The simulation genre of video games has always been a peculiar mix, and it’s especially true here. Sure, you can say that about nearly any genre, but with sims, it’s starkly noticeable. Over the years, I’ve encountered a few gems within the sim category. However, far too often, it seems like mediocre titles can hide behind the “simulator” label to excuse their lackluster quality. Among the lows I’ve reviewed, some of the most disappointing entries hailed from this genre. Today, I’m diving into LIBRITOPIA: Librarian Simulator on PC. While there’s a sprinkle of charm here, there’s also quite a bit left to be desired. Just to set the stage, I’m fully aware this is an Early Access title, so keep in mind that I’m critiquing its current state, not a polished final product.
In LIBRITOPIA, you get to create and manage your own library. This concept is quite charming, really. Libraries have an inherent coziness, acting as sanctuaries for avid readers seeking refuge from the chaos of daily life. They are learning havens where eager students or casual wanderers can escape reality for a spell. With that whimsy in mind, I hoped to find a calming, yet engaging sim experience. Instead, what awaited was more akin to a frenzied dash game.
In LIBRITOPIA, the goal is to keep your patrons satisfied without them complaining too much. If a customer leaves without finding what they’re looking for, they depart unhappy, and too much dissatisfaction spells failure for you. Maybe if this were advertised as a dash game, the fast-paced, stress-inducing mechanics might be more fitting. However, labeling it as a sim means it forfeits the minute intricacies that make simulations captivating. Balancing the art of librarianship and stress is certainly realistic, but as players, I’m not convinced that’s what we’re seeking.
Playing LIBRITOPIA introduces you to a basic yet somewhat cluttered system. At the start of each day, you can arrange new items in your library and process returned books from the previous night. You begin the day behind a computer screen, which feels a bit out of place, and soon, book lovers flood in, eager to satisfy their reading desires. This initial concept, while expected, is still the basis of what might work—no major complaints there.
Oddly, your customers, though presumably literate, seem as cognitively challenged as rocks. You start with just a dozen books, and yet they’ll gaze at the shelves as if utterly lost, then proceed to ask for a book sitting right in front of them. Such confusion is understandable in a vast collection, but not when you’re dealing with just two shelves. Granted, as you progress, the game evolves somewhat, introducing more complexity—but whether that’s by design or accident is debatable.
As the library grows, books are displayed spine-out, leaving only the titles visible, which complicates requests for authors or genres even more. You have the choice of memorizing your inventory or constantly double-checking items at the check-in desk. Though a clever touch, it’s rather time-consuming, risking customer patience. Lose too many patrons, and it’s game over. Naming your shelves can ease the process up to a point, but in high-pressure situations, it still feels like fighting an uphill battle.
The layout divides the library into check-in and check-out zones with a dedicated area for customer queries. This adds unnecessary layers to interactions. Realistically, having everything on one computer would streamline operations. Though buying automated desks helps, the early game still feels cumbersome, slowing down play right out of the gate. Checking out books involves repeated trips to your computer to search items, often amidst a growing line of waiting customers. If I could just pull up a quick view of requests, it would save precious time and clicks.
Meanwhile, checking books back in involves a mini matching game with moving buttons for titles, authors, and genres. Here, it falters with a non-responsive interface that adds unnecessary steps, detracting from the fast-paced appeal expected in dash mechanics.
LIBRITOPIA sticks to a straightforward gameplay loop: lend books, retrieve them, and repeat. Despite the simplicity, it feels cumbersome due to cumbersome gameplay elements. Early on, some patrons request books I hadn’t encountered yet, forcing unavoidable customer losses. It’s a minor gripe, but when patron satisfaction is your lifeline, it’s an unfair handicap.
Visually, LIBRITOPIA feels dated, reminiscent of early 2000s aesthetics. I understand not every game boasts high-end graphics, but it doesn’t bring much flair to offset its simplicity. Sound effects are minimal and sometimes mismatched, with disembodied voices that can pull players out of immersion. The basic controls work as expected, thankfully without adding to frustrations.
For fans of dash games, LIBRITOPIA: Librarian Simulator might offer some enjoyable elements. It’s far from winning any game-of-the-year accolades, but it’s a reasonably fun challenge once reconciled as a dash rather than a sim. That said, until gameplay hitches are ironed out, LIBRITOPIA lands in the category of ‘good but not great.’
Considering its Early Access status, it’s worth keeping an eye on further developments. With potential improvements underway, who knows how the game might evolve? It’s also priced reasonably, so it won’t break the bank if you’re curious to check it out.
This preview was based on an Early Access copy of the game provided by the publisher.