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Getting Started
September 14, 2026 at 12:54 AM
Killed the superseded Nintendo listing negative, added the confirmed talent system, Milestones fast travel and quest-character schedule change, and date-stamped the remaining unknowns
Graveyard Keeper 2 is the announced sequel to the 2018 management sim Graveyard Keeper. It was revealed at the Triple-I Initiative Reveal in April 2026 and has not shipped yet. There is no public build, no early access, and no open beta. This page is the practical onboarding guide for players who want to follow along now. For the broader pitch, see the main overview.
Recent developer logs have started to flesh out what that work looks like: the cemetery sits just outside the walls of The Town, which the player rebuilds district by district once the launch build is in hand.
Release date: 22 September 2026. Storefront specifics live in the platforms and release article and the dedicated System Requirements page.
There is no playable build of the sequel yet and no demo has been announced. Pre-orders opened on 26 August 2026 on Steam, PlayStation, and Xbox, each carrying a discount and two bonus items, so the practical decision now is whether to pre-order or wait for launch on 22 September. Wishlisting still works if you would rather hold off and just be reminded. Following the developer and publisher's public channels remains the best way to catch new footage, since that is where gameplay clips and design notes have been landing.
To prepare for the sequel, the original Graveyard Keeper was made free-to-keep on its storefronts around the announcement, with a claim window that ran through April 13, 2026. Picking it up is the closest thing to hands-on prep available right now, because the underlying graveyard-management loop, the dark humour, and the medieval-fantasy framing all carry over. Studying its production chains will leave you better oriented when the sequel ships.

On launch, you play as the Grand Inquisitor of a medieval kingdom in the middle of a zombie apocalypse. The role layers four broad activities on top of each other:
Manage a graveyard. Build and upgrade plots, handle remains, and run the production chains that grow out from the cemetery.
Automate production with zombie labour. Captured zombies physically power workstations and conveyor systems, freeing the player from repetitive manual work.
Rebuild a town. Restore a ruined medieval settlement, help the residents who survive, and unlock the buildings and services that come with a working community.
Defend against zombie hordes. Build fortifications, equip troops, and lead an undead army into engagements with the larger apocalypse.
The sequel is best understood as three intertwined pillars, with combat sometimes broken out as its own fourth pillar depending on how you slice it.
Pillar | What It Covers |
|---|---|
Graveyard Management & Automation | The cemetery economy and the zombie-powered conveyor systems that chain into it. |
Rebuilding the ruined town, working with surviving residents, and unlocking new structures. | |
Combat & Defence | Crafting weapons and armour, raising fortifications, training troops, and leading the undead army into the field. |

The first Graveyard Keeper was a cozy mortuary sim with a slow production-chain rhythm and no apocalyptic threat hanging over the village. The sequel keeps that mortuary-sim core and stacks two louder genres on top: an automation-factory layer where zombies replace the player's hands on the production line, and a tower-defence layer where the town has to be physically defended from horde attacks. The dark humour and grotesque cast carry over; the pacing does not.
The kingdom is in the middle of a zombie apocalypse, and the player character is the Grand Inquisitor tasked with holding the line. The undead are simultaneously the central threat and the central labour pool: the same zombies that menace the town in waves can be captured and put to work underground. That tension is the narrative spine.

