Graveyard Keeper 2 · Reference

What's New in Graveyard Keeper 2: Every Big Change from the First Game

Graveyard Keeper 2 keeps the bury-it-and-bill-it loop and adds a second game on top: a playable Town to retake with a zombie army, underground conveyor factories, talents beside the Tech Tree, and Milestones replacing the Teleportstone. Red skulls are now what you want on a worker.

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Graveyard Keeper 2 is not the first game with a new coat of grave dirt. Bodies still arrive, still get dissected and still turn into coin, but around that loop the sequel adds a city to rebuild, a war to win and a factory to run, and it ties all three back to your church through Faith and Likes. Below are the big changes, what each one means in practice, and where to go next.

Graveyard Keeper 2 vs Graveyard Keeper 1 at a glance

Graveyard Keeper 1 Graveyard Keeper 2
The Town Out of reach behind a guarded gate and a Town Pass that never quite materialises Retaken district by district in battles, then rebuilt house by house and shop by shop
War No zombie army Army battles on Town streets and in the sewers: squads, barricades, archer towers, mercenaries
Zombies Workers only through the Breaking Dead DLC (free on PC) Core system from the first act: crafters, gatherers, porters, factory walkers, choir singers and soldiers
Skulls White skulls are the goal White skulls still rate a grave; on a zombie every red skull is a slot for a talent node
Automation No conveyor factories An underground Factory with conveyor belts, powered by zombies walking in carousels
Character growth Technology Tree The Technology Tree returns, plus five talent trees fed by Inspirations
Fast travel Teleportstone Milestones: a one-off Faith fee per stone, then free trips between stones
Characters Visitors who came on set weekdays Characters stay at their posts; some actions are locked to one weekday
Dialogue Mostly mumbling Full English voice acting, with a switch back to mumbling
Graphics 2D pixel art A 3D world with a fixed camera, real-time shadows, weather, wind and fog
Skull sidekick Gerry Larry, who is very much not Gerry

The rest of this page takes each row in turn, with the numbers that matter.

The Town is open (and now it is your problem)

In the first game the Town sat behind a guarded gate. In the sequel the Town is the second half of the game: a walled, zombie-overrun city north and east of the Crossroads, reclaimed one district at a time.

Taking it back

Access runs through Herbert’s battle chain. Bring Herbert 3 Faith in Fighting Spirit Required to open the Barracks, get through Swords and Bell, then win Break Through to the Port, the first fight of First… Sludge?. Every later district opens with its own battle. Clearing the whole south of the river earns A New Dawn. North of the river only three pockets open, the Sluice Area, the Stilt Houses and the Royal Foundry, plus the road to the last battle.

Rebuilding it

Retaken streets come with building plots: 7 merchant stalls, 4 workshop courtyards and a set of houses. There are 12 shop types for 11 usable plots, so one of the eight stall shops is never built. Choose the one you will miss least.

  • Linda’s Safe Harbor hands you Market Stalls I for free, with the first three stall shops; Artisans I adds the Builder and the Smithy in the courtyards.
  • Restored houses pay in Green Scrolls. Give them to Linda at the Dockside Club on Lust and she turns them into residents: +1 Town quality per scroll.
  • All the Town’s houses together yield 180 scrolls. Add the 10 Town quality from Certificate, Please and the 10 from opening the Port and Town quality tops out at 200.

Why your church cares about the Town

This is the link veterans miss. Town quality is the ceiling on Likes, the Town’s thumbs-up currency. A sermon’s attendance is the lower of your Likes and your Church quality, and every parishioner spends one Like. A small Town means a half-empty church, however many candles you bought.

Keeper's note

Likes above the Town quality cap are simply lost. Keep the surplus as Town Gratitude items (5 Likes each) and use them once a sermon has spent your Likes or Linda has raised the cap.

The new Town currencies

Resource What it does Where it comes from
Likes Sermon attendance, spent one per parishioner Town orders, sales to traders, Town Gratitude
Town Gratitude Usable item worth 5 Likes, the only way to bank them Quests, battle wins, Januarius sells it
Green Scroll +1 Town quality through Linda Restoring Town houses
Keys for Looters Pays Davy the Dagger’s Lust orders: techbooks, Stories, valuables, seeds Sewer Brawls and the Bathhouse Basement battle (3 per win), Sewerena rounds (4 to 10), the Jeweler from tier II
Defender’s Emblem Opens one squad slot at the Barracks Four specific battles
Inspiration points Buy nodes in the Keeper’s talent trees Claiming Inspiration levels

Town orders are accepted on Pride at the Town Warehouse and pay in Likes, not coins; the crates themselves sell at base price. The full restoration route is in our Town restoration guide.

