
Graveyard Keeper 2 is Lazy Bear Games' 2026 sequel, and this time you're the Grand Inquisitor sent to put a ruined town back together. Build the workshops, bury the dead, preach, and put zombies on the production lines and into the fights.
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Progress runs on tech points in three colours, red, green and blue, spread across six tabs: Building, Metallurgy, Farming, Theology, Anatomy and alchemy, and Cooking. You earn them by crafting, farming and cutting up bodies, so the order you work in decides which tab opens first. Perks then bend the maths. Cook: Bread goes from 4 to 6, and a recipe that looked cheap on paper isn't any more, which is why the Crafting Planner reads perks and alternate recipes instead of trusting the base numbers.
Zombies are your labour force, and red skulls are their limit. A body's red skulls set how many perk nodes its zombie can hold, they decide which collar fits (Bronze up to 5, Gold up to 10, Steel up to 99), and they eat into grave quality. One body, three jobs. The Zombie Perk tier list ranks what a single slot buys.
Graveyard quality is the number the church lives on. Graves, headstones, fences and debris all add or subtract, and the total feeds the Mass: parishioners are the lower of your Likes and that quality, and success pays faith and coins. Plan the plots with the Graveyard & Mass Calculator, and sort out potions with the Alchemy Solver, which knows the rune limits so you don't mix blind.
All 226 techs by tab, with costs in red, green and blue points, prerequisites and what each unlocks.
Zombie perks across five trees, with what each node changes, what it costs in tech points and which ones are traps.
What every item sells for, where it comes from, what makes it and what it feeds into.
Inputs, outputs, ticks and tech points for every craft, with the perk-adjusted amounts.
Every workbench, furnace and barrel: what it makes, how to build it and whether a zombie can run it.
Headstones, fences, decor and the debris that drags a graveyard down, with the quality each one adds or costs.
Organ variants, corpse templates and injections, with the white and red skulls each one adds to a body.
29 formulas, 70 ingredients and the rune sums that make them, with the Laboratory each mix needs.
Every obtainable prayer grade with its difficulty, parishioner minimum and the faith, coins and blessing it pays.
Keeper talents in five trees, paid in talent points that inspirations earn you.
Inspiration tracks that fill as you craft, chop and fish, then pay out talent exp when you claim a level.
All 22 fish with their spots, baits, prices and mini-game difficulty, down to the four legendaries.
Journal quests grouped by who gives them, with objectives, rewards and what each one unlocks.
Every fight on the way to the Final Battle, plus the Sewerena rounds, with defence power, squads, rewards and lane-by-lane waves.
Prices, stock and tiers for every shop and NPC trader, with the weekly supplies and orders each one posts.
The 14 named NPCs, with their portraits, reputation tracks, shops and every quest each one gives.
Shop stages, house repairs and demolitions, with the kits each one costs and the traders and reputation they unlock.
Every town order with its item, count, happiness reward and the vendor who posts it, including urgent versions and Happy Supplier bonuses.
All 38 achievements with what triggers each one, from one-off story beats to counters that need 100 or 150 of something.