A man who spends his days hauling corpses, logs and stone across the map was always going to attract helpers, and the PC community obliged. Two weeks after launch, Graveyard Keeper 2 already had a large mod scene, and its most popular mods tell you exactly what players find tedious: running back and forth, small stacks, a cramped backpack, slow production and buildings that stay where you first dropped them. Here is where to find mods, which ones earn their place, how to install them cleanly and what they can cost your save.
Where to find Graveyard Keeper 2 mods
There are two big shelves, and they work differently.
| Steam Workshop | Nexus Mods | |
|---|---|---|
| Size on October 5, 2026 | 173 items | 279 mods, 592,467 downloads |
| Who can use it | Owners of the Steam version | PC players, who install the files themselves |
| How a mod arrives | Click Subscribe, Steam downloads it | Download an archive and extract it yourself |
| Updates | Steam refreshes the download; a copy you made by hand usually stays as it is, unless the mod or a loader updates it | Download the new version yourself |
| Most popular | No More Running Back, Better Item Stacks, Bigger Inventory - 40 Slots, Remove gives 100% return, Better Auto Crafting, Shared Storage | GK2 Mod Framework, Better Auto Crafting, Move Buildings, Better Item Stacks, Better Player Inventory |
Behind both shelves sits the same engine room: BepInEx 5, a community mod loader. A ready-made BepInEx pack for the game, built on version 5.4.23.5, is itself one of the mods on Nexus Mods. On top of it, the GK2 Mod Framework, the most downloaded mod on Nexus Mods, adds an in-game Mods menu.
The big exception is voice-over packs, which the game documents and loads by itself, with no loader at all. They get their own section below.
Everything on this page is for the Windows version. PlayStation, Xbox and Switch have no Workshop and no game folder you can reach, so console Keepers play vanilla. On PC, remember that stores patch at different speeds: Steam had 1.008 on October 2, while GOG was still on 1.007 on October 5. Check which game version a mod was built for before you install it.
The most useful quality-of-life mods
The download charts are a list of complaints in disguise. Each row below is a popular mod from the Workshop or Nexus Mods, with what it changes and what the vanilla game offers instead.
| Mod | What it changes | Vanilla answer or official plan |
|---|---|---|
| No More Running Back (the Workshop’s most subscribed mod, about 24,000 subscriptions by October 5) | Keeps track of the materials a recipe needs, so you stop walking back to the workbench to check | Plan the full material list before you leave with the crafting calculator |
| Better Item Stacks | Raises item stack limits | None announced |
| Bigger Inventory - 40 Slots (Workshop) and Better Player Inventory (Nexus) | A 40-slot backpack | Bags: the Universal bag (9 slots, 10 silver) and the Big universal bag (16 slots, 50 silver, from trade tier II) at the Tailor, or the 16-slot Builder’s bag (building goods only) for 15 silver at the Builder |
| Better Auto Crafting | Lets automatic stations such as Furnaces and Kilns work through their whole queue, and speeds them up (x3 by default) | The roadmap promises zombie helpers that empty and restart the Kiln and Furnace |
| Shared Storage | Lets your stored materials work as one pool instead of a scatter of chests | None announced; Conveyors move goods inside the Factory |
| Move Buildings | Picks up a placed building and puts it down elsewhere instead of making you tear it down | Movable workstations are on the official roadmap, with no date |
| Remove gives 100% return | Full material refund when you remove something you built | None: this one is a balance change, not a comfort tweak |
| GK2 Vanilla+ (Workshop) | Adds 21:9 and 32:9 ultrawide support | Update 1.006 fixed ultrawide crashes but added no native ultrawide view |
| Save Anywhere F5 | Saves outside the bed; its own page calls it a beta and warns against saving during a cutscene | Sleep whenever the bed lets you (it refuses you at full energy): getting up from your bed at home is the only real save |
| Zombie penalty removers | Switch off the Excessive zombies debuff for going over the zombie cap | The Good fellow perk (+10 to the cap for good) and PR Machine campaigns raise the cap, and the God of delusions blessing from a Hypno Prayer, when it is granted, switches the debuff off; a Panic Reduction rework is on the roadmap |
Comfort or cheat? Know which kind you are installing
Some of these mods only remove friction. A material tracker, an ultrawide view or a Mods menu does not change what anything costs, and moving a building mostly spares you a rebuild. Others quietly rebalance the game: huge stacks, a 40-slot backpack, full refunds, faster hands-off automation and the end of the zombie penalty all remove pressure that is part of the game’s balance. Neither kind is wrong in a single-player game, but decide which kind you want before you install six of them at once.