Zombie army battles

The sequel turns the undead into infantry. Herbert plans each push from the Barracks and you fight it out in the streets with the Keeper, up to four squads (your own zombies, plus hired mercenaries if you pay for them) and the barricades and archer towers you built. The developers promised more than 4,000 enemy zombies over the game: the 14 story battles in the Town and the two Sewer Brawls alone send 3,877, and the seven-round Sewerena adds about 3,000 more.

How a battle works

  • Day. Most Town battles start only on Sloth. The sewer fights, Break Through to the Port and Break Through to the Bathhouse Basement run any day, and once Herbert hands you the red banner before the first battle, any battle can start on any day until the end of the following Sloth.
  • Start check. A sword and body armour in your tool belt (a bow does not replace the sword), no more than one item carried overhead, and enough defense power.
  • Defense power is one number with three parts: +2, +4 or +6 per tier I, II or III barricade or tower you built at the Barracks (ignored in the two Sewer Brawls), plus the weapon and armour value of every squad zombie that carries both, plus the mercenaries (+8, +16 after a 3 Iron Ingot upgrade, +24 after 3 Steel Ingots).
  • Squads hold four zombies each, chained in the Barracks pen. You get four slots, each opened by handing a Defender’s Emblem to the Battle Ram, who is a literal ram. The Merc Leader’s four hired fighters take their own squad place.
  • Winning. Capture every enemy flag and hold them until the waves end; flagless fights are won by surviving. You lose if enemies take your base or the Keeper’s 100 health runs out. A defeat costs only that battle’s rewards, so you can retry.
  • Control. Combat is played one-handed with the mouse. A squad follows the banner you carry and holds where you plant it. A sword swing costs 20 stamina, a bow shot 10.
  • Pay-off. Since update 1.007 (still pending on PS4 and Switch on October 5), every zombie that fought earns 50 to 200 red tech points per win for its own talent trees. Enemy kills give nothing.

The difficulty curve

Battle Day Squads Defense power Enemies
Sewer Brawl I Any 1 8 64
Break Through to the Port Any (first battle) 1 12 93
Market Square Purge Sloth 2 22 190
Central Districts Purge: Part II Sloth 3 56 224
Break Through to the Bathhouse Basement Any 3 88 364
Sewerena, round 7 Any 4 116 437
Final Battle Sloth 4 144 696

Six enemy types fill those waves. The game never names them on screen; players call the weakest, with 15 health, the Wild Zombie and the toughest, with 100, the Barrel Zombie. One type carries a door that blocks frontal hits and another spits from range.

The battle that will not start

Check the gear first: the Keeper needs a sword and body armour in the tool belt, and a bow does not count as the sword. Otherwise look for the wrong weekday, more than one item carried overhead, or defense power a few points short. Our battles and army guide covers squad builds for every fight.

Zombies 2.0: why red skulls are good now

In the first game zombie workers came only with the Breaking Dead DLC, and white skulls were the quality you chased. In the sequel zombies are your workforce from the first act, and the skull logic splits in two.

Getting zombies

Same body, two verdicts

In a grave On a zombie
White skulls Ceiling of the grave’s score No effect at all
Red skulls Each cancels one wreath; a grave can go negative Each is one slot for a talent node
Ideal body 0 red, as many white as possible As many red as the collar allows

Collars cap the red skulls a body may carry: Bronze Zombie Collar 0 to 5, Golden Zombie Collar 0 to 10, Steel Zombie Collar 0 to 99. To push a worker’s red skulls up, swap in red-skull organs at the Autopsy Table (this works on existing zombies too), embalm with Solution for Zombies (+1, +2 or +3 red) or Injection for Zombies (+1 to +3 red, -1 to -3 white), or upgrade an organ with a red-skull Organ Improver. The burial side of this is in our corpse quality guide.

Every zombie grows on its own

Each zombie starts at 0 in all five masteries and banks its own red, green and blue tech points: the points a craft would have dropped for you go to the zombie instead, and battles add red points. It spends them in five personal trees with 85 nodes (35 mastery upgrades and 50 perk nodes), one red skull per node. The pool belongs to that zombie alone: those points never reach the Keeper.

