
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 →
Media

About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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
Hours played at review time, across 612 reviews with recorded playtime.
Reviews
Themes across 607 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Miserable game with miserable direction and miserable timegating with miserable guidance. Getting softlocked into not getting bodies delivered and not being able to resolve it after many hours is just terrible design. Got it during a free weekend and I still feel like I paid far too much. Not worth the time, belongs in the compost heap.
I do not usually write reviews, but this was just such a fascinating experience that I wanted to put my thoughts out there. I bought this (long) after seeing it played by Many A True Nerd on YouTube. The opinion on that video was that the energy cost of all actions was frustratingly high and there was just too much faff (build A to craft B to process C so that you can make a new bed, etc.). This led me to buy the game with my eyes open, knowing it had some flaws, but it was on sale, I was feeling good for it, and here we are. Full disclosure, I often love this kind of tedium in games. For me, that process is a perfectly satisfactory form of progression, so long as I really want the final product goal. In Graveyard Keeper, I really enjoyed watching the quality of the graves go up, scoping out new crafting stations, processing materials, and being tantalized with the possibility of raising the dead to do some of the grindy bits for me. However, after a point, the amount of grind needed to facilitate the numbers going up became a bit more than I wanted. I touched up some graves here and there, but there were some strange choices in mechanics that I found frustrating, such as how all tools can be repaired except for chisels, which must simply be crafted anew, and are necessary to make polished stones. The game gives you copious amounts of freedom. Rather than having a single path I was grinding down, I meandered, doing a bit of what was interested, getting distracted, moving over to something else. I felt like I was always making some form of progress through this strange, macabre little world (though sprucing up the graveyard and the church was still the best fun). [b]This game tutorializes players minimally about some mechanics. [/b] At the beginning of the game, I enjoyed that. The game "trusted" me to figure it out on my own and it was reasonably rewarding to do so. However, I did start to notice cracks from the beginning. A ghost appears to tell you how to dump bodies in the river by asking you to dig up someone's grave because he didn't like the guy. I just ignored this, and the specific grave listed by the ghost was never marked anywhere. There was no way to check the dialogue or instructions. Similarly, some of the mechanics related to preparing corpses for burial could have been better explained (I passed over the red vs. white skulls for a bit). I started to have problems with the game after I made a few zombies and automated by basic resources (iron, stone, wood). I unlocked a technology for preserving bodies, improving their quality for burial or for undead labor. Unfortunately, I was able to unlock this technology LONG before I was able to make the starting ingredients for the preservation liquid! There was no indication of where to get the base materials for the preservation liquid other than a note to use the alchemy bench. This brings us to ALCHEMY. The alchemy system in this game had some interesting potential, but ultimately does not respect player time. There is a solid sprinkling of game logic into the alchemy system, regarding which substances can combine to make something useful (like preservative!) and which only produce goo. However, the logic is not complete and, unless some random townsperson was interested in explaining a pattern that they learned in the university, there was simply no in-game way to determine the recipes other than a full brute-force approach, which includes brute-forcing a three-digit code of different elements and substances. The time it would have taken me to get what I wanted (healthy, glue-filled corpses) is larger than I cared to imagine. This was when I started cooling on the game. The straw that broke the camel's back, however, was decorating/improving the church. I built a wall candle, but was unable to place it in any of the "suggested" places (they did not quite fit). I know the game is rough, and I assumed that this was just some kind of oversight and didn't think too much of it. Then, in my last hurrah, I summoned all of my resources, built the materials for two stained glass windows, and went to install them in my church. It was here that I found that THEY ALSO HAD NO VIABLE LOCATIONS. Instead, a bit of googling revealed that the church needed to be upgraded to the next tier before stained glass could be placed, and even then, only one stained glass window would be installed. I had unlocked the stained glass and spent a lot of focused time aiming for these windows only to learn that I had unlocked them far earlier than they were truly relevant to the game. No tooltip suggested that these belonged in the cathedral level, and the building station in the church happily told me I had all the right materials! There were just too many odd or sloppy design choices for me to continue the game. If you've bothered to read this far, I will be totally honest, I had a great time with most of this game. It let me turn off my grindy little brain, and it had no serious plot, so I didn't feel like I was really missing anything by ignoring some people I found uninteresting. If you buy this, I wish you an excellent experience; Just know what it is you're getting, and you'll be happy with it. Expect something more polished and complete and you'll be livid.
