Video Guide
Graveyard Keeper 2 - Launch Trailer | Build, Farm & Command Zombies
Table of Contents

Red skulls have a positive use when preparing zombies: the developer states that more corruption allows better skills to develop. White skulls are useful for burial quality. Choose the intended role before altering organs; do not optimise a worker by copying the original game’s white-skull percentage model.

Build one complete chain

Zombie workers can use workbenches and semi-automatic machines in underground factories. Start with a resource you repeatedly run short of, then check the whole chain: input stock, the assigned worker, the required station and extensions, output space and transport. Improving a worker does not solve a missing ingredient or a blocked output.

Test one production cycle before scaling it. If the current station offers a repeat option, read that station’s controls rather than copying an exact infinity-button position from the original game. Repeat crafting still depends on supply and output handling. Do not assume all stations become self-sufficient merely because a zombie is assigned.

Fix bottlenecks by version and symptom

Steam PC 1.009 fixed mine, sawmill, clay-pit and sand-pit workers stopping after carrying results back. It also fixed gardeners stuck on a failed harvest; a repeatedly failing crop is left for the player. These specific behaviors help separate a known worker fault from a supply shortage.

Steam PC 1.010 increases gears from zombies with Belt Master and fixes a factory porter walking through walls. Neither note guarantees a particular percentage improvement for every factory.

Scale within the cap

Worker count is not limited only by available corpses. Steam PC 1.008 fixed Panic failing to trigger above the zombie cap. Check the current cap before raising more workers. The developers also announced further automation plans, including helpers collecting output and restarting kilns/furnaces and farmers handling compost. A plan is not proof that every listed feature already shipped in 1.010.

Are workers always 50% as fast as the player? That imported universal percentage is not established for this sequel. Compare the actual job and skill.

Does automation remove all manual work? No guarantee: inputs, assignment, output and story actions still need attention.

Can workers defend everything while I ignore battle? Combat uses controllable squads and objectives; it is not a verified unattended protection mode for every district.

Related guides

Sources

Sources and known gaps

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