The zombie penalty mods deserve a word of their own. Update 1.008 made the Excessive zombies debuff apply properly when you are over the cap, and it cuts both the Faith and the coins most sermons bring in. Removing it changes your whole church economy, so read the zombies guide and the church and sermons guide first to see what you are switching off.
Many of these mods answer complaints the developers have already heard. The October 2 roadmap lists movable workstations, zombie helpers for Kilns and Furnaces, a Panic Reduction rework and simpler trader upgrades. Uninstall day may come sooner than you think, so keep a note of what each mod does.
How to install BepInEx mods on Windows
The steps are the same whether the mod came from the Workshop or Nexus Mods. Do them with the game closed.
- Back up your save. Copy the whole save folder somewhere safe, keeping every
.datfile with its.infopartner. The path and the routine are in the known issues guide. - Open the game folder. On Steam, right-click Graveyard Keeper 2 in your library, then Manage, then Browse local files. The right folder holds
GraveyardKeeper2.exeand theGraveyardKeeper2_Datafolder. - Install BepInEx 5 once. Extract the pack so that its
BepInExfolder andwinhttp.dllland right next toGraveyardKeeper2.exe, not insideGraveyardKeeper2_Dataor another subfolder. - Launch the game once, then quit. On that first start BepInEx builds its own subfolders, including
BepInEx/pluginsandBepInEx/config. - Add your mods. Put each mod’s files where its page says:
BepInEx/pluginsfor most of them. Many Workshop mods ship their ownBepInExfolder that you merge into the game folder. Read the mod’s page for requirements, such as another mod it depends on. - Launch and configure. Mod settings live in files under
BepInEx/config, and with the GK2 Mod Framework installed you also get an in-game Mods menu.
Steam Workshop: subscribing is only half the job
Clicking Subscribe downloads the mod into Steam’s Workshop folder, under steamapps\workshop\content\4358690\ followed by the item’s number. For a BepInEx mod that download does nothing on its own: the files still have to reach BepInEx/plugins. You can copy them yourself, or use one of the Workshop items whose only job is to do that copy for you. A loader still needs one manual install of its own, into BepInEx/patchers. If you go that route, pick one that asks for your approval before it runs a new mod or an update.
Updating and removing mods
- After every game patch, check your mods. The game received four numbered updates between September 24 and October 2, and a mod built for one version can misbehave on the next. If the game starts acting strangely after an update, move the contents of
BepInEx/plugins(and any loader inBepInEx/patchers) into a spare folder and test without mods first. - Removing one mod means deleting its files from
BepInEx/plugins. Unsubscribing on the Workshop does not touch a copy you made by hand; only a loader removes a mod when you unsubscribe. - Going fully vanilla means taking out everything the BepInEx pack added to the game folder. Keep those files in a spare folder so you can put them back later.
Steam Deck and Linux
The Deck and Linux run the Windows version through Proton. We have not tested BepInEx mods there, so if you try, do it on a copied save and keep your Steam Cloud save untouched until you are sure.
Voice-over packs: the one mod type the game documents
Graveyard Keeper 2 ships with its own modding kit for voices. In the game folder, GraveyardKeeper2_Data/StreamingAssets/ModdingTools/VoiceOvers holds a README and voiceover_lines.json, the list of all 4,720 voiced lines. Lines you record replace the originals, and every line you skip keeps its original voice. Name each clip exactly after its line id from that file, or the game never matches it; the README explains the details.
