The Keeper’s week is a production line with six stations. Almost every day hands you something a later day needs, and most of it funnels into one sermon on Wrath. Learn the order once and you stop losing whole weeks to “come back on Sloth”.
The six days at a glance
The week always runs in the same order and loops forever. The calendar itself never spells out the day names: you only get a glyph on the day wheel, and each glyph matches the symbol on one of the portal fragments. A day’s picture appears on the wheel once the story has unlocked that day’s activity. The planet names in the table come from a single player guide and are not confirmed in game; only Wrath’s red, Mars-like glyph has a second source. Characters mostly stay put, so a day only changes which activities are open.
| Day | Glyph (one player guide, unconfirmed) | Locked to this day | Wheel picture unlocks with |
|---|---|---|---|
| 1. Gluttony | Jupiter sign | Load or upgrade the PR Machine. Donkey delivery at 13:12 | Congregation Trouble |
| 2. Sloth | Moon | Most Town battles | Your first battle |
| 3. Lust | Venus sign | Green Scrolls to Linda, looter orders with Davy the Dagger, Linda’s concert, the Lust fragment purchase. Donkey at 13:12. The Resurrection device recharges at the very end of the day | Linda’s first “New people?” talk |
| 4. Envy | Mercury sign | The Resurrection device. A fresh pile of 4 Blue Crystals at the Goddess statue, if you collected the last one | Repairing the Resurrection device |
| 5. Pride | Sun | Accept Town orders, warehouse payout, traders’ weekly Likes caps reset. Donkey at 13:12 | Starting Workshop Hours |
| 6. Wrath | Mars sign | One sermon. Change the Nun’s corpse-delivery setting. PR Machine runs end at the close of the day | Your first sermon in Holy Moly! |
What is locked is the activity, not the person. Characters usually keep one post instead of following a weekly rota: Linda works from the Dockside Club, Davy hangs around the club on other days as well, and Gunter keeps to his tower. They simply refuse the day-locked business until their day comes round. The only true visitor is the Donkey.
How long a day and a week really last
- 1 in-game hour is about 18.75 real seconds, so a day lasts about 7.5 minutes and a full week about 45 minutes of play.
- Each day’s events run from 00:14 to 23:45. Do not leave a day-locked task for the last minute before midnight.
- Sleeping does not pause anything: the world keeps running, 50 times faster, and a sleep from empty to full energy takes about 6 in-game hours.
- Getting up from bed is the only save. There is no manual save anywhere.
- Staying awake for two in-game days (about 15 real minutes) gives you Lack of sleep, so the bed is part of the weekly routine whether you like it or not.
Since the bed is the only save, make a habit of sleeping on the eve of the days that matter, above all the night before Wrath, so the sermon starts from a fresh save. The bed refuses you at full energy (unless you have Lack of sleep), so arrive tired. A botched morning then costs you minutes, not a week. And because the clock keeps running in bed, never lie down on Wrath before you have preached.
Day by day
Gluttony: the PR Machine and the first delivery
The PR Machine next to Gunter’s Astrologer’s Tower only accepts a campaign on Gluttony, and upgrades are also installed on Gluttony. A campaign raises your zombie limit for a set number of weeks and always ends at the close of Wrath.
| Run | Cost | Zombie limit | Lasts |
|---|---|---|---|
| I | 2 Charged hypno-device | +10 | 1 week |
| II | 3 devices + 10 Newspapers (any grade) | +20 | 2 weeks |
| III | 5 devices + 20 silver or gold Newspapers | +30 | 3 weeks |
| IV | 100 silver or gold Newspapers | +50 | 4 weeks |
| V | 100 gold Newspapers | +80 | 5 weeks |
Why it matters for the week: your base zombie limit is 0 (the Good fellow talent adds a permanent +10), and the game compares your zombie count to the limit only at a few moments: when a run starts, when a run ends, when the God of delusions blessing ends, and at two steps of Congregation Trouble. Raising a zombie does not trigger a check.
In practice, the check that hurts is the end of a run at the close of Wrath, and the check that heals is the start of a new run on Gluttony, provided the new limit covers your count. If the run that just ended left you over the limit and you miss Gluttony, your next sermon runs under Excessive zombies, which can strip roughly half to four fifths of its Faith (a silver Faith Prayer at 40 parishioners drops from 36 Faith to 8).
