
Build and manage a medieval graveyard while facing ethical dilemmas and making questionable decisions. Welcome to Graveyard Keeper, the most inaccurate medieval cemetery sim of the year.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 22.29/day in the week to Sep 14 → 33/day in the week after.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.99−80% | 55.9Kreviews | 85% | #85 | $5.1M |
| $49.99 | 4.9Kratings | 86% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2058 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
👍
Fajna gierka, polecam💪
Funny, addictive, pixelated. 10/10 would recommend. Also fun if you're into optimising.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Same day: best RU #39, worst UK #95 · 10 markets collected
Reviews, worldwide (the counter carries no country): 14/day in the week to Aug 5 → 23.71/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Simplified Chinese, Spanish - Spain, Portuguese - Brazil, Korean, Japanese, Russian, Italian, Polish
| $19.99 |
| 2.5Kratings |
| 80% |
| — |
| not modelled |
| $4.19−79% | 757ratings | 78% | #11 | not modelled |
| $4.99−75% | — | — | #96 | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 2.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
这游戏我不知道在哪吐槽了,没买dlc,想到哪说哪儿。首先就是结尾制作组自己吐槽小镇没做,操作格外格外的繁琐,支线任务也是设计的很差,就一定要每天只能见到一个特殊任务npc,折磨比如星期五任务等到下周四才能交;最后剧情是包饺子(非重点);再说墓地模拟这方面,感觉底子是不错的,就是打磨的太差了,前期尸体溢出,后期尸体不够大后期啥都不缺了,只缺尸体,一天就运一具,冥想的跳过时间太慢,墓园都没放几具尸体,甚至教堂最高等级不放尸体全靠装饰都够了;体力全程没有增长,但是却有回复量比体力上限高的食品;ia僵尸一般般,固定路线,固定位置,想攒一个拼好尸太累了,尸体刷的太慢了;布道信仰给的真的好少,一周就布道一次前中后期都缺信仰,最后发现最挣钱的居然不是布道,而是卖菜,游戏里很多很多物品做出来也卖不了,后期任务开放的市场居然还是特定品才能卖,很多很多制作链上的最终品都卖不出去,为了练技能点只能做完之后全扔了比如高级烧瓶,我认为能不能自由贸易对于模拟经营游戏来说真的很重要;很多配方也是就要求你用银星或者铜星的,不应该有高级兼容这种么,结果我明明做了更厉害的金星物品,配方反倒没法做;还有神秘蜜蜂,我收集的特别慢,最后打通七个蜂巢也就只建了六个,自己做的蜂巢都不是必掉蜂蜡,每周如果布道全做高级蜡烛,消耗都比获取的要多;技能树解锁的建筑配方也不写能在哪里建造,这游戏所有建筑必须在他给你圈定的位置放置,而可以放置的场景有好几个,解锁一个建筑,经常性需要在好几个工作台来回跑才知道这个建筑是哪个区域解锁的;火葬场居然还需要在野外空地,明明游戏内本身就有类似熔炉这类,可以添燃料的建筑不用,就是要在野外次次放木头次次烧,从头到尾没有升级。这些在前期因为需要熟悉游戏,加上引导不是很多,每天都很忙,都很新鲜体会不太出来,前期一过,到了中期就开始重复劳作特别明显,后期简直是灾难的体验,更别说游戏前中后期的操作限制都很多,再次强调操作非常的繁琐,总之希望制作组2代能吸取1代的教训吧
2が出るということなので、今更ながらレビュー。 コンセプトとしては発売された当時は割と新鮮だったのですが、牧物ライクゲーが多数出てきた今、あらためて見ると、スキルツリーに必要とされるアイテムや導線など諸々荒削りな部分が目立つゲーム。 当ゲームについて別ゲーのレビューで「インモラルな牧物」と評したことがあるのですが、今思い返すとあまりインモラル感はない…かも…? というのも、人の死体を解体している、という生々しさはあまりなく、そうなると偽装肉を売っているだけ、という事になり…偽装肉を騙して売ってた◯ートホープ事件あったよなぁ…。まあ海外では実際◯肉ラーメンとかソーセージとか事件がありましたし。事実は小説より奇なり。 創作でもウミガメのスープとかではたいてい回答で人は食われがち。 ってところを鑑みると、司教含め冒涜、騙し、卑怯さみたいなものは感じるのですが、グロゴアか?と言われたら「そうかな…?部分的にそうかも…」という某魔神が頭ひねってるみたいな感情になるんですよね。 まあ私がそういった系の創作に「ああそういう感じー」とさらっと流せるから、というのもあるからかもしれませんが。 なのでグロゴアを期待している人からはかなりがっかりする内容、農場ゲーとしてもちょっと足りないところが多い、ということで「おすすめしない」という結論です。
Muito e pouco conteúdo ao mesmo tempo. Ótimo game pra matar muitas horas do seu tempo
Имба
Not sure if I would have bought this at full price but it was still fun to play. I will recommend but only because I can't have an average recommendation.
Very fun game, the end game is a bit of a wall unless you get into the zombie automation mini game. I do like that you can stay active over night and don't have to deal with the "end of the day" stamina wall forcing you back to bed to rest. Between that and the teleport stone, a lot of frustrations wrt quality of life are accounted for. Down side, you need to overtly rely on external guides. If the game had a better in game codex it would have been perfect solid 8/10
Good game, I have left is fishing type achievments left. Not really replayable unless you give time inbetween play sesions.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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