Graveyard Keeper 2: Beginner-to-Advanced Guide

How to get Graveyard Keeper 2 off the ground: early priorities, food and energy, corpse handling, the Church and Faith economy, zombie workers, alchemy, and the automation loop that carries the late game.

Researched September 2026 — current as of the launch version (released September 22, 2026). Live games change; check the linked sources if something differs.

Quick Start

  1. Follow the quest log, not your instincts. Most tech, stations, and NPC services unlock through quests. Early on, the fastest route is: wheat and bread production, Jack's boat quest, fixing the Church and unlocking sermons/Faith, then fast travel, alchemy, and zombie automation.
  2. Solve food before anything else. Energy is your real clock. A steady supply of berry pies (wheat to flour at the millstone, flour plus water to dough, plus berries) makes every other task faster.
  3. Pin food to your hotbar so you can eat mid-task instead of walking home.
  4. Sleep saves the game. Going to bed is your manual save point, so sleep before risky or chance-based crafting.
  5. Learn the day-of-week symbols. Sermons run on the Wrath-symbol day, and zombie resurrection is tied to Envy Day (green on the calendar). Plan your week around them.
  6. Treat corpses as a resource, not trash. White skulls raise grave quality; red skulls lower it but are what you want on bodies destined to become zombies.
  7. Keep storage local to each work area (a chest by the graveyard, one by the kitchen, one by the forge). It saves enormous walking time.
  8. Get zombies working as soon as quests allow. The Plague Doctor and Gunter the Astrologer both hand out early zombies; automation is what turns the grind into a game.

What Kind of Game This Is

Graveyard Keeper 2 is a sequel set after the first game. The Keeper is now effectively the Grand Inquisitor, and the land is dealing with a full-blown zombie apocalypse that your own past (literally, another half of the original protagonist) helped cause. Unlike the first game, where the town was mostly background, you now actively rebuild the town, run the graveyard, build production chains, take on orders, and eventually command undead squads in battles to reclaim territory.

The core systems all feed each other:

System What it produces What it needs
Graveyard Grave quality, certificates, bodies for zombies Corpses, grave decorations, clearing
Church and sermons Faith A repaired Church, Prayers, town goodwill
Research / tech tree New stations and recipes Tech points from activities, Faith and Science at the study table
Farming and cooking Food (energy) Wheat, berries, water, stations
Alchemy Potions, Dream Dust, Reanimation Liquid Ingredients with red/green/blue rune values
Zombies Automated labor, soldiers Corpses, collars, Reanimation Liquid, Faith
Town and orders Money, goodwill, story progress Goods from your production lines

The tech tree is large (the wiki counts well over 200 technologies) across branches such as Building, Metallurgy, Farming, Theology, Alchemy, and Cooking. Don't try to fill it evenly; research whatever unblocks your current quest or bottleneck.

Your First Days

A good habit loop: queue crafts at stations, go gather or run a quest while they finish, come back, collect, requeue. Never walk anywhere empty-handed; plan routes so one trip covers a quest hand-in, a pickup, and a gather.

Energy, Sleep and Sanity

Corpses and the Graveyard

Every body has body parts marked with skulls:

Skull Effect on graves Best use
White skull Raises grave quality Keep on bodies you bury
Red skull Lowers grave quality Remove for burial, or keep for zombie candidates

Tips:

The Church, Sermons and Faith

Faith is the currency that ties everything together. It pays for fast-travel Waypoints, Inspirations (the perk/mastery system), zombie collars and resurrection, and charging devices like the Hypno-device.

Unlocking sermons: repair the Church, raise its quality to 10, and speak to the Nun (you first meet her in the tavern). That preparation stage also unlocks basic Writing and the Writing Desk. The "Holy Moly!" quest leads to your first sermon.

How a sermon's payout is decided:

Church upgrades to the interior give permanent bonuses. Invest here early; Faith gates so much else that this is one of the best returns in the game.

Later, the "Congregation Trouble" quest cuts attendance based on how many zombies you run. The PR Machine (unlocked after a charged-device request and a test ceremony) manages your weekly zombie allowance so the undead workforce stops costing you congregation.

Zombies: Getting and Using Them

Free starters: the Plague Doctor gives you your first zombies after you clear rubble (Dream Dust, made from blood and water, is involved in securing them), and Gunter gives you more after the first battle.

Making your own (per Game Rant's walkthrough):

  1. Open the morgue's Resurrection Lab door with 1 Bronze Detail (anvil) and 1 Melted Fat (Distillation Cube). You get some starter Reanimation Liquid and Bronze Zombie Collars.
  2. Research Alchemy, Distillation and Reanimation on the Anatomy and Alchemy tree (Autopsy Advanced and Master are optional, for body part swaps).
  3. Build the Resurrection Table (2 Oiled Planks, 4 Polished Stone, 3 Glass).
  4. Put a complete corpse on the table, ideally one with 3 to 5 red skulls. Missing body parts block resurrection.
  5. Add one Reanimation Liquid and one Zombie Collar, then press Prepare.
  6. Wait for Envy Day: the machine powers up during that day's storm and completes the resurrection.

Collars are crafted at the Jewelry Table from a Bronze Ingot, a Blue Crystal, and 3 Faith. Reanimation Liquid can be bought from Gunter (7 Silver) or crafted at Laboratory II from Clay or Meat plus Alcohol and Salt combinations.

Assigning zombies:

Alchemy

Alchemy recipes are built on red, green, and blue rune values carried by ingredients rather than fixed one-item recipes. You combine ingredients until the rune totals match what the output needs.

Combat and Battles

Battles are story-driven: you lead undead squads to reclaim areas of town and defend your base. Wins expand the town's goodwill capacity, which increases sermon potential, so combat progress feeds your Faith economy. Before a battle, make sure you have enough zombies that aren't tied up in critical production.

Suggested Progression Order

Phase Goals
Early Clear land, wheat/berries, pies, basic tools, Jack's boat quest, first graves
Early-mid Repair Church to quality 10, first sermon, start Faith income, Writing Desk
Mid Waypoints for fast travel, study table research, alchemy basics, Plague Doctor zombies
Mid-late Morgue and Resurrection Table, collar production, zombie automation lines, first battle
Late Factory lines with conveyors, PR Machine, higher-tier Prayers, remaining battles and endings

The story branches, with at least two distinct endings based on your choices, so save before major decisions.

Common Mistakes to Avoid

Advanced Tips

FAQ

Is Graveyard Keeper 2 a sequel I need to play the first game for? No. It follows on from the first game's story and has returning jokes and references, but the tutorials and quests teach everything from scratch.

How do I get Faith? Mostly from sermons. Repair the Church to quality 10, talk to the Nun, finish "Holy Moly!", and preach every week on the Wrath-symbol day with the best Prayer you have.

Why are so few people coming to my sermons? Attendance is limited by the lower of Church quality and town goodwill. Do quests and orders to refill goodwill, and progress battles to raise its cap.

How do I get zombie workers? Early ones come free from the Plague Doctor and Gunter. After that, build the Resurrection Table in the morgue and resurrect bodies with a collar and Reanimation Liquid on Envy Day.

Why won't my corpse resurrect? Usually a missing body part, a missing collar or liquid, or it's not the right day.

How do I save? Sleep in your bed.

Is there more than one ending? Yes. Choices lead to at least two distinct endings.

Sources