Zombies craft, gather, haul, supply stations, walk factory carousels, sing in the church choir and fight. They never eat, rest or tire, and the tools they hold never wear out. They also stay for good: in 1.008 a zombie cannot be cremated, buried or thrown in the river, and the only one that ever leaves your count is the 8-red-skull zombie Albert keeps in Personal Zombie Zone. That is why the next part matters.

The zombie limit and the Panic debuff

Your zombie limit equals the Resurrection Lab’s quality, which is effectively 0. The five story zombies already put you at 5/0. Going over never blocks a resurrection, but at certain check moments (a PR Machine run starting or ending, the God of delusions blessing ending, two steps of Congregation Trouble) you receive Excessive zombies, the “zombie Panic” debuff: sermons pay less Faith and fewer coins per parishioner.

Count before you raise

Since 1.008 the Panic debuff correctly applies above the cap. It takes 0.1 to 0.5 Faith per parishioner off most prayers, enough to turn a 36-Faith sermon (silver Faith Prayer, 40 parishioners) into 8. The counters are the PR Machine that Gunter installs after Congregation Trouble (loaded on Gluttony, +10 to +80 limit for 1 to 5 weeks), the Good fellow talent (+10 for good) and the Hypno Prayer. A rework of Panic Reduction is on the official roadmap. Full details in the zombies guide.

Underground factories and conveyor belts

Behind the south wall of your basement lies an abandoned Inquisitor works, the Factory, and it is the only place conveyor belts run. Zombies man the stations, belts carry the goods between them, and other zombies walking in Zombie Carousels supply the power.

Factory fact Value
Entrances 5: two in the house basement, the Vineyard cellar, the Crossroads well tunnel, the Old Mine
Cost to open one 1 Reinforced Beam + 4 Iron Detail (4 Building Kit I on the mine side), plus Building mastery of up to 8 depending on the entrance
Belt technology Conveyors: 70 red + 20 blue on the node, 252 red, 37 green and 40 blue from a fresh tree, behind Jack’s 50-reputation gate (tech priorities)
Power per carousel zombie 7 (10 with the Belt Master perk), up to 4 zombies per carousel
Carousels 5 at most (2 to repair, 3 to build): 140 power, 200 with Belt Master
Power demand 1 per belt cell, splitter and Supply Station; Conveyor Chests use none
Belt speed 1 cell every 2 seconds, 1 item per cell
Raw material heaps 7: wood, stone, sand, clay, coal, iron ore, marble
Dismantling refund 100% of the cost (most Yard workbenches return about half)

If demand ever exceeds supply, the whole Factory stops at once, stations included. Two more things set it apart:

  • Town logistics. Packed Town supplies can ride from a station to a Supply Station, then a Zombie Supply Porter stacks them in Supply Storage and porters carry them through the tunnel to the Warehouse Cellar, where they count toward your Town orders without you lifting a crate.
  • Endless raw materials. Zombie gathering posts produce resources from nothing, forever: the Lumberjack stand (1 Log + 2 Sticks per cycle), the Zombie Miner (1 Iron Ore + 2 Coal), stone and marble quarries, clay and sand diggers. Their technologies stay hidden until both ends of the Old Mine are open. A Gardener Stand puts a zombie in charge of replanting and harvesting your crop beds.

Jack’s Factory Tour asks for a Factory rating of 20, which is the lower of conveyor cells in use and power available. Layouts and ratios are in the factory automation guide.

Talents and Inspirations, next to the Tech Tree

The Technology Tree returns in six tabs (Building, Metallurgy, Farming, Theology, Anatomy and Alchemy, Cooking), paid in red, green and blue points (the Cooking tab is never bought: its entries arrive through repairs, harvests, rare catches and quests). What is new is a second layer beside it. Technology decides which recipes you know; talents decide whether you can actually work them and how well. A normal recipe cannot be started below its mastery level, though star-quality crafts and autopsies can be attempted from level 1 with a success chance.

Talents come from Inspirations: 71 chains with 382 levels in total. Repeating an action fills an Inspiration; claiming a reached level adds notches to that colour’s bar, and a full bar is one talent point. The bar needs 2, then 3, then 4, then 5 notches per point. Level I is free for 52 of the 71 Inspirations, but many later claims cost Faith.

