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Preview: Librarian Simulator (PC) – Libritopia

by Dennis Preston
March 7, 2025
in PC Gaming
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The world of simulation games is quite the grab bag, isn’t it? Sure, you could argue that this unpredictability could apply to any game genre, but it really stands out here. Over the years, I’ve come across some fantastic ones, but also a fair share of complete letdowns. Unfortunately, it seems that even a terrible game can get a sort of free pass simply because it’s labeled as a “Sim.” Some of my most scathing reviews have been for titles in this genre — though there are exceptions, of course! Today, I’m diving into LIBRITOPIA: Librarian Simulator on PC. It’s an intriguing game, packed with potential but still, at this stage, leaves a lot on the table. Let’s not forget, we’re evaluating this early access version, so it’s all about the current snapshot rather than the polished final product.

Step into the shoes of a librarian and craft your dream library in LIBRITOPIA: Librarian Simulator. The concept itself holds a certain charm, doesn’t it? Libraries are quiet sanctuaries, havens for book lovers craving an escape from the chaos of daily life. Whether it’s a student’s pursuit of knowledge or simply the desire to lose oneself in the pages of a book, libraries offer it all. I had high hopes going into this — I wanted a slow-paced, addictive experience, something whimsical yet engaging. Instead, I felt a bit blindsided, as though I landed in a fast-paced dash game when I was least expecting it.

In LIBRITOPIA, you’ll face the challenge of meeting visitors’ needs without racking up complaints. Fail to provide what a visitor wants, and they leave dissatisfied. Let too many walk out unhappy, and it might just be game over for you. As a dash game, this pressure might be thrilling, but calling it a Sim strips away the depth that we typically enjoy in a genuine simulation. The game paints the librarian’s job as quite stressful, which might be closer to reality than we’d like, but it’s not exactly the gameplay experience most players are seeking.

Before the library opens each day, you get time to set up—arranging new furniture, collecting books that were returned the night before. Starting your day at the computer, you’ll face a steady stream of book enthusiasts ready for their reading fix — which sounds great, except, they’re not the brightest bunch. It’s baffling how library-goers can overlook books sitting right in front of them, especially when the selection initially is just a dozen or so. Customers seem to request books they can’t find, even when they’re glaringly obvious, and it’s a bit amusing until you expand your collection, at which point it becomes a puzzling design choice.

As you fill your library with more shelves, the books’ spines are all you’ll see, making locating a specific title more challenging. Patrons might ask for books by author or genre, testing your memory — and patience. Heading back and forth to the check-in desk to verify information uses up valuable time and customer tolerance, which is limited. Even simple tasks like labeling shelves are oddly restrictive, with these little challenges adding complexity where none is needed.

Areas of your library are functionally divided into zones, with separate spaces for book check-ins and customer inquiries. Why these have distinct computer systems is perplexing, and while a waiting area makes sense thematically, it complicates the quick-paced dash mechanics. Automated stations help eventually, but the initial stages are a slog.

Checking out a book involves several steps: you find the book on your computer, search, and process it. Straightforward enough, but having to continuously leave your desk to view requests makes the process cumbersome. A simple on-screen display of patron requests could streamline this significantly.

The check-in process throws matching games your way — matching titles, authors, and genres, that is. Yet there’s a sluggishness to interactions, and sometimes commands don’t seem to register correctly. Fluidity is crucial in a dash game, and that’s an area where LIBRITOPIA falls short.

At its heart, LIBRITOPIA loops through the basics: get books, distribute, retrieve. However, what should be seamless often feels unnecessarily clunky. Patrons asking for inaccessible books is a glitch I encountered early on, nothing catastrophic, but inconvenient enough to lose precious lives within the game.

Aesthetically, LIBRITOPIA harks back to the early 2000s. While I appreciate artistic choices and understand the constraints developers face, it lacks visual polish. Audio cues are sparse and sometimes mismatched, breaking immersion, although the controls do what they should.

If dash mechanics appeal to you, there’s some merit in LIBRITOPIA: Librarian Simulator. It won’t be snagging any game-of-the-year awards, but the underlying challenge is there if you’re patient enough to uncover it. The “Sim” label might be misleading; it’s more of a dash game and, within that context, delivers on its promise of replayability. Presently, LIBRITOPIA is hovering in the “decent but not outstanding” territory across various fronts.

Bearing in mind this is an Early Access game, there’s ample opportunity for growth. Given that the developers are actively iterating on the game, I’m hopeful for substantial enhancements in the pipeline. Thankfully, stepping into LIBRITOPIA won’t break the bank, so if you’re curious to explore a fledgling library, your pocket won’t feel the pinch.

This preview reflects the current state of the Early Access game, as offered by the publisher.

Tags: SimulatorPreviewLibrarianLibritopia
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