Alongside the graveyard, the factory and the war, Graveyard Keeper 2 keeps a set of quieter livelihood systems. The publisher's launch announcement names farming, livestock, fishing, trading, character customisation and ability upgrades as returning activities, and the store description repeats the harvesting brief. This page gathers what is confirmed about them. None has been given a dedicated developer log yet, so the detail here is thin by design rather than by omission.
Confirmed Activities
Activity | How official copy describes it |
|---|---|
Farming | Farm food, listed in the launch announcement among the things the player does between burials |
Livestock | Take care of your livestock, listed in the same sentence |
Fishing | Named in the key feature list as one of the returning activities |
Trading | Named in the key feature list, and again in the trailer copy as craft and trade |
Supply chains | The trailer copy adds optimise supply chains, linking trade to automation |
Character customisation | Named in the key feature list as customise your character |
Ability upgrades | Named as upgrade abilities, distinct from the Technology Tree |
Storylines | Complete engaging storylines, named in the same feature block |
Farming in the Screenshots
The Garden area capture shows the agricultural side in practice. Four tilled planting rows run across the working area, seeded and ridged, with workbenches, chests and a blue schematic easel arranged around them. The Garden is the Keeper's outdoor base and is one of the named areas catalogued on Locations. A pumpkin or squash and a herb bundle both appear in the hotbar in that capture, which is consistent with a gather and carry loop rather than a separate farm screen.
Fishing in the Screenshots
Fishing moved from a line of copy to a first-party image with the demo store screenshots published on 14 September 2026. One capture shows the Keeper on a wooden jetty over a mountain pond in the rain, rod in hand, a float on the water and several fish visible beneath the surface, with a stone bridge over the outflow below. The prompts along the bottom of the screen are controller glyphs reading Tug the rod and Exit, which is the first look at the fishing interaction itself. The head-up display in the same capture is described on User Interface.

Trade and the Reviving Town
Trade is not a standalone shop system. The June 2026 developer log tied it to the rebuild: restored buildings create new markets for the player's goods and unlock valuable products and resources to buy in return. The September 2026 log added a second trade thread, describing traders who bring goods from foreign lands into the settlement. That makes commerce a two way loop between the workshop and Town Restoration rather than a fixed vendor list.
Livestock and Fauna
Fauna is named in the store description as a harvested resource, and livestock is named separately in the launch announcement as something the player looks after. Official material has not shown an animal pen, a barn, or any named species. The two lines are recorded here as separate claims because the copy treats them as separate activities.
Not Yet Disclosed
Crop names, growth times, seasons or any weather effect on farming
Livestock species, housing requirements or product yields
Fishing spots beyond the pond in the demo capture, tackle, or any fish list
The currency used in trade and whether prices move
What character customisation covers, and whether it is cosmetic or mechanical
The ability upgrade screen and how it differs from talents