Need the devices? Plan two charged hypno-devices here. Each one costs 1 Faith to charge.
The Donkey also makes his first visit of the week at 13:12.
Sloth: battle day
Most Town battles can only be started on Sloth. Check the gear before you walk to the post: a sword and body armour in the tool belt (a bow does not replace the sword), no more than one item on your head, and defense power at or above the requirement.
Battles that ignore Sloth and start on any day:
- Break Through to the Port, the first battle of First… Sludge?
- Sewer Brawl I and Sewer Brawl II
- Break Through to the Bathhouse Basement
- Sewerena (The Sewer Arena)
Since patch 1.008, a win pays 8 Town Gratitude on the early battles (the Port, the Eastern and Central Districts, the Market Square), 16 on each floodgate fight (both parts of the Eastern one), the lake, both parts of POTATO and the Final Battle, 6 on each sewer brawl and 8 to 16 per Sewerena round (the Bathhouse battle pays none). Every zombie that fought also earns 50 to 200 red tech points; mercenaries earn nothing. Pocket the Town Gratitude: it is Wrath’s fuel. A defeat only costs that battle’s rewards, and you can try again. Full battle prep lives in the battles and army guide.
Lust: the busiest day of the week
Lust stacks four day-locked jobs and a delivery, so plan a route.
- Green Scrolls to Linda at the Dockside Club. Each scroll she turns into new residents adds 1 Town quality, which is the cap on your Likes and therefore on sermon attendance. Repaired houses pay scrolls once: Small House 1, House 3, Large House 10, Block 25 (see Town restoration). How many people she can place depends on her reputation: one-off batches of 1 and 3 at 10, 10 more at 20 and another 10 at 30, then repeatable batches from 40. Her very first “New people?” conversation works on any day; after that it is Lust only.
- Looter orders with Davy, once Wharf Rats is done: 1, 2 or 4 Keys for Looters for a small, medium or big crate, one order at a time. The crate is ready about a day later.
- Linda’s concert (Concept for a Concert) can only be started on Lust.
- The Lust fragment (High Price): the Trademaster at the Main Pier sells it for 1 gold, on Lust only. Walk in with the gold already in your pocket.
- Donkey at 13:12, then the Resurrection device in the Resurrection Lab recharges at the very end of the day (23:45). Lust evening is a good moment to prepare your resurrection tables, since that afternoon’s body can join the batch.
Envy: resurrection and Blue Crystals
The Resurrection device works on Envy, once per week, and that single activation raises every prepared table. Before Envy, each Resurrection Table I needs a body with all six vital organs and no Surgeon’s Error, a collar in your backpack that covers the body’s red skulls (Bronze 0 to 5, Golden 0 to 10, Steel any), and 1 Reanimation Liquid in storage in the same room. Pressing Prepare consumes the collar and the liquid at once and locks the table until the zombie rises; the prepared body keeps its Morgue slot until then.
Players count four tables in the lab, so up to four zombies per Envy. The zombie limit never blocks a resurrection; it only adds 1 to the count you will answer for at the next check.
Once Heart of the Swamp is done, a pile of 4 Blue Crystals waits beside the Goddess of Nature statue every Envy, but a new pile only appears if you collected the last one. Every zombie collar eats one Blue Crystal, so the swamp trip is next week’s resurrections in miniature (Gunter also sells Blue Crystals once his shop reaches tier II).
Pride: orders, payouts and the weekly reset
- Accept Town orders at the Town Warehouse board, with at most two active at a time (payout rules in the Town orders and trading guide). Urgent orders only count when their full crate count sits in the warehouse at once, within the week; regular orders keep counting across weeks.
- Warehouse sell-off: when the day rolls into Pride, any leftover crate in the warehouse is sold at base price and does not carry over. Accept first, then deliver the crates during the week, before the next Pride begins: crates dropped on Pride itself can miss that week’s payout.
- Collect finished orders at the board for Likes (roughly 15 to 75 per order since patch 1.008, urgent orders paying more, plus 5 to 35 with the Happy supplier perk).
