The simulation genre has always been a bit of a mixed bag, at least from my perspective. Sure, this might hold true for any game genre, but for some reason, it feels particularly pronounced here. Over the years, I’ve played some fantastic simulation games. Yet, it’s as if simply branding a terrible game as a ‘Sim’ grants it some level of forgiveness. I’ve seen the worst games originate from this genre, earning them my lowest review scores. Today, we’re diving into LIBRITOPIA: Librarian Simulator on PC. While it has its moments of charm, there’s quite a bit that still needs to be addressed. Just so we’re clear, I’m aware this is an Early Access title. So, my impressions are based on its current state, not the final product.
In LIBRITOPIA: Librarian Simulator, you get the opportunity to create and manage your very own library. There’s something inherently delightful about this concept. Libraries are those cozy nooks that offer refuge from the chaos of everyday life to book lovers. They’re places of learning for the intellectually curious or a haven for those wanting a temporary escape. As I started the game, I expected a whimsical journey—something laid-back yet engagingly addictive. However, I soon found myself in what felt more like a dash game, completely unanticipated.
In this simulator, you’re tasked with meeting the needs of your library-goers, trying to keep their complaints to a minimum. If a customer doesn’t find what they’re after, they’re left dissatisfied with your service. Have too many leave unhappy on a single day, and it’s game over. If this were designed as a dash game, it would make more sense. Unfortunately, reducing a Sim to these basics loses the depth that often defines the genre. The stress of a librarian’s role is highlighted, and although that’s somewhat accurate, is it really the experience players are after?
Each day in LIBRITOPIA starts with an opportunity to expand your library with new placements and organize books returned the previous evening. You kick off from your computer (which is a bit odd) and are soon greeted by a stream of bibliophiles eager for their literary fix. Up to this point, everything aligns with expectations, so it doesn’t make sense to nitpick here.
But here’s the kicker: for a bunch of supposedly well-read folks, your patrons come across as, well, not the sharpest tools in the shed. Starting off, your shelf hosts about a dozen books. Patrons will wander over, stare blankly, and then come up to you asking about a book plainly in view. Perhaps this would be understandable in a library with rows of shelves, but in a compact space, it seems a bit excessive. Initially, books are positioned with covers on display, making their requests just a bit ridiculous. Of course, things evolve as you progress, but it opens another can of worms, likely unintentionally.
Once you expand with additional shelves, books are stored with only the spine visible. This means you often have to remember titles, authors, or genres, or rely on the check-in desk as a reference point. It’s clever, but unfortunately, eats into time and tests your patience. You don’t want to upset customers, since they’re tied to the game’s failure condition. Shelving and organizing can mitigate this, though it’s a delicate balance to maintain, particularly in the heat of the moment.
The library setup is divided into specific zones. There’s a separate desk for checking items in and out, a division that doesn’t quite make sense to me. They should streamline everything into one efficient system. You’re given a waiting area for customers, which works, but in dash terms, simplicity at the beginning with gradually increasing complexity is key. As you grow, automated desks become available, but I feel the initial setup is unnecessarily cumbersome.
Checking out books involves navigating your computer to conduct searches and finalize the transactions. It functions okay, but requires you to step away each time, disrupting workflow—especially with a queue lined up. A quick-reference window would be a welcome addition.
The check-in desk features a somewhat clunky matching mini-game involving book titles, authors, and genres. Despite my best efforts, the responsiveness was iffy, complicating a process that should be streamlined. For dash mechanics to shine, fluid operation is essential, yet it falls short here.
The core loop boils down to acquiring, lending, and retrieving books—a basic premise that feels unnecessarily awkward. To top it off, patrons often request books yet to appear in your inventory, adding undesired difficulty, though it’s not a dealbreaker.
Visually, LIBRITOPIA harks back to early 2000s simplicity. Although the artistic direction and limited resources are understandable, it’s not visually captivating. Sound design is sparse, and occasionally mismatched, with, for example, male voices accompanying female characters. Grunts don’t cut it for immersive interactions, and the controls, while functional, lack polish.
If you’re a fan of dash-style gameplay, LIBRITOPIA offers something worth exploring. While it’s not groundbreaking, there are enjoyable mechanics at play. The ‘Sim’ label might be misleading, but as a dash title, the challenges offer replayability. However, prevalent issues render it mediocre at present.
Recognizing that it’s Early Access, there’s hope the developers will refine it over time. This isn’t a bank-breaker, making it worth exploring if your curiosity is piqued.
This article is based on an Early Access version of the game provided by the publisher.