4/10 I give up, i'ts so boring. The only reason i gave 4 is that the dry/dark humor was very good, i actually laughed out loud in some of the dialogues. But to be able to see those dialogues, you have to grind for hours, maybe days with nothing to speed you for a very long time. The game doesn't have any actual tutorials. Which is good and bad at the same time. It's good because you can start anywhere, do anything in any order, abandon and come back to certain quests. It's bad because there are certain things that are very complex. Like soul techs, zombies and maxxing out the cemetery. It's relatively old game so there are no good/ in depth tutorials on the internet and wiki is weak. I still don't know how to make more zombies than the first free one, and i did that with the help of a friend. I hate to leave it here, maybe I'll come back to it later. But almost 60 hrs of playtime left me more confused than the beginning.
Co-founder of the dev studio has become the kind who spends months boasting day-in-day-out about how his phone is so great at generating all code and assets for him, that he no longer even needs a PC for his work. ...oh and the game is unfinished, with no fixes to a ton of longstanding known bugs.
虽然是送的,但是还是不推荐。游戏有主线,但是提示很差。我玩了很久还没玩的核心的僵尸工人。地图太空旷,NPC刷新太久。走了弯路就中间时间全是浪费了的,没有一点其他可以补救的。
At first, the game was kinda fun. But as I kept playing, every tasks felt tedious and unrewarding. It wasn't fun for me and it felt like a chore to play. Interacting with the world would sometimes bug out, stopping me from what I was doing, as I need to be in the right place to keep up with the activity. Like collecting sand. The items spawning on the ground would push me out of the interactable object and stop me from shoveling sand. I was also prone to getting in places. There are some in-game mechanics, or overall information of the game that was glossed over and not explained at all. The tutorial in the game was not enough as I needed to look up online for the ones that I needed to know. A lot of the mechanics also felt undercooked. Overall, this is a mediocre game for me. So I'm gonna have to give it a thumbs down.
With all of the DLC, it feels like there's a ton of stuff to do, but it all does run into each other a bit. Overall, I enjoyed my time with the game thoroughly, but it would never be on a top ten list. Definite recommend if you want a chill game with no time limits and an interesting story (with DLC).
Ад — это то, что я готов пройти, создавая его своими безумными идеями (с). Классная графика, простые и понятные механики, но это до тех пор, пока вам не понадобится скрафтить что-то сложнее с применением химии и алхимии. Тогда это превращается в душнение по построению цепочек, написанию таблиц и поиску необходимых ингредиентов для той самой вундервафли. Это однообразие изматывает, а любое продвижение по линии сюжета воспринимается как глоток свежего воздуха. Интересно будет тем, кто никуда не спешит, кого тысячи раз повторенные действия только успокаивают и не вызывают состояния фрустрации. Конечно, поначалу прикольно крафтить, даже первые шаги в алхимии интересны, но с прогрессией сложности вырастает потребность в пространстве и сундуках для хранения ингредиентов. Это, конечно, очень «усиливает» вашу память, чтобы помнить, где и что вы оставили; к сожалению, нет единой навигации по всем сундукам во всех местах. Неотъемлемый большой плюс игры, не считая всех остальных, — это юмор, юмор и еще раз юмор! Итог: поиграв какое-то время, мне стало скучно, редкие всплески интереса вызывало продвижение по сюжету героев города. Игра больше монотонно-логическая, заставляющая искать ответы на то, как получить тот или иной ингредиент. Тут я снимаю шляпу перед теми, кто проходил первым и у кого не было никакого гайда, как есть сейчас, где можно глянуть про все на свете. Для фанатов медитативных процессов, где сюжет лишь дополнение процесса, а не основная изюминка.
slow and horrendous. stupid jokes. given for free because to advertise GK2. keep away from this game
jogo muito bom pra relaxar. Nem na faculdade tirei tanto órgão de defunto como nesse jogo, nota 10
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Languages: English, French, German, Simplified Chinese, Spanish - Spain, Portuguese - Brazil, Korean, Japanese, Russian, Italian, Polish
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Related
| Assassin's Creed 2 | $27.6M | 60.8K | 89% | $19.99 |
| TCG Card Shop Simulator | $27.5M | 48.6K | 97% | $19.99 |
| Brick Rigs | $27.4M | 58.5K | 95% | $13.99 |
| Sniper Elite 5 | $27.8M | 29.8K | 84% | $49.99 |
| Gunfire Reborn | $27.3M | 103.4K | 93% | $19.99 |
| Heroes of Might and Magic: Olden Era | $28M | 20.8K | 88% | $39.99 |
Related
| Graveyard Keeper | — | 735 | 78% | $4.19 |
| Anvil Saga | $741.2K | 1.8K | 70% | $19.99 |
| DAVE THE DIVER | $90.8M | 139.6K | 97% | $19.99 |
| Medieval Dynasty | $38.2M | 51.6K | 90% | $34.99 |
| Forager | $23.8M | 43.8K | 90% | $19.99 |
| Travellers Rest | $5.5M | 17.7K | 88% | $13.49 |