- Traders’ weekly Likes caps reset. Likes from goods you sell after the reset are banked for the coming Wrath. That includes Burial Certificates at Januarius: 1 Like per certificate for the first 5 of each grade a week at his first trade level, then 10 and 20 as he levels up.
- Jack’s first iron order for Workshop Hours is taken on Pride too.
- Donkey at 13:12, the third and last delivery of the week.
Wrath: sermon day
One sermon, at the lectern in the Church. Attendance is the lower of your Likes and your Church quality, and every parishioner spends one Like. The prayer must be in your backpack, the Faith drops on the floor in front of the lectern and the coins land in the Donation box: pick up both before you leave. Prayer choice and Faith maths live in the sermons and Faith guide.
Use stored Town Gratitude (5 Likes each) to fill your Likes up to the lower of Church quality and Town quality, never beyond: Likes above Church quality draw no extra parishioners, and Likes above the Town quality cap simply vanish. There is no make-up sermon, so a missed Wrath is a lost week for both your Faith and the Shepherd of Souls counter.
Wrath is also the only day you can change the corpse supply with the Nun: No corpses, A few corpses (one at a time) or Lots of corpses (up to two at a time, and more often). Your first choice, when The Nun with the Hairy Ass restores deliveries, works on any day; every change after that waits for Wrath. Pick Lots only if your Morgue and graveyard can keep up. Finally, PR Machine runs end at the close of Wrath, and the next morning is Gluttony, the only day to load a new one.
Donkey deliveries and Morgue timing
When the Donkey comes, and when he does not
From Certificate, Please onward, the Donkey arrives at 13:12 every other day. With a six-day week that always lands on Gluttony, Lust and Pride, and his bell rings when he arrives. He skips the visit if the Morgue is full, meaning stored bodies equal Morgue quality.
Even with room, a visit is not guaranteed. The delivery chance starts at 100%, drops 15 points after each delivery and climbs 50 points after a miss, but only 5 points when the miss was caused by a full Morgue. A full Morgue therefore costs you twice: this delivery, and a weaker chance on the next one. “Lots of corpses” also brings bodies more often.
Deliveries also pause while a Donkey conversation is waiting. He shows up without a body four times in the story (after his strike, after the Necronomicon business, at Town quality 50 and at Town quality 100). If bodies stop arriving, check the Morgue door for a chatty donkey before blaming the calendar.
Morgue capacity
Morgue capacity equals Morgue quality, and you start with exactly 1: the pre-built autopsy table. In the opening days, one body waiting on the table is enough to send the Donkey home.
| Object | Capacity | Cost |
|---|---|---|
| Autopsy Table I | +1 | Pre-built |
| Corpse Pallet I | +1 | 4 Board + 4 Bronze Nails |
| Corpse Pallet II | +2 (not confirmed) | 8 Oiled Plank + 4 Advanced Detail |
| Crematorium I | +1 | See its station page |
| Crematorium II | +1 (not confirmed) | See its station page |
Autopsy Table I, Corpse Pallet I and Crematorium I are the sure bets. The extra capacity of Pallet II and Crematorium II is not confirmed, so check the Morgue meter after building them before you raise the corpse setting.
A slot frees up when the body is buried, cremated, thrown in the river, or vanishes (a body left on the ground disappears after about 75 real minutes off-screen, roughly ten in-game days, with no reward). Removing organs does not free anything. Until you repair the Morgue’s broken front door (1 Iron Detail + 3 Oiled Plank, Building mastery 3), the Donkey leaves bodies outside at the Corpse Dumping Point; after the repair they go straight onto free pallets.
The Morgue clock
Every gap between two deliveries is exactly two days (about 15 real minutes), whichever pair you pick. That is your processing window.
| When | Do this |
|---|---|
| Gluttony, before 13:12 | Bury or cremate so at least one slot is free |
| Gluttony 13:12 to Lust 13:12 | Autopsy and bury the new body; sell the certificate |
| Lust, after 13:12 | Prepare resurrection tables with the bodies you want to raise, including the fresh one (they keep their Morgue slots until Envy, which is fine: the next visit is Pride) |
| Envy | Resurrect: one activation raises every prepared table |
| Pride, before 13:12 | Check for a free slot again |
| Wrath | Raise or lower the corpse setting to match what you processed this week |
Lust’s 13:12 visit is the last delivery before Envy, so preparing the tables on Lust evening gives you the widest choice of bodies for the weekly resurrection.
