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Buildings and Construction
September 21, 2026 at 01:37 AM
Added a demo screenshot (2026-09-21)
Construction in Graveyard Keeper 2 runs through a dedicated grid based build mode, unlocked piece by piece through the Technology Tree. It is the shared placement layer behind the workshop stations under automation, the modules on the graveyard, the defensive works under combat and the restored structures of Town Restoration.
The published store screenshots show the mode in use. Entering it tiles the ground into a visible grid and colours each square by whether the selected object can go there.
Element | What it does |
|---|---|
Green tile | Valid placement square |
Red tile | Blocked square, occupied by terrain, an object or a reserved footprint |
Yellow hatched border | Marks the edge of a buildable zone |
Left mouse button | Confirms placement, shown on screen as Build |
R key | Rotates the selected object |
Escape key | Exits build mode |
Objects occupy a footprint of one or more tiles, and the screenshot shows several already placed pieces surrounded by their own red exclusion squares, so spacing is part of the layout problem rather than a free for all.
The build mode capture shows an outdoor working area part way through construction. The following pieces are legible. None has a confirmed in-game name, so they are described by what they depict.

Piece | What it appears to be |
|---|---|
Two handled saw bench | A sawing station for turning logs into boards |
Stone breaking table | A bench holding broken rock with a hammer beside it |
Smelter | A stone furnace venting smoke, with a four segment progress bar and an ingot shown as its output, stacked two deep |
Log rack | Stacked timber storage |
Chest | General storage, several placed across the plot |
Water pump | A wooden stand with a metal spout |
Street lantern | A wrought iron lamp post |
Anvil and forge | A small metalworking setup |
Grinding wheel | A mounted circular stone |
A demo store screenshot shows the Keeper working the two handled saw bench in person in an outdoor clearing among ruined arches, next to a log pile, a chest, a lantern and barrels, so the bench is a manual station as well as a placeable object. A separate capture of the Garden area shows a blue schematic easel standing next to several of these benches, matching the blueprint tiles drawn on the Technology Tree node cards.
The underground production hall is the largest built space shown in official material. Its location banner reads Town Workshop and carries a gear icon with a value against a cap, sixty six of seventy five in the published capture. Inside, zombie workers stand at benches arranged down both sides of a central aisle, with conveyor belts running the length of it and capstan wheels turned by pairs of zombies at the outer edges. Each station shows a small segmented progress bar and a preview tile of what it is producing. The layout is covered in more detail on Automation.
For The Town itself, the July 2026 developer log described a different approach. Rather than assembling the settlement house by house, the artists built a separate construction kit in which every detail could be swapped and customised. The studio says that let them assemble the skeleton of the location quickly and spend the saved time on the Town's unique elements. That is a production technique rather than a player facing system, but it explains why the settlement reads as a dense, varied place instead of a row of identical buildings.
In-game names for the individual workstations
Construction costs, build times and whether construction consumes labour
Whether placed objects can be moved or only demolished and rebuilt
What the Town Workshop gear value counts and what its cap represents
Whether build zones can be expanded, and how
Console and controller bindings for build mode