Graveyard Keeper 2 Systems: Progression & Mid-Game Loops
Once corpses and Day-1 blockers are under control, Graveyard Keeper 2 opens into coupled systems: zombie labor, tech unlocks, Dream Dust gates, food energy, faith/sermons, workshop automation, alchemy runes, tech points, money, inspirations, fast travel, farming and Town restoration. These guides prioritize what to unlock and wire next — not every item ID.
Beginner Day-1 checklist
Hour 1 → Week 1 phase board and done-when checklists.
Zombies
Workforce unlock and assignment pipeline.
Tech tree
Opinionated early unlock order with Faith/Science coupling.
How to get tech points (red, green, blue)
Where each colour comes from, Science Kits for the Study Table, and the fix for a blue shortage.
Inspirations: best early perks
Claim goals with Faith, fill the bars, and spend perk points first on mastery, Carrier and Priest.
Dream Dust
Gate for resurrection and related mid-game unlocks.
Energy / Food
Keep the Keeper fed so work and travel do not stall.
Farming & fertilizer guide
Farming needed per crop, bed Farming and garden upgrades, every fertilizer, and a zombie gardener setup.
How to make money fast
Burial certificates, the Paint loop, sermon donations and town orders, stage by stage.
Fast travel milestones & Faith costs
All 11 milestones, what each costs, and why the Village and Port come first.
Faith / Sermons
Temple loop, sermons, and Faith for tech/progression.
Automation / factory layout checklist
Supplier/porter pathing, storage proximity, and a stable factory loop.
Restoration kits: rebuild the town
Every kit recipe, what each Town shop and house repair costs, and how to automate the kit line.
Alchemy / Runes
Alchemy and rune loops once the bench is online.