Talent tree Colour Nodes to buy Faith to claim every Inspiration
Building Orange 16 551
Smithing Red 18 1,728
Farming Green 21 254
Book writing Yellow 18 570
Anatomy Blue 20 1,232
Total 93 4,335
Faith is the real currency

Faith comes only from sermons, and after the very first one you preach once a week, on Wrath. It also pays for Milestones, collars, Stories, Hypno-device charges and several quest hand-ins. Faith gating is one of the most common complaints about the sequel, so plan every claim. See the sermons and Faith guide and the talents guide.

Two more things trip up veterans in the tree itself: some technologies stay invisible until a quest, repair or construction reveals them (resurrection is one), and ten gate nodes stay shut until your reputation with a specific character is high enough. Our tech priorities page plans around both.

Milestones replace the Teleportstone

There is no Teleportstone. Fast travel uses Milestones, stone posts dotted around the map:

  • Each post is activated once for a Faith fee, carried in your backpack (Faith left in a chest does not count). Then travel between any two active posts is free, costs no energy and takes no in-game time, even with logs or a zombie in your arms.
  • Trips start only at a milestone. The character-menu map shows them but cannot send you anywhere.
  • Since 1.008, fast travel cannot be used during a battle.
  • Fees on the main map: Graveyard 1, Crossroads well 1, Village 2, Vineyard 2, Port Area 3, Quarry 6, Swamp 8, so the seven core posts cost 23 Faith. Three more paid posts (Warehouse 2, Town 4 and a lower Flooded Quarter post 1) are less certain, so budget 23 to 30. The Home post is switched on free by the story, and the Sluice Area, Flooded Quarter and Royal Foundry posts open free through quests (the last post’s name varies between sources).

Characters keep their posts, the week keeps its locks

A week has six days (Gluttony, Sloth, Lust, Envy, Pride, Wrath), and the sermon has moved: it falls on Wrath now, where the first game preached on Pride. The bigger change is the visiting. Characters no longer drop by on their day; they stay where they live and work, and certain interactions only happen on one day. An in-game day lasts about 7.5 real minutes, so a week runs about 45 real minutes if you never sleep through a night, and missing a lock means waiting for the next one.

Day Locked to this day
Gluttony PR Machine loads; Donkey’s corpse delivery (13:12, if the Morgue has room)
Sloth Most Town battles
Lust Linda’s new residents, Davy’s looter orders, the merchant ship at the Main Pier, corpse delivery (13:12)
Envy The Resurrection device has power (any day under the God of the storms blessing)
Pride Town orders accepted, traders’ weekly Likes caps reset, corpse delivery (13:12)
Wrath The weekly sermon; setting the corpse quantity with the Nun

The full planner is in our weekly calendar guide.

Story, world and presentation

  • Setting. The story picks up eight years after the first game, matching real time. The Keeper wakes chained in the Inquisition Dungeon, escapes the zombie-filled Town, is mistaken for an Inquisitor and is handed an abandoned Inquisitor camp, the Inquisition Base, with a graveyard and a morgue. The first game started with a modern man hit by a car, keeping a village graveyard while hunting for a portal home.
  • A bigger map. The Town and its southern outskirts: a Village with its tavern, a forest, a swamp, a church and your graveyard, plus the Sewers beneath the Town. The theme is “Zombie Capitalism”: you rebuild the Town as a consumer economy while burying its dead.
  • Cast. Several characters from the first game return, but most of the cast is new. Corpses still arrive by donkey, and this Donkey talks, resents the job and has communist leanings. Your skull companion is Larry, a sarcastic talking skull freed from a stone sarcophagus in the dungeon, who lives on the box beside your bed and tells the base’s history in instalments.
  • Voice. Full English voice acting with 4,720 voiced lines and an option to switch back to mumbling. Subtitles are always on, in eleven languages.
  • Look. A 3D world built in Unity 6 with a fixed camera, styled to keep the original look, with sun shadows that move through the day, wind in the foliage, volumetric fog and weather.
  • Music. Hamza El Hamri, the first game’s composer, is back.
Who is this Keeper? (story spoiler)

He is not exactly the first game’s hero, and the developers point to the first game’s Stranger Sins DLC for the reason. The Old God tore the Keeper’s soul in two; you play the other half, blamed for the outbreak the first Keeper set in motion. One character even calls him Keeper Two.

What stays familiar

  • It is still a cemetery-management and crafting game first. Corpses come in, get an autopsy and go into the graveyard for a Burial Certificate. White skulls still decide how good a grave can be; what is new is the layout, built from free 12 x 12 graveyard areas that technologies such as Graveyard Keeper I unlock, with at most two of each of the ten area types.
  • The Technology Tree and the corpse-delivering donkey both return.
  • The stylised look survives the jump to 3D, and the mumbling voices are one toggle away.

