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Farming, Fishing and Trade
September 14, 2026 at 01:16 AM
Repaired split table cells and converted literal markup into working internal links
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.
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 |
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.
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.
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.
Crop names, growth times, seasons or any weather effect on farming
Livestock species, housing requirements or product yields
Fishing spots, 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