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Farming, Fishing and Trade
October 13, 2026 at 10:42 PM
Added orders, likes and trader details from post-launch patches, and the crops, stations and fishing changes they name
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.
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 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.
Achievement | Goal |
|---|---|
Master Farmer | Harvest 100 crops |
Master Cook | Cook 100 dishes |
Fish Magnet | Catch 50 fish |
Alcohol Baron | Produce 100 bottles of alcohol |
Merchants' Best Friend | Complete 25 merchant orders |
The list confirms cooking and alcohol production as counted activities alongside farming, fishing and trade. The full list is on Achievements.
Patch notes since launch fill in how trade with The Town works. Town orders are delivered in crates and earn likes, and trading with vendors earns likes too, up to a maximum, with extra likes for trading a specific item. Update 1.008 raised the likes from deliveries and from vendor trades, cut the number of crates each delivery asks for and increased the bonus from the Happy Supplier perk. Update 1.010 on PC lets the number of order slots rise to five depending on the number of villagers. Some trade goods have a static price, and update 1.006 stopped them doubling in price on the first purchase. The studio's 2 October 2026 plans also promise simpler, rebalanced trader upgrades.
Crops and plants named in the fixes include wheat, onion seeds, which cannot be planted in vineyard plots, grapes for grape juice and grape wine, and brown mushrooms. The Keeper tends garden beds, a fruit garden and a vineyard, and there is a garden well with an upgrade. Cooking uses a cooking oven with a tier-2 upgrade, a kitchen table and a millstone, and drinks involve a distiller and the Sommelier perk, which boosts wine crafting. For fishing, bait kept in bags can be used since update 1.009.
A full crop list, 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 how prices move for goods that are not static-price
What character customisation covers, and whether it is cosmetic or mechanical
The ability upgrade screen and how it differs from talents