Smaller changes players notice

Reviewers point to faster movement, gentler onboarding, a clearer quest tracker and better-paced early unlocks than the first game, and to a story that gives more reason to keep digging.

Not everything moved forward. Players coming from the first game miss two conveniences: Kilns and Furnaces must be emptied after every batch, and Milestones work only from a stone and cost Faith. Two other common complaints: the game saves only when you sleep in your own bed, and built workstations cannot be moved.

The official roadmap of October 2, 2026 (no dates) answers several of these: movable workstations, zombie helpers that empty and restart Kilns and Furnaces, more Faith from sermons, more conveyor gears from zombies, zombie farmers for Peat and Compost Heaps, order slots that grow with population, simpler trader upgrades, Hypno-device recharging at the Astrologer, cremation for zombies and the Panic Reduction rework. Track them in our patch notes.

Release, price and size compared

Graveyard Keeper 1 Graveyard Keeper 2
Release August 15, 2018 (PC, Xbox One); June 27, 2019 (Switch, PS4) September 22, 2026 on PC, PS5, PS4, Xbox Series X|S, Xbox One, Switch 2 and Switch at once; Epic Games Store a day later
Base price USD 19.99 USD 24.99 (EUR 24.99, GBP 22.49)
DLC Four: Breaking Dead (free on PC), Stranger Sins (2019), Game of Crone (2020), Better Save Soul (2021) None announced; pre-order bonus Sauna and outfit
Steam player peak 16,973 in its launch month (August 2018); 46,305 during the April 2026 giveaway 60,538 (September 27, 2026)
Length About 46 h main story, 57 h with extras, 73 h for everything Too early to say: only about 4% of Steam players had finished the story by October 5, 2026

The sequel sold more than 400,000 copies in its first two days. It is not on Game Pass. On Steam, The Grave Deal bundle packs both games with an extra 20% off. Platform details, editions and the pre-order bonus are in the release and platforms guide.

Common mistakes for returning Keepers

  1. Saving white-skull bodies for workers. For a zombie only red skulls count; white skulls belong in the graveyard.
  2. Resurrecting every body. The limit starts at 0, zombies cannot be cremated or buried in 1.008, and the Panic debuff eats sermon Faith. Raise only the workers you have jobs for.
  3. Waiting for visitors. Apart from the corpse Donkey, nobody comes to you any more. Learn the weekday locks, or lose a whole six-day week waiting for the next chance.
  4. Spending Faith like loose change. One sermon a week has to fund Inspirations, Milestones, collars and quests.
  5. Ignoring the Town. Town quality caps Likes and Likes cap sermon attendance, so a neglected Town starves your church.
  6. Opening the map to teleport. Fast travel starts only at an active milestone, and switching on a new post takes the Faith from your backpack, never from a chest.
  7. Marching into battle with a bow. The start check wants a sword and body armour in the tool belt.

New to the series altogether? Start with the beginner guide, then follow the walkthrough. If something breaks, the known issues page has the fixes.

FAQ

Do I need to play Graveyard Keeper 1 before Graveyard Keeper 2?

No. The sequel opens with its own setup: a Keeper wakes chained in an Inquisition dungeon, escapes a zombie-filled Town and takes over an abandoned Inquisitor camp. It is set eight years after the first game and several characters return, but most of the cast is new and the opening sets up its own situation.

Can you go into the Town in Graveyard Keeper 2?

Yes, and it is half the game. You open it by winning Break Through to the Port, retake the remaining districts in battles, then restore houses and shops on its plots. Restored houses pay Green Scrolls that raise Town quality, which caps the Likes your sermons depend on.

Are red skulls good or bad in Graveyard Keeper 2?

Both, depending on the body's fate. In a grave each red skull cancels one wreath of decoration, so burials still want white skulls. On a zombie every red skull is one slot for a talent node, and white skulls do nothing, so the worst burial can be the best worker.

Is there a Teleportstone in Graveyard Keeper 2?

No. Fast travel uses Milestones: stone posts you activate once for a Faith fee (free to 8 Faith each), then travel between for free, with no energy or time cost. Trips can only start at a milestone, not from the map screen.

Does Graveyard Keeper 2 have voice acting?

Yes, full English voice acting with 4,720 voiced lines. A setting switches back to the classic mumbling voices. The other ten languages get subtitles only, and subtitles cannot be turned off.

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