The strike
After Chasing Fairy Lights, the Donkey files a complaint about the Nun and goes on strike, and she stands in as courier for a while. Deliveries come back through The Nun with the Hairy Ass: 10 Nun reputation, graveyard quality 20, and the Crossroads manhole repaired with 2 Polished Bronze + 4 Polished Stone. Then tell the Donkey he can come back (The Ingenious Gentleman Don Keyote): he resumes only after that talk. Better bodies follow with Brawns and Brains and The House at the Crossroads.
How to plan a week
Work backwards from Wrath
Almost every day feeds the sermon. Sloth pays Town Gratitude, Lust raises the Likes cap, Pride pays order Likes and resets the trader caps, and Wrath spends it all. Gluttony protects the sermon from Excessive zombies, and Envy decides how many zombies you will have to protect it from. Read the week as a pipeline and the order stops feeling arbitrary.
A model week (mid game)
- Gluttony: free a Morgue slot before 13:12. If you are over the zombie limit, load a PR run late in the day.
- Sloth: sleep the night before, fight, bank the Town Gratitude. No battle due? Craft and farm.
- Lust: Linda (scrolls), Davy (order), Trademaster if needed. Donkey at 13:12, then prepare resurrection tables in the evening.
- Envy: resurrect, collect the 4 Blue Crystals, craft next week’s collars.
- Pride: collect finished orders and accept new ones (their crates go in over the following days, before the next Pride). Sell certificates and Likes goods to the freshly reset traders. Donkey at 13:12.
- Wrath: top up Likes with Town Gratitude, preach, collect Faith and coins, adjust the corpse setting with the Nun.
What the week looks like at each stage
| Stage | Likes cap | Days that drive the week | Focus |
|---|---|---|---|
| First days, before the Port | 10 | Donkey days and Wrath | Keep the Morgue empty, three benches in the church, preach every Wrath (a Basic Prayer at 10 parishioners pays 6 Faith) |
| After the first Port battle | 20 | Sloth, Wrath | Town Gratitude from battles, a fuller church |
| Mid game (resurrection, PR Machine) | Rising | Gluttony, Envy, Wrath | The zombie triangle: PR run, resurrection, sermon |
| Late game | Up to 200 | Lust, Pride, Wrath | Green Scrolls toward the 200 cap, two orders every Pride |
Exceptions to the calendar
- The first sermon in Holy Moly! can be held on any day. Every later sermon is Wrath only.
- Battles: the first battle, both sewer brawls, the Bathhouse battle and the Sewerena ignore Sloth. The sewer fights are open every day of the week. Also, once Herbert hands you the red banner before your first battle, any battle can be started on any day until the end of the following Sloth.
- The order board: from your first visit, it accepts orders until the end of the next Pride, so your first order never waits a week.
- Linda’s first “New people?” works on any day; later ones are Lust only.
- The Nun’s first corpse setting, when her quest restores deliveries, can be chosen on any day.
- God of the storms: a successful Prayer for Storms (unlocked by Reanimation, 20 parishioners to start, 40 for a sure success) lets the Resurrection device work on any day, any number of times, for 90 minutes.
- God of delusions: a successful Hypno Prayer (unlocked by Reanimation II, 60 parishioners to start) neutralises an active Excessive zombies penalty the moment the blessing lands. It stays neutralised after the blessing ends, until a later check first clears the penalty and another one applies it again. Being a sermon, it can only be preached on Wrath. With Good fellow and a PR V run the limit tops out at 90, so beyond 90 zombies this blessing is the only fix.
Patch 1.008 fixed PR runs lasting less than stated. Players have also seen a run expire on Wrath just before the sermon (battles keep the PR timer running), and since that fix some report a new bug that skips Gluttony entirely. Loading the run late on Gluttony gives you a margin. More fixes are in the known issues guide.
Late-game story actions tied to a day (story spoilers)
- Wrath: on the give-the-eye route of Eye, Red Eye, the Prayer for Old God sermon needs 180 parishioners, so the Town and the church must both be built up long before.