To install a pack, create a folder per language at %USERPROFILE%\AppData\LocalLow\Lazy Bear Games\Graveyard Keeper 2\Mods\VoiceOvers\ followed by the language id (for example en), and put a mod.json file in it:
| Field in mod.json | What it does |
|---|---|
schemaVersion |
The format version, as given in the README |
language |
The language id, the same as the folder name |
name |
Your pack’s name |
enabled |
true to play the pack, false to switch it off without deleting anything |
Clips can be WAV, OGG or MP3 files. Keep Voice Over selected in the settings rather than the classic mumbling, and set the game to the pack’s language: a pack is only read for the language the game is using.
The kit accepts 11 language ids: en, de, fr, pt-br, es, ru, pl, ja, zh_cn, ko and tr. That matches the game’s 11 interface languages, yet only English ships with voice acting. In other words, the door is open for fan dubs in French, German or Japanese; the recordings just have to come from the community.
The Mods folder sits inside the same folder as your save files. A full backup of that folder carries your voice packs with it. Steam Cloud only syncs the .dat and .info save files, though, so a voice pack will not follow you to another PC or a Steam Deck on its own.
Risks for saves and achievements
Your save
The game writes your save at one moment only: when the Keeper gets up from his bed. Whatever a mod changes during the day lands in that save the next time you sleep. That makes backups the whole safety net.
- Copy the folder before every new mod, with the game closed. The known issues guide has the full backup and restore routine.
- Steam Cloud is not a backup. It syncs your
.datand.infofiles, which means it will just as happily sync a save a mod has damaged. GOG has no cloud saves for this game at all. - Read the mod description for save changes. The official modding rules recommend, without requiring it, that authors say clearly when a mod modifies saves, the economy or other systems. A mod that does not say either way is a reason to test it on a copy first.
- Be careful with save-anywhere mods. They work around the game’s sleep-only saving, which is exactly the part you least want to break. Test one on a copied save, and keep sleeping in your bed as usual.
- Check your save after removing a mod. Quit, take the mod out, load your save and look over your storage, workstations and backpack before you sleep again. If something is missing, restore your backup instead of sleeping on it.
Mod authors are also some of the game’s most thorough bug hunters. One of them dug into the game’s code and reported that the pre-order Sauna leaves food energy 10% below normal after its buff ends, a bug still open in 1.008. The energy and insanity guide explains what that costs you.
Your achievements
Steam has 38 achievements (consoles do not matter here, since they cannot run mods). There is no official word on whether mods affect them, and we have not tested it ourselves. What we can tell you is which ones take longest, and so tempt shortcuts most: on October 5 the rarest on Steam included The End of the Journey at 4.3% of players, True Graveyard Keeper at 2.6% and Shepherd of Souls at 1.7%. Mods that allow a sermon or a resurrection every day exist, and nothing confirms whether they affect achievements.
If a clean 100% matters to you, keep one save that has never seen a mod, and take the BepInEx files out of the game folder before you play it. The full list is on the achievements page.
Your bug reports
Since 1.006, Steam players can send a bug report from the top-left corner of the main menu or from the pause menu. Before you do, reproduce the problem with your mods taken out. A crash caused by a mod sends the developers hunting for a bug that is not theirs, and a clean report gets your real problem fixed faster. If the game will not start and you contact support instead, include your save files and Player.log, which sits in the save folder.
