Guides

Automation in Graveyard Keeper 2

From a single furnace to a Town Workshop staffed by zombies who never clock out.

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Automation Guide

Graveyard Keeper 2’s pitch is not “more graves.” It is manage, grind, automate. Lazy Bear wants you to turn local corpse-adjacent labor into a scalable firm. This page is the pre-launch factory guide: what screenshots already prove, what the May 2026 zombie diary adds, and how not to brick your first yard with machines you cannot feed.

Read graveyard management first if you do not yet have a body pipeline. Read rebuild the Town after you have one indoor line that actually outputs.

Build mode is a grid, not a vibe

An official screenshot of outdoor construction paints yellow-bordered plots on the grass. Inside those plots you see:

  • A circular saw and a long workbench
  • Log stacks and a crate
  • A stone pile with a bucket
  • A furnace with a gold bar and a tiny progress bar
  • Red tiles where something does not fit, green highlights where it does
  • On-screen PC hints: [Mouse0] Build, [R] Rotate, [Esc] Exit

That is a placement puzzle. The original game already punished sloppy grave Tetris. The sequel adds machine footprints and, later, zombie walking paths. Leave corridors. If a screenshot shows a lamp post in the middle of a plot, that lamp is probably part of the production furniture, not decoration you can ignore.

The Town Workshop is the north star

A second official shot is labeled Town Workshop with a 66/75 counter. It is an indoor stone hall at night:

  • Two rows of green-topped zombie workbenches
  • Item bubbles over stations (tools, a bell, a fish, a doll, a round loaf)
  • Green pip rows under those bubbles — likely batch progress or assigned workers
  • Central lanterns down a corridor
  • Round tables in the corners where extra zombies sit
  • The Keeper standing in the aisle like a floor manager
  • Hotbar showing a purple flask, a loaf, meat, and gold nuggets

This is the image to keep in your head. Outdoor Garden benches are the tutorial. The Workshop is the firm. PC Gamer’s announcement coverage already described conveyor-like flows toward crafting benches that assemble products such as suits of armor for town defense. Combine that sentence with the Workshop screenshot and you have the intended end state: armor is a logistics problem.

Zombies 2.0 as operators, not mascots

The May 2026 diary (“Where Zombies Feel at Home”) is the labor law of this sequel:

  • Original-game zombies (from the first DLC) already farmed, quarried, and mixed alchemy
  • Sequel zombies also run semi-automatic machines in underground factories, given “very minimum working conditions”
  • They still do not ask for food, pay, or days off — that is the joke and the balance lever
  • Different jobs want specialization and skill progression
  • The most corrupted (red-skull) zombies develop better skills
  • Your workers are marked Possession-Free, unlike the cursed zombies that attack the Town

Do not staff a precision bench with a display-quality white-skull saint if the diary is telling the truth. Keep pretty corpses for graves and dirty ones for the night shift.

Early crafts already on the tech tree

The Building branch visible in screenshots is a shopping list, not flavor text:

  • The Concept of Wood → Woodworking I, Chopping
  • The Concept of Stone → Stone Polishing, Brick Making
  • Tool Rack
  • Pottery I
  • Oiled wood
  • Simple Weapons
  • Simple Barricades

Weapons and barricades sitting on the same tree as pottery is the sequel in one screenshot: the army eats the factory. If you rush Inspirations or Map tabs (they exist; we do not have their nodes) before Concept of Wood, you will hand-carry logs like the Garden shot forever.

A conservative first factory

Until recipe cards exist, build this and only this:

  1. One raw input pile (wood or stone, not both).
  2. One processing bench with room for a zombie to stand.
  3. One output crate that you can see from the path to the Graveyard.
  4. A lamp, because night is now a real lighting pass and you will work late.
  5. A second line only after the first crate fills without you babysitting it.

Then connect that crate to zombie army (weapons, barricades) or to Town restoration materials on rebuild the Town. Resist the urge to copy a Factorio main bus on day two. Lazy Bear still wants you to bury people.

Power, fuel, and other unknowns

Screenshots show a blue bolt bar in the HUD. That might be stamina, not electricity. Do not design a coal grid based on a bolt icon. The Workshop’s 66/75 number might be assigned workers, efficiency, or a Town project. Tag it in your own notes as “Workshop meter” and wait for a tooltip on September 22.

Steam Deck compatibility is still unknown; factory UIs with tiny pips may hurt on a small screen. Check system requirements if you plan to manage the Workshop on handheld.

Automation is the sequel’s promise that the original’s chore list can become a machine. The screenshot evidence already says the machine is real. Your job in week one is to keep it small enough that a single missed corpse delivery does not stall the entire Inquisition.

FAQ

Frequently Asked Questions

Quick answers Keepers ask before September 22.

Is automation in the base game?

Yes. Store copy and the Town Workshop screenshot show zombie-operated benches as a core pillar, not a later DLC tease.

What are the PC build keys?

Store shots print Mouse0 to place, R to rotate, and Esc to exit build mode. See Getting Started.

Do zombies need food?

Lazy Bear's joke in the May 2026 diary is that they do not ask for food or pay. Balance numbers can still change at launch.

Should I automate weapons first?

Simple Weapons and Simple Barricades sit on the early Building tree, so a small military line is a reasonable second factory after wood or stone.