The Sim genre is truly a mixed bag, and despite this being a statement applicable to any gaming genre, it feels particularly true here. Over the years, I’ve delved into some fantastic Sim games. However, it seems almost too easy for a miserable game to hide behind the “Sim” label and get a pass. In my experience as a reviewer, some of the most dismal titles have emerged from this genre, leading to some of the lowest scores I’ve ever given. Today, I’m diving into LIBRITOPIA: Librarian Simulator on PC, a game that offers some charm but, admittedly, leaves much to be desired. Bear in mind, before you think I’m honing my critiques to a fine point, this is an Early Access title. So, let’s consider this as an overview of its current state rather than its definitive one.
In LIBRITOPIA: Librarian Simulator, you’re tasked with building and managing your own library. The concept alone evokes a sense of warmth and tranquility—libraries are, after all, cozy havens for book lovers. They’re places of refuge from the bustling outside world, where eager learners gather, and anyone can wander in when they’re seeking a quiet escape. I approached this game hopeful for whimsy and a dose of charm, potentially mixed with the addictive nature of slow-paced experiences. What I did not anticipate was being thrust unprepared into a dash game of sorts.
In the game, you must meet your patrons’ needs while avoiding too many gripes, because if you don’t have what a customer is seeking, their dissatisfaction threatens your progress. More than a few disgruntled departures in a day spells game over. If this were a genuine Dash title, I might have embraced it more. Unfortunately, by attempting to simplify the complexity that characterizes a true simulation, this game misses the mark. Instead of capturing a librarian’s varied and fulfilling role, it equates the job with stress—a portrayal that doesn’t necessarily align with what players desire.
As each game day begins, you can redecorate your library and collect any recent book returns. It’s an interesting start, with your patrons gradually lining up to satisfy their reading cravings. So far, this sounds as expected, but there’s a lot more to ponder.
With shelves initially housing a limited selection of a dozen books, patrons bewilderingly request titles glaringly displayed right in front of them. You might expect such behavior in a room brimming with books or amidst towering stacks, but with such a clear, visible selection, it’s a frustrating oversight. Initially, covers are visibly displayed, so there’s really no excuse. This does evolve as you progress, presenting different issues—ones I’m not certain were intended.
As you expand your library, books end up spine-out on the shelves, revealing only their titles. Some patrons may inquire about an author or genre, challenging your memory or requiring a quick lookup at the check-in desk. While clever, this mechanic consumes time and tests customer patience. Impatient patrons will leave, edging you closer to game failure. You can label shelves for clarity, although you can only do so much at a time, complicating matters during peak moments.
Your library is divided into zones comprising of various desks, each with distinct functions. It’s puzzling that there’s a separate computer for everything. One could argue simplicity would benefit a dash title; having everything on one system could streamline gameplay. While automation upgrades are available, the initial setup does feel clunky.
Checking out books involves accessing a computer, searching for the title, and confirming the selection. It’s slightly cumbersome, especially if there’s a queue. A simple fix might be displaying the requested book onscreen to avoid unnecessary delays.
The check-in desk adds a mini-game element, involving matching titles, authors, and genres. Buttons shift around, complicating an otherwise straightforward task. It’s intended to be quick, but unresponsive controls hinder the process. Efficiency and fluidity are critical in this type of game, areas needing improvement here.
LIBRITOPIA’s loop is basic: acquire books, distribute them, and retrieve them. This could be engaging but ends up feeling clumsy, and patrons occasionally request unseen books, further complicating the experience. While not major, it’s an issue when your “lives” are essentially your patrons’ satisfaction.
Visually, LIBRITOPIA isn’t groundbreaking, presenting simple aesthetics reminiscent of early 2000s games. While all art has its merit, this one doesn’t captivate. Sound design is minimal and mismatched at times, with female patrons occasionally voiced by males. Controls, thankfully, function as expected.
For fans of Dash games, there’s a kernel of enjoyable challenge here. LIBRITOPIA won’t claim any top honors, but its mechanics can be entertaining. However, labeling it a Sim might mislead potential players; it channels a different vibe closer to Dash-style gameplay. For now, on various fronts, it lands in the realm of mediocrity.
Even considering these observations, let’s remember it’s in Early Access. It could transform significantly with future updates. The developers are actively refining it, promising potential enhancements. It’s also a budget-friendly title, offering an affordable entry point for those curious to try it out.
This review is based on an Early Access copy provided by the publisher.