Official modding rules
tinyBuild, the publisher, has published modding guidelines for the game. Breaking a hard rule can get a mod removed from official channels and, in serious cases, its author banned from the community.
| Hard rule | What it means for you as a player |
|---|---|
| No malicious code and no transmitting player data | A mod that phones home is breaking the rules; report it |
| No redistributing the game’s code or assets (sprites, sounds, localisation tables, scenes) | A “mod” that ships pieces of the game itself is not allowed |
| No unlocking or exposing unreleased content | Mods that switch on unreleased content are not allowed |
| No misleading information and no impersonating the base game | Nothing should pretend to be an official update |
| No deliberate crashes, freezes or slowdowns | Sabotage mods break the rules |
| No redistributing another author’s work without permission, no mods built to break other mods | Download a mod from its author’s own page |
| No NSFW mods on the Discord, no hateful or targeted content | Keeps the community channels usable |
The guidelines also recommend, without requiring, that authors describe accurately what a mod does, disclose any effect on saves or the economy, list known conflicts with popular mods and publish their code openly so players can check it is safe. A mod page that does all four is the safest bet. Modding questions go to the #gk2-modding channel on the official Discord or the Steam Workshop discussions.
Cheat Engine tables
Cheat tables exist for the PC version. We have not tested them. They edit values in the running game, and the next time you sleep those values are saved for good, so treat them exactly like a mod: back up first, and expect a patch to break them. Update 1.007 also closed several duplication exploits, so do not count on vanilla tricks to do the same job. If you want money the honest way, the money-making guide is cheaper on your conscience.
Common mistakes
- Subscribing on the Workshop and expecting the mod to work. For BepInEx mods, the download is only half the job.
- Extracting BepInEx into the wrong folder. It belongs next to
GraveyardKeeper2.exe, not insideGraveyardKeeper2_Dataand not in the save folder. - Modding without a backup. The game saves when you sleep, and whatever a mod did that day is saved with it.
- Trusting Steam Cloud as a backup. It syncs a broken save just as quickly as a good one.
- Updating the game and forgetting the mods. After a patch, take your mods out and test without them before blaming either side.
- Stacking two mods that do the same job. Two inventory mods or two storage mods are asking for conflicts. Check each mod page for known conflicts.
- Putting a voice pack in the game folder. Packs go in
Mods\VoiceOversinside your save folder, with amod.jsonwhose language matches the folder name. - Sending a bug report from a modded game. Reproduce it without mods first.
Where to go next
- Known issues: open bugs, save location and the backup routine.
- System requirements and settings: what the vanilla menu offers before you reach for a mod.
- Patch notes: what each update changed, so you know when to check your mods.
- Tips and tricks: vanilla shortcuts that cover some of what mods do.
- Factory automation: the official way to stop carrying everything by hand.
- FAQ: short answers on platforms, saves and more.
FAQ
Does Graveyard Keeper 2 have Steam Workshop support?
Yes. The Steam version has a Workshop, which held 173 items on October 5, 2026. Most of the popular ones are BepInEx mods, so subscribing only downloads the files: you still need BepInEx in the game folder and the mod copied into its plugins folder, by hand or with a Workshop loader mod.
How do I install mods for Graveyard Keeper 2?
Back up your save, close the game and extract a BepInEx 5 pack into the folder that holds GraveyardKeeper2.exe. Launch once so BepInEx creates its folders, close the game again, then put each mod's files where its page says (BepInEx/plugins for most) and relaunch.
Where do I put BepInEx for Graveyard Keeper 2?
Next to GraveyardKeeper2.exe: on Steam, right-click the game, then Manage, then Browse local files. Extract the pack so its BepInEx folder and winhttp.dll sit beside the exe, not inside GraveyardKeeper2_Data. Launch once so BepInEx creates BepInEx/plugins, then drop each mod there.
Are Graveyard Keeper 2 mods safe for my save?
Every mod is unofficial, and the game was patched four times between September 24 and October 2, which can break mods built for an older version. Close the game and copy the whole save folder before installing anything. Be most careful with save-anywhere mods, since the game itself only saves when the Keeper sleeps.
Is there a Cheat Engine table for Graveyard Keeper 2?
Yes, cheat tables exist for the PC version. We have not tested them. They change values in the running game, which then get written into your save the next time you sleep, so copy your save folder before you open one.