Graveyard Keeper 2 shows a location banner in the top-right of the screen whenever the Inquisitor enters a distinct area. This page catalogues the areas confirmed that way in the official pre-release screenshots. Names and on-screen values are taken from pre-launch material and may change before release.

Confirmed Areas
Area | What the Screenshots Show |
|---|---|
Garden | The keeper's outdoor base. Tilled planting rows, workbenches, chests, an anvil and forge, and ruined stone arches sit around the working area. The resource bar here shows the three colour-coded point counters at work. |
Astrologer's Tower | An interior split between a study with a starry rug and bookshelf and a ritual chamber. The chamber floor is marked with six colour-coded constellation circles arranged around a central desk that holds a glowing orb. The banner confirms the tower as an area in this game; no astrologer character or quest has been detailed. |
Graveyard | The cemetery outside the town walls, near the keeper's base. Individual graves display floating green-skull values and the area carries an overall green-skull rating. A large columned mausoleum stands at its northern edge. Grave designs and modules are unlocked through the Tech Tree, covered under Town Restoration. |
Town Workshop | An underground production hall where pale zombie workers run crafting stations linked by belt-like flows. A meter tracks the workshop's output against a cap. This is the confirmed home of the zombie-run production described under Automation. |
Port Area | A waterfront district of The Town, shown with a shipyard and a wooden hull under construction in a dry dock. It is the first individually named district of The Town to appear in official material. |

The Southern Outskirts
The September 2026 developer log opened a second region. South of The Town lie outskirts the player can explore, and the studio listed what is in them by name.
Feature | Studio's description |
|---|---|
Another village | A second settlement distinct from the Town |
Another tavern | Named alongside the village |
Another forest | Named as a natural area |
Another swamp | Named as a natural area |
Another church | Named as a structure |
Another graveyard | Distinct from the player's own cemetery |
The studio describes them as all different yet somehow familiar, filled with small details, and says the point is to make the world feel much larger than what the player can walk. None of the six has an in-world name yet. The wider story context is on Story and Setting.
The Sewers and the Battle Arenas
The September 2026 combat log named a third set of places, all tied to fighting. Town battles are fought on the streets of The Town rather than in separate arenas, and each part of the city is a distinct arena with its own layout and win conditions.
Place | What the studio says |
|---|---|
Town Square | A battle arena where waves attack from every direction and have to be held off |
Central streets | Arenas where the player pushes forward on multiple fronts and captures control points |
The sewers | Beneath The Town; open on the days when city battles are not available, and full of hostile zombies |
The Sewrena | Something the streets whisper lies deep beneath the Town. Named once in the combat log and not described |
The free demo released on 14 September 2026 runs from the opening of the game up to the introduction of The Town, so the settlement is reached within its three to four hours. Combat detail is on Combat.
Travel Between Areas
The first game's fast travel item is gone. The September 2026 developer log says the studio decided there would be no teleport stone, because plenty of players never found it or worked out how to use it, and that players will instead enjoy long walks through the world. For anyone who has walked enough, the replacement is Milestones, which allow fast travel between unlocked locations.
The publisher's launch announcement adds a second navigation aid, describing a convenient city map used to travel between the Town's varied areas. A Map tab also sits at the right end of the in-game menu bar, covered on User Interface.
Reading the Location Banner
The banner names the current area and, for some areas, adds a small status readout. The Graveyard shows a green-skull rating, and the Town Workshop shows a production value against a cap. These readouts are the clearest sign that each area has its own local system rather than being pure scenery.
The Graveyard Rating

In the Graveyard, each grave shows a floating green-skull value, positive or negative, and the area sums to an overall green-skull rating. This is the graveyard-quality system for the sequel. It should not be confused with the corpse goal the developers describe as inverted toward red skulls: the red-skull pursuit is about corruption in the bodies you handle, while the green-skull rating shown here measures the quality of the graveyard itself. Exact scoring rules are not detailed in official material.
Reading the Town Banner
The Town is the only area whose banner stacks two lines. The published capture prints Town on the upper line with a small figure icon and a value of zero beside it, and Port Area on a second line beneath. That structure matches the district by district reclamation described under Town Restoration: the settlement is one area, and each district inside it is named separately.
Not Yet Disclosed
In-world names for the six southern outskirt features, and what the Sewrena is
How Milestones are unlocked and whether they cost anything to use
Whether the city map is a fast travel interface or only a reference
The number of districts inside The Town
What the figure icon on the Town banner counts
The cemetery itself, including how its green skull rating is scored and what the tech tree modules hold, has its own page at The Graveyard.