- Sloth: the Final Battle needs 144 defense power, accepts up to 4 squads, and only starts on Sloth.
- Gunter’s Likes test: one of his late quests, Why don’t you like me?, asks you to hold 100 Likes while you talk to him. Because the sermon drains Likes every Wrath, talk to him on Pride after collecting your orders, not after preaching.
Achievements that run on the calendar
| Achievement | Goal | Calendar gate | What really limits it |
|---|---|---|---|
| Words of Faith | First sermon | None (Holy Moly! works any day) | Opening the church |
| Shepherd of Souls | 50 sermons | One per Wrath | 50 Wrath days, about 37 hours of game clock without sleeping |
| Necromancer | 50 resurrections | Envy, or Storms windows | Corpses, collars and Reanimation Liquid more than Envy (the zombie limit never blocks a raise, it only costs sermon Faith and coins) |
| Merchants’ Best Friend | 25 orders | Orders accepted on Pride | Two order slots; it counts when you claim the finished order |
Shepherd of Souls is the rarest achievement in the game, held by about 1.7% of Steam players, and the calendar is the main reason: one Wrath skipped is one week added. Start counting on the first Wrath after Holy Moly! and never miss one. A successful Prayer for Storms on Wrath advances Shepherd of Souls and opens an extra resurrection window in the same action. The full zombie side is in the zombies guide.
Common mistakes
- A full Morgue at 13:12. The Donkey leaves, and the chance of his next visit barely recovers. Clear a slot every Gluttony, Lust and Pride morning.
- Storing the collar or the liquid in the wrong place. Prepare only works with the collar in your backpack and the Reanimation Liquid in storage in the lab. Check both on Lust, not on Envy morning.
- Crating before accepting, or on Pride itself. Leftover crates are sold off when the day rolls into Pride and do not count for the orders you accept that day, and crates dropped on Pride can miss that week’s payout.
- Skipping Gluttony while over the zombie limit. If the run that ended on Wrath left you over the limit, the penalty stays on through the very next sermon.
- Using Town Gratitude at the cap. Likes above Town quality are lost. Keep the items; they are the only way to bank Likes.
- Selling Likes goods past a trader’s weekly cap. Once the cap is full, sales pay coins only until Pride resets it. Spread the goods across traders or wait for Pride.
- Expecting NPCs to rotate like a market day. Characters usually stay put; only their day-locked service changes.
- Leaving a day-locked task until midnight. The day’s events stop at 23:45.
Stuck on something that is not a calendar problem? The progression troubleshooting guide covers every common blocker, and the walkthrough shows where each day-locked quest sits in the story.
FAQ
What are the days of the week in Graveyard Keeper 2?
Six days, in this order: Gluttony, Sloth, Lust, Envy, Pride and Wrath, then back to Gluttony. The game shows them only as glyphs on the day wheel. Greed is the one deadly sin without a day.
What day is the sermon in Graveyard Keeper 2?
Wrath, the sixth and last day of the week, and only once per week. On any other day the Keeper tells you the ceremony is available on Wrath. The single exception is your very first service during Holy Moly!, which works on any day.
When does the Donkey deliver corpses?
From Certificate, Please onward, at 13:12 every other day, which always lands on Gluttony, Lust and Pride. He skips the visit if the Morgue is full, so bury or cremate something before 13:12 on those three days. Even with room, his delivery chance drops after each delivery, so a body is not guaranteed every time.
Which day can I resurrect zombies?
Envy. The Resurrection device recharges at the very end of Lust, and one activation on Envy raises every prepared table at once. A successful Prayer for Storms sermon lets the device work on any day, any number of times, for 90 minutes.
Why won't my battle start?
Most Town battles only start on Sloth. Break Through to the Port, both Sewer Brawls, Break Through to the Bathhouse Basement and the Sewerena start on any day. You also need a sword and body armour in the tool belt, no more than one item on your head, and enough defense power.
How long is a day in Graveyard Keeper 2?
About 7.5 real minutes, so a full six-day week lasts about 45 minutes if you never sleep. In bed the world keeps running, 50 times faster, and a sleep from empty to full energy takes about 6 in-game hours.