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User Interface
September 14, 2026 at 01:16 AM
Repaired split table cells and converted literal markup into working internal links
This page records the on-screen layout of Graveyard Keeper 2 as it appears in the official store screenshots. Everything here is read from published pre-release captures, so labels and values can change before the 22 September 2026 release.
A single menu bar runs across the top of every full-screen panel, carrying five tabs.
Tab | What it opens |
|---|---|
Character | The Grand Inquisitor's own stats and progression |
Tech Tree | The research panel, covered on Technology Tree |
Inspirations | A separate screen that carries a red notification dot in the published capture. Its contents are not legible |
Quests | The objective and storyline log |
Map | The world map, which the launch announcement calls a convenient city map used to travel between areas |
The persistent display sits across the top left corner and stays visible in the world.
Element | What it shows |
|---|---|
Compass ring | A circular frame holding a small live view of the surrounding area, ringed by six small coloured icons, with a pendant style slot hanging beneath it |
Energy bar | A blue bar with a lightning bolt at its left end, drained and refilled across captures |
Magenta counter | A small round pink or magenta icon beside the energy bar, purpose not stated |
Point counters | Three coloured counters, red, green and blue, spent in the Technology Tree |
Approval gauge | A thumbs-up icon with a value out of twenty |
Hotbar | Four numbered slots along the bottom centre, each showing an item and a stack count |
The approval gauge reads 5, 10, 11, 12, 17 and 19 out of 20 across the published captures, which suggests a standing or reputation value that moves during play rather than a fixed cap. The game does not label it on screen.
Whenever the player enters a distinct area the game prints a banner in the top right corner. Some areas attach a small status readout to the banner, which is the clearest sign that each one runs a local system of its own.
Banner | Readout |
|---|---|
Garden | None |
Astrologer's Tower | None |
Graveyard | A green skull icon with a value, reading nine in the published capture |
Town Workshop | A gear icon with a value against a cap, reading 66 of 75 |
Town, with Port Area on a second line | A small figure icon with a value, reading zero |
The Town banner is the only one that stacks two lines, naming the settlement on top and the district beneath it. That structure matches the district by district reclamation described under Town Restoration. The full area list is on Locations.
Contextual prompts appear next to whatever the player is standing at. The graveyard capture shows an F key prompt attached to a grave surround, and the build mode capture prints a three line control list in the bottom right reading Build on the left mouse button, Rotate on R and Exit on Escape. Pickup feedback appears as a small floating toast in the lower right, one of which reads plus three Stick.
The combat capture uses a different set of overlays. Every participant carries a bar above their head: green over the player, red over hostiles, and blue over one unit. Two long segmented meters run across the top centre of the screen, one marked with a shield and one with an open hand. A movement or formation widget sits in the bottom left beside a single equipped weapon slot. More on what those controls do is on Combat.
What Inspirations contains
The names and meanings of the six icons around the compass ring
What the approval gauge measures and what raises or lowers it
What the magenta counter tracks
What the two segmented combat meters count
Full keyboard and controller bindings, and any remapping options
Accessibility options beyond the two the storefront declares, which are custom volume controls and playable without timed input