The reveal materials draw a clear picture of the four big systems and the genre framing. They are also unusually disciplined about leaving specifics open. The table below splits what is publicly confirmed from what has not been described yet, so newcomers know where to trust the wiki and where to wait.
Area | Confirmed | Not Yet Confirmed |
|---|---|---|
Genre framing | Management sim with automation and tower-defence layers, single-player. | Exact pacing, day-night structure, save model. |
Story setup | Grand Inquisitor in a zombie-overrun kingdom rebuilding a ruined town. | Named NPCs, faction names, place names, ending state. |
Platforms | PC, PS5, Xbox Series X|S, Switch, Switch 2. | Cross-save, cross-buy, handheld verification tier, demo window. |
Hardware | Minimum and recommended PC tier on Steam. | GPU model, VRAM, console frame rate targets. |
Release | Releases 22 September 2026 at 17:00 UTC on consoles. Pre-orders open on every storefront that carries the game, with pricing published. | Which outfit each platform's pre-order bonus grants, and the eShop price. Both Nintendo product pages are now linked from the official site. |
The pre-release screenshots show how the game is laid out on screen. A top menu bar carries five tabs, and a persistent heads-up display tracks the Inquisitor's resources and standing with the living.
Menu Tab | What It Opens |
|---|---|
Character | The Inquisitor's own stats and progression. |
Tech Tree | The research screen that unlocks buildings, tools, and other recipes. See below. |
Inspirations | A separate screen with its own notification marker; its contents are not yet legible in current material. |
Quests | The active objective and storyline log. |
Map | The world map covering the keeper's grounds and The Town. |
The heads-up display also shows an energy bar, a small stock of a pink resource, three colour-coded point types (red, green, and blue) spent on research, and an approval gauge shown as a value out of 20 that appears to track standing with the townsfolk. A catalogue of the named areas the game shows in its location banner lives on the Locations page.
Progression runs through a Tech Tree split into several categories. Screenshots show a Building category open alongside three more category tabs marked by a book, a plant, and a skull icon. Unlocking a node spends the three coloured points and grants its blueprint. These Building-category nodes are legible in pre-release footage:
Building Node | What It Covers |
|---|---|
The Concept of Wood | Opening node for basic woodcutting and lumber. |
Woodworking I | First tier of processed-wood recipes. |
Chopping | Turns logs into firewood and boards. |
The Concept of Stone | Opening node for stone gathering. |
Pottery I | First tier of clay and pottery work. |
Brick Making | Fired bricks for construction. |
Stone Polishing | Refined stone for higher-tier building. |
Oiled Wood | Treated wood, a mid-tier material. |
Tool Rack | A workshop fixture for tools. |
Simple Weapons | Early armaments, tying the crafting tree to the Combat layer. |
Simple Barricades | Basic defensive structures for the tower-defence layer. |
Only the Building category is readable in current material, so the full node list across the book, plant, and skull categories is not yet known. Costs, prerequisites, and the exact unlock order shown on screen may change before launch.
The Building category is the only tech tree branch shown clearly in pre-release material. The nodes legible in it are listed below, in roughly the order the connecting lines run. They give a sense of the early progression rather than a complete tree, and unlock costs are not shown.
Node | Leads Toward |
|---|---|
The Concept of Wood | Woodworking I and Chopping |
Woodworking I | Simple Weapons and Simple Barricades |
Chopping | Timber processing |
The Concept of Stone | Stone Polishing, Pottery I and Brick Making |
Simple Weapons | Early armament for the troops |
Simple Barricades | Early defensive placements |
Tool Rack | Tool storage and Oiled wood |
Oiled wood | Improved timber output |
Stone Polishing | Refined stone goods |
Pottery I | Ceramics production |
Brick Making | Masonry for construction |
Every node shown in that screenshot already carries a completion tick, so the capture is from a save with the early Building branch finished rather than from a fresh start.
The September 2026 developer log listed a set of deliberate changes from the first game. They are the clearest guide to what a returning player should unlearn.
Change | Detail | |
|---|---|---|
Fast travel | The first game's teleport stone is gone. Travel between unlocked locations uses Milestones instead | |
Grind | The studio says there will be less grinding this time, softened further by a new talent system | |
Progression | The [[technology-tree | Technology Tree]] returns in a familiar form, with talents layered on top |
Quest characters | They no longer arrive from the Town once a week. They stay at their regular locations, though some mechanics tied to them are only available on their designated days | |
The Keeper | The studio says it is the same Keeper, then qualifies that it is not exactly the same one. See [[grand-inquisitor | Grand Inquisitor]] |
The skull | The talking skull companion is not the first game's skull. See [[the-skull-companion | The Skull Companion]] |
Scale | The map now includes The Town and a set of southern outskirts. See [[story-and-setting | Story and Setting]] |
Decide between pre-ordering and waiting. Pre-orders on Steam, PlayStation, and Xbox carry a discount plus a sauna building and a character outfit; a wishlist instead still gets you a launch-day reminder.
Follow Lazy Bear Games and tinyBuild on their public channels. New gameplay footage and design notes have been landing there.
Do not wait for a demo. None has been announced, and as of 13 September 2026, nine days before release, no demo, playtest or hands-on event has appeared on any storefront, on the community hub or on the official site.
Optionally pick up the original Graveyard Keeper. It was made free-to-keep around the announcement, and its production chains and management rhythm are the closest available preparation for the sequel.
Bookmark this wiki. Pages are updated as official information is verified.
Several specifics have not been disclosed yet: exact controls and default keybinds, opening-hour pacing, the demo timing if one opens, and any named NPCs, towns, items, or zombie types. Verified information will be folded into the automation, combat, and town restoration pages as it lands.