However, the “simulator” label seems misplaced here, as the game diverges greatly from what the simulation genre typically promises. While familiar mechanics pose replayability, current shortcomings leave LIBRITOPIA just shy of exceptional, landing mostly in the realm of mediocre.
Acknowledging its Early Access status, there’s hope for LIBRITOPIA’s evolution. Future iterations might markedly improve upon current iteration limitations, thanks to active development efforts. Notably, it’s an affordable experience that doesn’t stress the budget, inviting those intrigued by its premise to give it a whirl.
This preview is based on an Early Access copy provided by the publisher.