Two Point Museum
One of my favorite genres of game, period, the genre I most long to work in, is actually facility management... shit like the Two Point games. I love games where you're running a facility of some kind because they're often very similar to settlement sims, like Dwarf Fortress, but much more focused.
I can get quite a lot of what I love about DF and Rimworld out of a game like Two Point Museum, but much more quickly. And if I put the game aside for a week or two, coming back with some of my working memory lost is much less punishing in a game like this than it is in Dwarf Fortress. (Biggest cause of failed forts: coming back after 2 weeks and forgetting what I was doing!!)
Two Point Museum is a particularly smart take on this kind of game. It approaches staff management with a light touch, and though decorating the interior of the museum is important, it allows you to kind of be shit at that. A lot of your campaign objectives are pretty basic, too - they barely even gesture at the mechanics which ultimately end up driving very high museum performance. Incredibly, from what I've seen, the game might actually rely on the player to discover the mechanics that really inflate your score.
Most of those mechanics are about transforming and manipulating the guests of the museum. Two Point games often have visitor "types" - clowns, vampires, and so on - which interact with the facilities uniquely. In TPM, a powerful museum is a museum which transforms a high percentage of its visiting guests into things like clowns, or directly changes visitors' major qualities - searing their eyes with a laser to give them a "rose-tinted" view of the environment, for example. It's a very cool feeling to discover how powerful these transformation mechanics are.
There are other ways to modify and control your visitor population which are even more mysterious - the "space museum" level in particular opens up a web of connected mechanics which the player will instantly recognize as being particularly powerful in other campaign museums. There was a thirty-minute play session I had a couple weeks ago where I realized that I could do something with an item I'd unlocked in the space museum to fundamentally change the visitor population of the very first museum in the campaign, and I immediately thought: you sly dogs!!!!!! you were never going to tutorialize this, were you?!?
I still don't know if I will eventually encounter a tutorial for these mechanics I've discovered on my own, but ever since I found them myself, I'm now playing what feels like a completely different game than the game TPM itself acknowledges itself to be. I'm transforming half my guests into weird creatures... and importing huge quantities of other guests from a strange location I discovered myself. I'm creating my own lists of weird exhibit combos and planning a new type of toilet I didn't even know existed last week. It's delightful.
I really admire this studio, and I love how you can see their experience grow from game to game. TPM in particular feels like a culmination of learning people who really understand the space they're working in, and have found things for players to think about that don't even exist in other games in this genre. It's quite special!