Mechanics · read from the game’s data

Graveyard Keeper 2 mechanics

Graveyard Keeper 2 mechanics, one page per system: what happens in what order, what the numbers are, and what the conditions are. Numbers, names and conditions come from the game’s own data tables, and each page states the build it was checked against; anything measured in play or read off a video is marked as such.

Graveyard & burial

What a corpse is worth, what burial pays, and how the rating adds up.

Corpses & organs

What each body yields, what an autopsy removes, and what the parts are for.

Zombies

The whole system: how you get them, the seven steps to raising your own, the 68 stations they can work at, and which page owns each detail.

Sermons & faith

The weekly sermon, who comes, and where Faith comes from.

Technology

The three point colours, what unlocks what, and what the tree costs.

Farming

The bed ladder, every planting line, the nine fertilizers and how a harvest adds up.

Time & the week

What a tick is, how long a day runs, and what each day of the week is for.

Alchemy

The workbenches, the reagents, and what each mix turns into.

Town & trade

Town orders, gratitude, and what the town pays for.

Mining & ore

The nodes you break, the zombie digger stations, and the three mining zones with their build costs.

Factory & automation

The Factory zone: its buildings, the conveyor line, workbench extensions and where zombies can work.

Where to start

  1. 1

    Graveyard & burial

    What a corpse is worth, what burial pays and how the rating adds up — the loop you touch every day.

  2. 2

    Corpses & organs

    What an autopsy removes and what each part is for; it decides both your graveyard and your alchemy lines.

  3. 3

    Technology

    Where the three point colours come from and what unlocks what; the red/blue difference is the early wall.

  4. 4

    Talents & inspirations

    How growth advances: inspirations pay talent experience, points buy the tree, and that sets your mastery and perk ceiling.

  5. 5

    Mid-game, after those

    Zombie production, sermons, alchemy and town trade all need the four above as a foundation first.

Each page states its data version and the tables it read, and writes only what those tables show; anything observed in play is marked with its source.

Data and evidence

  • This page is only an index: each linked page states its own sources and the build it was checked against, and nothing is restated here.
  • Systems this site has not written yet (fishing, trader stock, happiness and milestones among them) are not listed here; they join the index when their page exists.

Data version: 1.004.2

Systems listed: 14 Data version: 1.004.2