The Simulation genre is undeniably a diverse one. It’s a genre where the potential for both standout gems and dismal flops seems amplified compared to others. Over the years, I’ve come across some unforgettable experiences, but I’ve also stumbled upon a fair share of forgettable ones that lean heavily on their “Sim” label for leniency. Today, we’re diving into LIBRITOPIA: Librarian Simulator on PC. While there are moments that spark intrigue, much is still left wanting. Before you assume I’m on my high horse, keep in mind this is an Early Access title, so everything discussed here reflects its current (but unfinished) state.
In LIBRITOPIA, you’re tasked with the exciting challenge of building and managing your own library. The central premise is delightfully quaint. The idea of cozy library corners where bibliophiles find refuge from the chaos of daily life is enchanting. I stepped into this game hoping for that sense of charm—something leisurely paced and whimsically addictive. Instead, I found myself thrust into a frenetic dash game with little preparation, quite contrary to my initial expectations.
As you take on the role of a librarian, the primary objective is straightforward: keep your patrons happy. If a customer departs unsatisfied due to the unavailability of their requested book, too many similar exits on any given day will end your game. My preference would lean more toward a straightforward Dash game, where this setting might have shined more brightly. Stripping away the intricate nuances that make simulations stand out, the game oversimplifies the role, associating library management with undue stress—a feeling I doubt most players yearn for.
Before each day begins, you can spruce up your library, add new items, and organize books that were returned the previous evening—all from your computer, which feels oddly out of place. Once you’re set, you’re met with a wave of book lovers, eager to get their literary fix. The game takes an expected direction but soon ventures into some bizarre territory.
Here’s where it starts to unravel. For supposedly well-read individuals, your patrons show a surprising lack of wit. With an initial inventory of just twelve books, customers have an uncanny knack for overlooking a book directly before them. This might make sense in a sprawling library, but with everything neatly displayed on two scant shelves, it seems rather foolish. As the game progresses, and more shelves are added, book spines are the only visible part, complicating things further, which I’m not sure was the intention.
As your library expands, remembering your stock is no small feat, especially since some patrons request items by author or genre—necessitating either a superhuman memory or a trip to the check-in desk, which drains both time and patience. While you can categorize shelves, the process is restrictive, adding another hurdle rather than a solution.
Navigating your library is akin to maneuvering through distinct zones. The check-in and check-out desks are separate entities, unnecessarily complicating the flow. If realism was the goal, consolidating these functions to a single computer would offer a much cleaner experience. Adding automated desks does alleviate some hassle, but a simpler premise from the start would have made an enormous difference.
Checking books out involves using your computer to search for one’s particulars before checking it out. This back-and-forth process when dealing with queues feels like unnecessary busywork. A simple interface displaying the queried book would streamline this considerably.
There’s a mini-game at the check-in station, a matching exercise involving book details. It sounds engaging, but the execution is clunky and unresponsive, causing delays. If you aim for dash mechanics, fluency is critical—and at times, this area falters.
The main gameplay loop—acquiring books, lending them out, and returning them—should feel simplistic rather than cumbersome. Moreover, patrons occasionally request non-existent items early in the game, which can be frustrating when each displeased patron counts against you.
Visually, LIBRITOPIA is somewhat dated. The early-2000s aesthetic and minimal sound design don’t do much to enhance the experience. Misaligned voiceovers occasionally pop up, blurring the lines of realism and immersion. Still, the controls are intuitive, performing as expected.
For enthusiasts of Dash games, LIBRITOPIA might tick some boxes. It’s definitely not breaking any “game of the year” records, but there’s potential fun to be mined from its mechanisms. However, branding it as a “Sim” is slightly misleading—it leans more toward a Dash vibe. Ultimately, while there’s replayability for those intrigued by Dash gameplay, the persistent issues keep LIBRITOPIA hovering in the realm of mediocrity.
This is just the beginning though, as Early Access promises room for growth. The developers are actively refining, so expect improvements and updates as time progresses. It’s also an affordable option, meaning you won’t break the bank for a taste.
This preview is based on an Early Access version of the game provided by the publisher.