Guides

Getting Started in Graveyard Keeper 2

A pre-launch first-week plan for new Keepers and returning cemetery capitalists.

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Getting Started

Graveyard Keeper 2 is the September 22, 2026 sequel to Lazy Bear Games’ 2018 cemetery sim. You play the Grand Inquisitor, not a nameless seasonal hire. The job is still to bury the dead and squeeze profit from every organ, plank, and prayer — but the map now includes a Town you can actually enter, factories staffed by zombies, and street fights against the wrong kind of undead.

This page is a first-week plan written before launch. It uses the Steam store, official trailers, Lazy Bear devlogs, and labels visible in store screenshots. It does not invent a fake tutorial questline.

Confirm the box you are buying

Before you worry about graves, lock the product:

  • Date: September 22, 2026
  • Mode: single-player, full controller support, Steam Cloud and achievements on PC
  • Storefronts: Steam, Epic Games Store, GOG, PlayStation 5, Xbox Series X|S, Nintendo Switch, Nintendo Switch 2
  • List price: $24.99 USD, with a 20% Steam pre-purchase that currently lands at $19.99 until launch day
  • Bonuses: a Sauna building plus a Grand Inquisitor outfit that changes by platform

Walk the platforms page if you own both a Steam Deck-class PC and a Switch 2. Walk the system requirements if your GPU is older than a GTX 660. Use the pre-order checklist so the Sauna does not vanish because you bought the wrong SKU.

You do not need a finished Graveyard Keeper 1 save. The original is useful homework for the humor and the corpse economy, not a mechanical prerequisite.

The HUD you can already read

Official screenshots already show a stable HUD. Treat these labels as real until a day-one patch rearranges them:

  • A circular minimap in the top-left with a compass ring
  • A blue stamina or energy bar with a bolt icon
  • A thumbs-up counter over 20 (examples: 5/20 in the Garden, 10/20 over the tech tree, 17/20 in the Astrologer’s Tower, 19/20 in the Town Workshop). That looks like a quality, reputation, or graveyard-score cap, not a health bar
  • Three colored resource digits in some outdoor shots (for example 228 / 218 / 201 in the Garden)
  • A location chip in the top-right: Garden, Graveyard, Town Workshop, Astrologer’s Tower, Town — Port Area
  • A four-slot hotbar bound to keys 1–4, already used for food, potions, and tools

If you played the original, the hotbar and the “score over 20” pattern will feel familiar even though the camera is now a 3D world with a fixed angle.

Controls visible in store shots

Build mode prints the PC bindings on screen:

  • Mouse0 — place the selected building
  • R — rotate
  • Esc — leave build mode

World interaction shows [F] over graves and objects. Combat shots add a blue radius around a placed device, plus a sword/ability toggle in the lower-left. None of this replaces a full controller map — it is enough to practice the verbs: walk, interact, rotate, place, fight.

First-week order (do not skip the cemetery)

TinyBuild’s marketing leads with armies and Town restoration. The economy still starts in dirt.

Day 1 — Garden and graves. Read farming for the Garden chip. The Garden screenshot is a working yard: beds, a log on the Keeper’s shoulder, a lantern, benches, a grindstone-style station, and a stone chapel corner. Get used to carrying raw materials yourself before you trust zombies. Then open the Graveyard location. Screenshots show individual plots with skull scores such as +6, +5, +3, 0, and −3. In the original game, white skulls made prettier graves and red skulls made nastier corpses. Lazy Bear’s May 2026 zombie devlog says the sequel may invert that incentive for combat workers: more corruption can mean better zombie skills. Read graveyard management before you embalming-autopilot the 2018 meta.

Day 2 — Tech tree, not random benches. The Building branch already lists The Concept of Wood, Woodworking I, Chopping, The Concept of Stone, Simple Weapons, Tool Rack, Pottery I, Simple Barricades, Oiled wood, Stone Polishing, and Brick Making. Unlock wood and stone concepts before you spam decorative fences. Barricades and simple weapons sit on that same tree, which means your first combat kit is a production problem, not a loot drop. Details live on the tech tree page and in what’s new.

Day 3 — One clean machine line. Build mode paints a grid with yellow, green, and red tiles. A furnace in that shot is already outputting a gold bar. The Town Workshop later shows zombies at green benches with item bubbles (tools, bells, fish, dolls). Do not build a city-sized factory on day three. Build one input, one machine, one output, then read automation.

Day 4 — Meet the two kinds of zombies. Your zombies are “Possession-Free” workers. The other zombies siege the Town. You will craft armor, train troops that Lazy Bear cheerfully calls intellectually challenged, and drop barricades in streets. See combat and zombie army.

Day 5–7 — Walk into The Town. The original game teased a gate you never really ran as a city sim. The sequel’s Port Area shot shows a hull under construction in the rain; the Astrologer’s Tower is a full interior with ritual rings and a crystal ball. Town restoration is quests plus zombie labor plus profit. See rebuild the Town.

What to ignore in week one

  • Min-max skull spreads until you have seen a live corpse inspector. The red-versus-white rule may not match 2018.
  • Voice-acting arguments. Trailers feature a talkative skull. Players already asked for a toggle. That is an options-menu issue, not a first-hour blocker.
  • Steam Deck guesses. Compatibility is still listed as unknown. Use the requirements page instead of forum folklore.
  • Shared-session wishlists. Store categories list single-player. Do not hold your first save for a friend.

A short packing list

  1. Pre-order or wishlist on the store you will actually launch. Details: pre-order.
  2. Screenshot your GPU and RAM, then compare to min/rec specs.
  3. If you own the original, finish one “honest” graveyard so the sequel’s inverted corpse ethics sting properly.
  4. Open this wiki’s preview on launch morning and tick what became true.

The official trailer above is the tinyBuild release-date spot — satire about a “charming town” that is obviously a corpse economy. Watch it once, then spend your energy on graves, wood concepts, and a single factory line, not on buying every cosmetic the day the gates open.

FAQ

Frequently Asked Questions

Quick answers Keepers ask before September 22.

Is Graveyard Keeper 2 free to play?

No. It is a premium sequel. Steam's pre-purchase price is $19.99 at 20% off a $24.99 list until September 22, 2026.

What does the thumbs-up X/20 number mean?

Store screenshots show a counter over 20 in several locations. It behaves like a quality or rating cap, not HP. Wait for a live tooltip before treating it as a graveyard score clone.

Can I play with a controller?

Steam lists full controller support, including Xbox, DualShock (USB), and DualSense (USB) notes. Build-mode hints on PC still show mouse and R to rotate.

Should I rush The Town on day one?

No. Official systems still start with cemetery work and production. Use graveyard and automation before street battles.

Where are the rest of the beginner links?

Date and bonuses: release date and pre-order. Hardware: system requirements.