Video walkthrough · captions checked · the weekly gratitude loop
Graveyard Keeper 2 town gratitude
Gratitude wants 10 a week and the taught method caps at 5. This page turns the video’s test into one runnable routine: buy from Herm, sell the same goods back, take the full 10 in one go for a net 2s 26c — and let the offering box repay it, ending 44 copper ahead. Every figure carries its timestamp. What the video never covers — the cap that rises from 10 to 20, warehouse orders, what each prayer demands — gets its own chapters and tables, each marked as either a player report or the game’s own data.
Recreational Suffering · 2026-09-19 · 7,760 views · Open on YouTube
Town Gratitude is a weekly resource you spend on sermons to produce Faith. The taught method is to accumulate it by selling things — but it is capped each week, so it turns into a chore you have to babysit.
The video’s promise: fill the weekly 10 in one go, at almost no net cost, so the chore disappears.
The official route is selling burial certificates for gratitude. The video tests it: seven certificates in, and it pays 5 — that is the weekly cap from that source.
A sermon costs 10, so certificates alone never fill the bar; you need a second source.
Herm’s stock list marks certain goods with a thumbs-up: those pay gratitude when you sell them back to him. So you buy, sell the same goods back, and convert the spread into gratitude.
The shopping list the video uses: 5 fillets, 30 wheat, 30 carrots, 30 beets and 30 cabbages — 7 silver 53 copper in total.
The video keeps prayers, faith and gratitude in the chest beside the church, because that is where they get used, and carries burial certificates around instead — the morgue run is frequent enough and certificates are quick silver when needed.
Small habit, but it decides whether the routine flows or stalls halfway.
Prayers/faith/gratitude live by the church
Certificates travel with you
Fewer round trips
The chest by the church: prayers, faith and gratitude live here; the frame sits around 2:45. Source: Recreational Suffering / YouTube
After the sermon, the video empties the offering box: 2 silver 70 copper with the money bonus applied. Against the 2s 26c cost, the run ends 44 copper ahead.
So the loop is not about saving coin — it is about automating the weekly 10 gratitude for effectively nothing.
Offering box returns 2s 70c
Net +44 copper
Full 10 gratitude, free
The panel before the sermon: parishioners needed, difficulty and base reward; the frame sits around 3:50. Source: Recreational Suffering / YouTube
The video demonstrates the whole routine on the day of wrath — the sermon day: do the Herm buy-and-sell first, then preach, then empty the offering box.
Since both gratitude and sermons run on a weekly rhythm, binding them into one day is the complete shape of the method.
Run it on the sermon day
Once per week
Trade → preach → collect
10 is not the cap forever
The 10 you are filling here is only the early ceiling. Players report it rises from 10 to 20 — that comes from community guides, not from a number the game states, so it stays a report rather than a fixed value.
The trigger is reported two ways: the first successful town defence, or opening the harbour route. The fair reading is that the cap rises once the main line reaches a certain point, so do not treat 10 as a constant.
Once the ceiling is 20, one Herm buy-and-sell run (10) only fills half of it: you need a second run that week, or a second source. The warehouse orders below are one of them.
Warehouse orders: supply the town’s shops
Once the ceiling is 20, one Herm run no longer fills the week. Players report a second steady source: warehouse orders. Deliver produced supplies to the shops in town and an order pays 15, 20 or 25 gratitude depending on its size. Those numbers come from community guides, not from anything the game states.
The gate here is not gratitude but production: zombie workers on the workstations, so crops and materials keep coming without you, are what you actually deliver.
Gratitude is not one source but several, each capped on its own, and together they decide what you can bank this week. The table puts every source this page mentions side by side and says where each number comes from.
Source
Per turn-in
Weekly cap
Notes
Burial certificates (handed in at the tavern)
The video puts 7 in and is paid 5
5 (read off the video)
Per-certificate value not confirmed
Quest reward gratitude paper
5 each (read off the video)
Not confirmed (quests are finite)
Runs out — early bridging only
Herm buy-and-sell-back loop
10 per run (read off the video)
Not confirmed
Fills only half once the cap is 20
Warehouse orders (supplies to town shops)
15 / 20 / 25 (players report)
Not confirmed
Needs a production line at home
Combat victory rewards
Not confirmed
Not confirmed
Players report town defence and similar fights pay gratitude
Note: “read off the video” means a figure visible in this page’s video (demo build 1.002.4), so it is community observation; “players report” means it comes from community guides rather than anything the game states; where we have no reliable number the cell says not confirmed instead of guessing.
What each prayer asks for: parishioners and difficulty
Whether a sermon runs at all, and how well it goes, depends on the parishioner count and sermon difficulty the prayer in your hands demands — two fixed values from the game’s own data, separate from the gratitude you hold. Below are the nine prayers at grade 1.
Prayer
Parishioners needed
Sermon difficulty
Base coin
Basic prayer
4
8
5
Prayer for Faith
7
15
5
Prayer for Money
7
15
10
Combat Prayer
15
40
5
Harvest Prayer
15
40
5
Prayer for Repose
20
50
20
Prayer for Excellence
40
90
20
Combo Prayer
30
60
10
Hypno Prayer
60
120
10
Note: each prayer has three grades, and a higher grade demands more parishioners and a harder sermon; the table shows grade 1. Parishioner counts, sermon difficulty and base coin are the game’s own numbers.
Where this comes from
Recreational Suffering — How to Get Free Town Gratitude the Easy Way
The single source video (published 2026-09-19). Its English captions were read in full on 2026-09-20 (132 cues) and checked chapter by chapter.
Names are the game’s own: Town Gratitude (its tooltip reads “Gives 5”), burial certificates I–III, Herm’s stock, the Prayer for Faith. Every coin figure — 7s 53c, 5s 27c, 2s 70c, +44c — is read off the video, so it is community observation rather than a number the game states.
Limits: prices move with in-game reputation and shop discounts, so the video’s figures are that save’s reading on that day; the captions are auto-generated and every good was checked against the game’s own strings. The page’s two stamps reconcile like this: every coin figure and cap was read off a demo-build (1.002.4) recording made on 2026-09-19, while the page itself is stamped for the full release (1.004.2). Prices and caps were not re-tested on 1.004.2 — the numbers the game shows you win.
Common questions
How much Town Gratitude do I need each week?
A sermon costs 10 gratitude and sermons run once a week, so 10 is the baseline — the video also advises banking at least 10 before you preach, because more gratitude draws more parishioners. Once the cap rises to 20, that becomes the number to aim for.
Why is my gratitude stuck at 10?
That is the weekly cap, not a miscounted payout. Players report the cap starts at 10 and rises to 20 once the main line moves on (the first town defence, or the harbour route). Sitting at 10 means this week is full and it refills after the reset.
Should I sell burial certificates or run the Herm buy-back loop?
Both — they do not compete. Certificates pay at most 5 a week (read off the video) and one Herm buy-and-sell run pays 10, so 15 together. While the cap is 10 the Herm run alone fills it and certificates are just coin; once the cap is 20 the two still leave a 5-point gap, which warehouse orders or quest gratitude cover.
What happens to gratitude I do not spend?
Players report that unused gratitude is discarded when the week resets instead of carrying over, so filling the cap and preaching in the same week beats saving it.