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Demo tech route · data checked

Graveyard Keeper 2 best early tech route

This is the best early tech order we recommend: do not spread points evenly across every tab. Establish wood, basic metal and fuel production, then choose the graveyard, tools or food branch that solves your current bottleneck. Names, costs, prerequisites and unlocks come directly from the game data; the order is an editorial recommendation.

Core purchases7
Red total50
Green total7
Blue total0

The total covers only the seven core purchases below. It excludes story-opened free nodes and is not a requirement to save every point before buying.

Check free nodes first

These nodes cost no research points, but story or NPC gates may still hide them. Recheck the tree whenever a system opens; zero cost does not necessarily mean available at minute one.

  • Autopsy, BasicAutopsy Table I · Corpse Pallet I
  • Soft partsRemove flesh · Remove blood · Remove fat
  • Wooden SignWooden Sign
  • First dishesBaked apple · Baked mushrooms · Berry Pie

General-purpose core order

These seven purchases form a reliable base. Steps 5–7 can move around to match the bottleneck in your current save.

  1. 01

    The Concept of Wood

    R 2 G 2

    The first construction bottleneck: boards, short logs and the saw horse. It also opens the woodworking and stone branches.

    Unlocks: Board · Short Log · Sawhorse

  2. 02

    Bronze Works

    R 5

    A cheap independent root that unlocks bronze-scrap nails and the wooden anvil. Take it before expensive side branches.

    Unlocks: Bronze Nails · Wooden Anvil

  3. 03

    Woodworking I

    R 10

    Requires: The Concept of Wood

    Turns the wood branch into a real production line with planks and the first woodworking bench.

    Unlocks: Wooden Plank · Woodworking Workbench I

  4. 04

    Bronze Melting

    R 10

    Requires: Bronze Works

    Adds the first furnace and wood shed, making metal and fuel processing much less improvised.

    Unlocks: Bronze Ingot · Furnace I · Firewood shed I

  5. 05

    Gardening

    G 5

    A five-green-point root that opens farming, fertiliser, fishing and milling. Buy it when you are ready to plant, not merely because it is cheap.

    Unlocks: Garden Bed

  6. 06

    Chopping

    R 8

    Requires: The Concept of Wood

    Firewood and wedges support several early production loops. Move this ahead of farming if fuel is already slowing you down.

    Unlocks: Firewood · Wood wedge · Chopping Spot

  7. 07

    The Concept of Stone

    R 15

    Requires: The Concept of Wood

    Unlocks stone blocks and the stonemason bench. It is the bridge into pottery, polished stone and stronger storage infrastructure.

    Unlocks: Piece of stone · Stonemason's Workbench

After the core, choose one current goal

Bodies and graveyard first

Choose this when bodies and grave quality are the immediate bottleneck.

  1. Body Places I
  2. Wooden Gravestones I
  3. Graveyard Keeper I

Listed branch cost: R 12 G 12

Make sure their free root nodes have opened through the story first.

Tools and gathering first

Choose this when worn tools are slowing every gathering trip.

  1. Bronze Works
  2. Bronze Blades
  3. Bronze Instruments

Listed branch cost: R 60 G 10

This branch is red-point heavy; do not complete it early if your current tools are adequate.

Food and farming first

Choose this when energy food or repeatable crops become the bottleneck.

  1. Fertilizers I
  2. Millstone & Flour
  3. Bread & Pie

Listed branch cost: R 5 G 45

Fertiliser and milling are parallel choices; you do not need to finish both immediately.

Technologies usually safe to defer

Defer does not mean useless. These nodes usually return less value than the production core during the opening; move them forward whenever a quest or concrete plan calls for them.

Suit Up! R 15

Useful for appearance, but it does not strengthen the early production loop.

Tool Rack R 35

It gates useful later systems, but 35 red points is a large early commitment.

Glass R 30 G 10

Glass matters later; early wood, metal and food bottlenecks are normally more immediate.

Orchardry G 20

Buy it when you have a concrete orchard plan; the 20 green points can open several cheaper farming options first.

How this route was built

  • Technology names, point costs, prerequisites and unlocks come from the current demo’s game files, cross-linked to recipes and buildings on this site.
  • The ordering favours low-cost nodes that open basic materials, workstations, fuel and food loops. It is not an official developer route.
  • Story timing is constrained by the caption-checked first-hour walkthrough. Zero-cost nodes may still require story or NPC progress.

Frequently asked questions

Do I have to follow this order exactly?
No. It is a general route designed to reduce early material bottlenecks. A technology explicitly required by your current quest should take priority.
Why can a zero-cost technology still be unavailable?
Zero cost only means the research itself needs no points. Some nodes are still opened by story, NPC or system progression.
How should I spend blue points early?
Do not open a side branch just to spend them. Save blue points for an anatomy, church or other specialist node that advances your current goal.